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Raotheron

18
Posts
A member registered Dec 07, 2021

Recent community posts

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Late reply, but if this game is an actual MD ROM, then it should play in a MD emulator/multi-system emulator frontend like Lemuroid or Retroarch. Some even have HD filters and other overlays/enhancements you can apply to games so this one might even get away looking better than it already does.

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Just started playing and this is already one of my recent favorites. The art direction, atmosphere, inventory, controls and especially cinematography are phenominal. Hopefully this is on-track to becoming a full title because what's here is frankly beautiful. 

I do have some minor criticisms in that enemies will sometimes block your path completely instead of providing the classic survival horror, "inch to escape." If you decide to run away from enemies to save resources, it's no good for a hitbox to block you into a gauranteed game over, especially when you're surrounded. Your own mistakes are supposed to be what gets you. 

Otherwise, the game is incredibly fun as-is and I sincerely hope a full release comes of it, as this game presents a potent mix of style and gameplay that seriously stands its ground.

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This is a great FPS in general, let alone a great Halo fan game. It's amazing what this engine can do when pushed to this degree and the game provides lots of options for replayability.


Two things I would suggest are bot difficulty settings in Offline Multiplayer, like seen in the Firefight mode, and pathfinding updates to the AI. As it is, the bots like to peer through even the smallest gap between structures when aiming, making them unnaturally accurate, and can often have trouble moving through the maps. Allies can occassionally become useless as they simply refuse to pathfind from time to time, while enemies often stay clustered in a single area.


Likewise, the ability to play Firefight vs Covenent and Flood on more or all of the maps would further serve to broaden the experience. Each enemy type is currently limited to a single map and this is quite limiting in terms of gameplay.

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This is a pretty neat concept, and it's done well. The art style is simplistic but cohesive, and the paperdoll-style characters bring out a retro, almost DIY charm. Aiming being separate from character movement is a unique touch and the movement sells the Spartan's mass. It's like you took the aiming mechanics of Sierra 7 and coupled them with actual movement mechanics. Really cool touch.

It would be neat to see this concept expanded upon, such as by adding elevation and cover to maps, aggressive enemies that could put up more fight and use that cover, and configurable numbers of allied and enemy AI for more expansive firefight or bot multiplayer-style battles. A game like this could easily run away and become quite the sandbox with the right tools and mechanics, especially if players could tinker with the game on their own.

The game was delisted on Steam due to lack of updates or some other circumstance and is no longer available to purchase. This demo is all that's left.

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Aye, it was a treat to find. I have a soft spot for the Vipers (especially the Mark III from Blood and Chrome) so any game or mod that features them heavily gets my attention. With so few official BSG games out there (and all of them being abandonware barring Deadlock) it's largely down to fan creations to carry the franchise. I didn't expect the controls to work at all flatscreen, but they're somewhat manageable already, which is what inspired me to pitch their update for flatscreen users.

Agree with you about multiplayer wholeheartedly; it would probably be a hassle to produce and would likely be touch-and-go in practice. I was moreso referring to a simple combat mode with a bunch of Vipers and Raiders for some cinematic challenge, sort of like Star Wars Battlefront's Instant Action modes. Regardless though I'm amazed enough already that indie games like this and the similar title Colonial One can tackle the Vipers' three-dimensional movement to this degree.

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It's not often you find a Battlestar Galactica fan project, but this one feels, looks and controls nicely. Multi-directional thrusters and free-look view options sell the Viper's agility well. Cylon Raiders are quick and agile as well. The DRADIS screen is well-animated and the FTL effects during jumps fit nicely. Lighting is good, textures are fair, and the sense of scale and mass are perfect.

The game almost feels like a tower defense while protecting Colonial One from Heavy Raiders. There's a fair amount of dogfighting to do with standard Raiders once the Heavy in each wave is splashed. However, Heavy Raiders seem too fast, and are very difficult to target or even catch up to if you lose sight of them even briefly.

It would be interesting to see this game expanded on someday. It's got a solid foundation, but some additional features. Defending the Colonial One is compelling, but a pure dogfighting Team Deathmatch or survival mode with an FTL countdown would make for an interesting challenge, especially if the Basestars and Battlestar used larger numbers of fighters and nuclear warheads and flak screens to go at each other. Intercepting the odd nuke would make for an interesting challenge in-between dogfights and watching swarms of Raiders get shredded by Galactica's flak screens is always a treat.

All this is really just suggestions and conjecture, however. The game delivers a compelling objective-defense mode with a side of dogfighting between the intercepting and does it well enough. The controls are excellent and the effort that's gone into creating what's here speaks to itself.

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Interestingly this title almost works flatscreen, without VR. Your viewpoint is locked to forward-facing and you can't free-look or observe displays properly but you can see the canopy just fine. Likewise, the game detects my PS4 controller, but the inputs are all over the place. I was able to fight the Viper under control despite that, but it's far from combat-effective.

I'd love to see a basic keybind/controller button mapper and a mouse-look or other free-look mechanic added at some point. This is one of those games that can easily suit both flatscreen and VR players with basic QoL. Since it technically supports gamepads already it isn't far off mechanically. With some more development and missions this could be up there with Diaspora: Shattered Armistice in terms of Viper combat. It'd be neat to see an extraction or TDM mode with more Vipers, Raiders and features like nuclear munitions and flak screens, too. This game has a lot of potential.

Just to inquire since SW:LE's Itch page has disabled comments, will the bots in SW:LE be available to play against offline? When I tried the mobile version of the game without internet it just says it cannot connect to server. I've always thought it was bizarre mobile games locked single player behind internet requirements like that.

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Not just a solid fan game, but a decent FPS all-around judging by the first level. The atmosphere and cutscenes are great, and the voicework, despite being A.I. generated (perhaps fittingly in this case) conveys the story well enough. 
The enemy A.I. actually knows how to put up a fight and plays by its parameters consistently, so I never felt cheated when I died. They're just honestly good and I need to be at their level. The pacing of the encounters and story beats is also good, which is a rarity both in fan games and in full-scale FPS titles.


There are issues, namely the often uncontrollable recoil of both player characters' guns. Toning this down or making the bloom spread and directional kick more progressive would reward burst firing with increased accuracy


The lack of an ammo counter seriously hinders gameplay, as does the apparent lack of a dedicated crouch button. Some cover can't be fully utilized outside of slides (which to be fair are useful) and the rate of fire of these weapons means reloading is often poorly-timed. 
This isn't such an issue in the first level since it's moreso an introduction setpiece, but if the game continues development and the challenges get more intense then this poses a serious problem. Movement mechanics such as vaulting are also quite abrupt and lack an organic flow, but this is obviously something that can be improved with time.


However, beyond basic bugs and the usual early-build rough edges, this is a fan game that seriously stands its ground. With more missions, enemies, story beats and basic polish, it could become one of the best fan games ever built around an anime.

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this is a pretty great game so far. The starfighters handle and sound good and the atmosphere is classic, hardscrabble Star Wars.

Some things I might suggest are the ability to roll and invert the ship manually in addition to the currently-available barrel-roll commands. As it is, performing loops isn't possible as the ship simply ascends or descends and angles bizarrely at high angles-of-attack, which makes pursuing targets or evading fire problematic. A few onboard/wing-mounted/cockpit camera angles would also be great for immersion and cinematic appeal.

Likewise, some additional options for Instant Action, such as setting reinforcement numbers, the number of AI on the battlefield at once, and editing or disabling Hero ship point limits would be nice QoL and customization options.

Overall, love the game already and look forward to seeing how it develops.

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I'm really impressed by this project and I hope it garners well-deserved success. the F/A-18 is a beautiful bird and a simple-to-use, but simulation-oriented title like this is great to see.


If content suggestions are allowed, something that might make an interesting add-on someday if this project expands to those regions may be a mission editor. If a few air and ground units are developed eventually, then with even with basic, editable briefings and a simple asset placement system, the game's content pool is infinite. Edit your briefing, place your allies and enemies, and off you go!

Still a blast to play, nice and simple Ace Combat-style action in a pleasing, low-poly art style. Physics are great, the planes are few, but fun, and the atmosphere is colorful and minimalistic.


I know development of this has in all likelihood been superceded by Tiny Combat Arena, but I'd love to see development continue on Tiny Combat Redux someday, perhaps with level/mission editing and mod support for new planes and skins for them. I'd pay good money for an Ace Combat-style game where I could customize and make new briefings and missions, and I know a bunch of other AC fans would love the chance as well. Custom campaigns, new aircraft, original, insane ace squadrons and superweapon-style boss battles... modders can do all that work and then some.

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This has a lot of promise. Its controls already feel just about perfect, the gamepad support is good, the aircraft itself (even if it happens to be a demo model) is well-animated and reacts well to your inputs, and the enemies can dodge and maneuver fairly well already. 


I like what I see here, and I hope development continues. Since the last devlog was in 2022 it may be abandoned already, but its potential remains strong. I'd love to see a level editor/briefing editor to create custom missions, even if there's only one playable aircraft. Opening the game to mod support might open the floodgates for rapid development of new aircraft, scenery, and land vehicles as well by the community, which might be a way to make this game take off.

Is this still recieving updates periodically? A fair amount of the map besides the road isn't rendering, but the physics and basic tuning are actually quite pleasant. With more polish and perhaps some more maps this game could shape into something quite special.

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This game is incredible. There's so much event and car variety, the customization is great, and the controls and handling are fantastic. The art style is just something to die for; just the addition of head and tail/brake lights is such a big contributer to the believability of it all and the shaded graphics are incredibly well-done.

Sincerely hoping this game continues to be updated at some stage. More World Race/Acceleracers realms in particular would be absolutely stunning in this game's style, even if they lack the track hazards/gimmicks and stick to being normal tracks. Highway 35 and the Acceleracers courses are so underused everywhere else.

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Since this is open-source, I wouldn't be surprised to see a fork of this developed into a fully-fledged operating system, similar to a Linux distribution. Godot's limits are being blown wide open and there's really no telling where its potential actually stops.

As a side note, an, "OS," like this would be a great home area, hub, or lore-friendly computer interface in a digital-based visual novel, investigative game, or point-and-click adventure game. Especially if miniature applications like functional text editors, configurable clocks and calendars were included for role-playing purposes. A light, functional desktop environment within a video game could revolutionize immersive simulation in gaming in pretty unexpected ways.

I haven't read or played the game yet, but based on the art style and synopsis on the page here, I'd recommend, off the top of my head, soundtracks from The Magnificent Seven, Star Wars: the Book of Boba Fett, Star Wars: the Mandalorian, Cowboy Bebop, and Trigun.