unable to find left side limbs on market? reinstalls don't work.
sicave
Recent community posts
Act 2 is a colossal improvement, I felt the nuances of the writing start to reveal themselves and fill a lot of the questions that I had, forming a much better mold of the characters that give the cast a much-desired amount of independence from the first impressions and tropes that were established.
Albeit further proving (at least to me) the title is misleading, I felt much more attachment and relatability within not only Tab but the rest of the casts' viewpoints on the events of the game.
I feel somewhat vilified in seeing TMGIAB not only reach a Steam release but better establish its main plot threads and while I see the adherence to identifiable tropes as a bit of a constraint, it's great to see the game hasn't let it be a constraint when engaging me in the story.
While the twists are a bit...unexpected (I don't know whether I mean that as a positive), I still felt enthralled in the plot the game was following, and I'm excited to see where Act 3 heads next.
Obviously I'd be amiss to not mention Robin's jawbreaking vocal set piece and overall fantastic performance (get this mf a grammy), as well as the rest of the casts' improvements as they start to settle with the roles more (tay fern's still goated), along with the bettered sound design and art all around (respect to that 3d CG artist).
in other words
game got good
Sorry! to be earnest I did forget.
First off, the game got cleaned! Everything is much more polished and smoother, good progress!
The animation and music is incredibly decent as well, though I do think the art direction is a bit too muted.
I'd also note that some tweening on the movement is not meant for pixel art, and as such looks somewhat weird.
However, some of the enemy moves are not well telegraphed, to be clear, telegraphing should tell you what the enemy's going to do, whether or not they'll move, the size of the attack, and when it'll happen; which some animations fail to do.
Most subjectively, my eyes just sorta glazed over the lore and characters.
I don't come close to know enough about writing to tell why, but I've noticed overcomplicated terms and names along unnatural and uninteresting dialogue with unintriguing characters tend to correlate with this issue.
Overall, the gameplay could use some better flow in combos, but the quality of the general game has been well improved since the last time I've played it, good work!
especially for a 1st serious game: troops, troop ai, troop commanding, a couple weapons, etc.
it's...mechanically shoddy and somewhat unfun, there's no real pace and everything is very easy since you have 3 lives, can regenerate your current one as long as you spend your time for it, and have virtually infinite ammo and squadmates.
But I really do want to emphasize this is impressive effort, and I'd wager I'd have a lot of fun watching the AI interact against each other (for example, the helicopter scene was very cool).
Good work!
especially for a 1st serious game: troops, troop ai, troop commanding, a couple weapons, etc.
it's...mechanically shoddy and somewhat unfun, there's no real pace and everything is very easy since you have 3 lives, can regenerate your current one as long as you spend your time for it, and have virtually infinite ammo and squadmates.
But I really do want to emphasize this is impressive effort, and I'd wager I'd have a lot of fun watching the AI interact against each other (for example, the helicopter scene was very cool).
Good work!
Here's your loss comic:
If the people infront hog a position, you can't safely overtake them without very carefully grinding against them (which may turn into a sideways collision), fail at overtaking (which makes your car bounce back, your driver bounce forwards, but their driver and car are fine as they bounce parallel), or have them and a different car pile up, which may include you, whoops.
It is very difficult to safely overtake since the other drivers don't suffer from a dangerous defense, and they really hate you.
An incredibly creative concept united with the poised movement make this an extremely fun game.
This game serves as more proof that any concept, no matter how seemingly benign such as 'fast-paced ball sorting' can be realized to the level Boom Buster has.
It's an amazing show of talent and inventiveness from TALLGLASS, and people should recognize them and their kickstarter goal.
Incredible soundtrack, amazing sound design, and butter smooth controls result in a fantastic experience.
There really is too much to compliment here, it's some of the most fun I've had on itch, sweetened by the terrific design and visual style.
But DIA is not sinless, the bosses (especially the Nightdrifter) suffer from telegraphing and consistency issues, I felt like there was a drastic difficulty jump from the enemy swarms to the bosses.
This is weighted though! I keep coming back to the bosses because the game is just so addictive, there's always the sense of possible progress.
Overall, an excellent game! I'd recommend it if you have better senses than I!
The mouse guidance is pretty jumpy, it's very hard to hit anything with guns, difficult to see the bogeys around you in orbit view (low camera sens and fast plane movement (this is why some people like Ace Combat's camera lock on).
There's also the consistent issue with the number of inputs, but mostly a minor issue.
There's also a quirk about how sometimes the plane wobbles when trying to level with the horizon, though that maybe my own inputs.
Overall, it's some decent work but there's some issues with control to make it fun (imo).
The game might be (probably is) amazing, I can tell it has a lot of effort.
but it's hard for me to play the game when this keeps happening every time I try to use the central concept of the game, while the game runs at 15 frames at both the highest and lowest settings.
I hope I can play this game sometime, because it genuinely looks fun and well-made.
Splendid game, its style reminds me of the small 90s arcade games on the PC, it's so ironically campy that it cycles back to being unironically genuine: adding to how fun it is.
The smoothness of the gameplay, amplified by the consistently creative and speedy level design engages me to a point of addiction, and while I wish to clench my teeth more, I still love the casual P&P nature of it.
Overall, very nice all around, while I'm not familiar with the rest of Strato-freaks, I liked what was on display in this demo.