OK, that makes a lot of sense. Thanks for the heads up.
Fvynchynch
Recent community posts
Been having a blast with this one, especially in maps like Mysterious Mayan Madness and other maps with a heavy theme on jungle combat.
Really liking the optional hallucinations mechanic. Kept me alert on a lot of maps because goddamn, I jumped out my chair the first time I heard an archvile when I swore the level I was on didn't have one.
Had no problems with any of the weapons, although I wished the M16, M14, and Stoner 63 can chamber an extra bullet on a non-empty reload like the M1911 and the Grease Gun.
Once again, really great mod. Would highly recommend it in case others are reading this and haven't tried this mod out yet.
OK, not sure what's going on, but when Patchouli's bike hits a sloped area or a bump, the bike just goes crazy in trying to angle itself. Makes it difficult to figure out what direction the bike is even facing.
Also, Patchouli doesn't do well climbing up or down surfaces, and this is just with the first level to begin with.
Hopefully this gets address in a later update.
Played through the prologue with Beelzebub and I like what's offered so far.
I'm not sure if I like how the save system works, however. I'm used to them asking for confirmation which does prevent me from making accidentally overwriting saves often in other games. Perhaps implementing that kind of safety feature would prevent accidentally overwriting any crucial saves.
I played through the demo and while I do like what's on offer, there are a few things I want to bring up:
1.) The objective system is too silent. What I mean by this is that the objectives do not update or ping the player when they complete them. It does get annoying when player completes the missions and gets no notification of any updates to the scenario such as notifying the player when they have completed an objective and where to exfiltrate the area.
2.) The handling of the extra weaponry is awkward. I've been more used to MechWarrior's handling of different weaponry where each weapon or weapon group is bound to a number to use them. Having to cycle through the non-handheld weaponry, while familiar to Armored Core's style of weapon handling, can get tedious, especially when mounting a bunch of them onto the Mech itself.
3.) The stat screen needs something similar to Armored Core or MechWarrior's stat screen where the player can look up a separate screen that shows all current stats in detail.
here was also another issue I noticed regarding the briefing screens. They don't properly show, especially the objectives, making it difficult to figure out how to proceed with the missions themselves at times. If it helps, I was using a basic Lenovo IdeaPad 3 15iil05 laptop so, I'm not sure whether this is a hardware/software issue on my end or something on the game's end.
Checked out the new demo. Pretty good stuff so far.
I am, however, confused on how to complete Mission 04 (Wildlife Survey). No matter what I do, no matter how isolated the bug is, it does not count towards the completion of the mission. I tried using all three starting GBs and no matter what, I'm stuck at 0/5 Bugs Tagged.
It's a fun game but two things bug me:
1.) Why is the Continue button unable to be clicked? I thought that one comment that pointed it out was just experiencing a bug but I genuinely was surprised when I couldn't press the same button.
2.) Controls need to be rebind. The current set-up is alright but rebindable controls do allow players to have some say on how they want to play in terms of controls.
A Touhou fangame that feels a bit like Dark Souls but plays more like Armored Core (with how Yuuka flies around and fires projectiles rather than the typical hack and slash gameplay of most Soulslike builds).
Something I never thought I'd ever type out, let alone play and enjoy as much.
Awesome work.
Okay, so I was on the quest where Valerye tells me to learn farming and all of the sudden the game starts freezing with the constant message of "Failed to load: img/pictures/People4_4.png".
It doesn't outright freeze the game as I can just hold down the Enter key and progress things away but it now persists once I am finished with the farming tutorial.
This is basically Gundam meets Earth Defense Force and I'm liking what's on offer so far.
A few suggestions/requests I'd like to make:
1.) More varied melee attacks for the Mechs/GBs - It might seem like a strange request but allow me to explain. The melee attack right now only consists of a single beam saber attack. While a well-timed and well-placed hit can squash a bunch of bugs, the notable delay between melee strikes does mean that players wanting to add more melee into their combat would run the risk of getting swarmed.
For the ace version of the default suit, perhaps having it strike more than once when the melee button is pressed would be helpful.
As for the mining Mech, a more aesthetically fitting melee attack in the form of a jackhammer or a mining drill would work.
2.) More health for the Mechs - It could be that my skills in dodging are utter horse shit, but despite the descriptions, some of the Mechs do not feel as armored as the descriptions say they are. Take for example the mining Mech, the RR-99 Urocissa. The description says it has impressive armor but its armor value of only 1500 makes it not worth choosing over the other Mechs.
3.) Faster movement speeds, especially when in Hover Mode - After playing through games like Armored Core, Mechs boosting across the battlefield are a sight I try to see if other Mech games do. While the thruster mechanic are solid, the boost in speed isn't as noticeable as one would experience. Making the thrusters give a stronger and more noticeable boost in speed would be appreciated.
4.) Better mouse control in menus - While the mouse controls in the menus are alright, they do seem rather lacking in a few areas such as the pause menu while on missions. It would be ideal that, in a future update, this would be addressed.
5.) Large spare ammo reserves - While some ammo can be recovered on the field, it's still possible to run dry with the three weapons equipped on the Mech if players are reckless. Perhaps increasing the spare ammo reserves would mitigate this problem.