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70.5 timer registreret i alt (17.8 timer, da anmeldelsen blev skrevet)
I played this game after listening to machine girl's album a million times. It's by far the best aspect of this game. I prefer 3D FPS 'race' games that use some sort of quake-like airstrafe mechanic, which was a major turn off for me for some time that put me off from buying it. The movement here is pretty barebones, very unsatisfying to simply move around, even on later levels you just feel way too floaty. Right now I'm about halfway through the game and have been getting good times on every map to beat the author's secret red-medal times and get reasonably high on leaderboard.

I think most people will enjoy this game, but I want to air a few grievances I have with this game. For a game that is all about speedrunning, the game just isn't fun to grind up top 100 or even top 1,000 on a map. I would say aim only to beat red medals, because doing that is fun, but what isn't fun is trying to go for WR strats. There are the unintended mechanics (like bumping your head on ceilings for speed boost, 'edging' water rails, hovering over water rather than running on it, frame-perfect kill-dupes that are tied to your framerate, etc), which are annoying, and then there are the intended mechanics which are questionable. For example, the spread pattern on some guns is very wide - but predictable - so the WR strat on a lot of maps is to snipe multiple targets from far across the map by aiming offset from the crosshair. On some maps it can be *really* bad.

The boss fights are cool though.

Just go into it as a casual speedrun where you get the secret medals. That's where the game shines. The WR mechanics of this game aren't good imo.

Also, there is some pseudo-dating sim story in the game, it's obnoxious. The story is really bad, and the character dialogue is excruciating to sit through.
Skrevet: 15. januar 2024. Sidst redigeret: 19. januar 2024.
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If top-down counter-strike is your thing, then this delivers. The controls are a bit wonky at first, but you'll get used to it quickly. The netcode is well done (it uses RTS-style simulation & rollback with deterministic physics), the game is very stable, and the map editor is actually pretty decent for being in-client. Not to mention you can easily playtest it seamlessly. I was able to make a map pretty quickly. There are some lighting bugs with certain map geometry that hopefully will be resolved. Only thing it's missing is a playerbase & scripting honestly.
Skrevet: 15. januar 2024.
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0.5 timer registreret i alt
terribad stalker
Skrevet: 6. januar 2024.
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32.5 timer registreret i alt (26.2 timer, da anmeldelsen blev skrevet)
It's fun, but I'm not exactly sure it's worth $30 compared to other indie titles. You do get a lot of content, but it's hampered by a couple thing. There is a very good reason why only 14% of people have even made it *halfway through the game*, and only 7% of people have actually beat this game (according to steam achievements at least).

First, the 'most attractive' part of this game is that the developer has put a lot of time into the rendering. The ray-acceleration/path-tracing is all custom OpenGL compute shaders (IIRC from what he said on twitter). The particles (especially the smoke) looks really good, and it even interacts with the environment (like a fluid simulation). This is essentially a state-of-the-art real-time global illumination voxel renderer, with modern rendering techniques to avoid common bottlenecks. It's not bleeding-edge (e.g. no hardware RT here), but it's still novel. The game runs extremely smoothly and looks pretty.

However, this game advertises itself a fully destructible environment with a physics engine, e.g. voxels won't just float in mid-air like they do minecraft, each structure of voxels has their own physics that interact with each other. The engine, on paper, works -- you won't run into any weird physics bugs (besides maybe sometimes objects clipping through the terrain, or if you mess with the robots in creative mode). The issue is the system doesn't seem to have any concept of structural integrity.

If you've played Red Faction Guerrilla (which uses traditional triangle-based mesh rendering & physics), you will think the physics in that are better than here. I'm not sure if it's a limitation of voxels that triangle-meshes don't have, or if it's just too complex to have been done here, but the game tries to avoid this in its gameplay. Also, if you ever do try to explode some building for fun, the framerate absolutely tanks from 144+ to single-digits for a good while until all the physics interactions resolve.

An example of what I mean, if you have a tower with four legs, and you destroy three of them, you'd expect that the fourth leg would collapse under the weight. This is what would happen in Guerrilla, however in this game, the structure would be completely unaffected. You could even destroy all the walls on a building, but if you leave one single voxel (whether it be a brick or some dry-wall), the building will still stand and have no signs of giving. This makes destroying buildings nearly impossible in this game, as you have to hunt down and destroy every single voxel. Even if you destroyed that one voxel, and the building falls, it wouldn't collapse, you have to systematically destroy the entire building from top-to-bottom. In Guerrila, with a few well-placed explosives you could destroy the base of a building and watch the entire thing fall over or collapse in on itself. That will never happen in this game.

Worst-case example, in one mission you have to destroy a stilt-house over a lake. If you destroy the wood-beam stilts supporting it, you would expect it to collapse after only a couple stilts are left. However it won't even collapse until one stilt is left, and then it only drops straight down, as if you had removed all the stilts at once, but often it will linger above any remaining broken stilts. It's just not satisfying to play that mission as you would expect.

On an aside, I think it's primarily an issue of how the physics interact internally in a voxel acceleration structure, which would require an entire custom physics system -- but I don't think should be impossible. Whenever it's a voxel structure by itself (like a building that should collapse like previously mentioned), that's when weird things happen -- but everything is OK when voxel structures interact with each other. If you throw a brick at a window or dry-wall, or drive a car through a wall, it will break it like you expect.

All this the game tries to avoid (it rarely asks you to blow up a building, though those are the worst missions IMHO). Therefore I won't dwell on it for too long. The game is clever, but a bit all over the place. I never felt like I was engrossed in the gameplay, like I never got into the habit of any gameplay loop. This is a more subjective point than talking about the physics engine, but the game comes off more as a game in a tech-demo than a game that can stand by itself. You can tell there is a lot of effort to try all sorts of different gameplay ideas, and a lot of them are creative and can turn the game from a demolition sim, to a speedrun/race around the map against the clock, to running away from tornadoes, to a stealth game where you need to hide from robots. However it never really "clicked" for me, besides the first few missions where you route/destroy a path through the map to hit a bunch of checkpoints as fast as possible. That was the best gameplay loop, but it got really old really quick and you can tell the developer tried to mix in other gameplay elements to keep it interesting, but idk it just doesn't really work for me. At the core the game still remains a tech demo.

So, I'm not even surprised that Tuxedo sold this game or whatever happened, there's really not much here that can be done as a game without tearing it all down and starting again. The physics angle just doesn't work here imo. So if you still want to try the game after reading that, go for it.
Skrevet: 2. december 2023. Sidst redigeret: 3. december 2023.
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1.9 timer registreret i alt
I have been playing these MDickie games since The You Testament. The engine this is built from is made exclusively for wrestling, yet despite that MDickie has made many games in different settings. It works in the context of a silly wrestling game, but it is truly, completely awful in a school setting. The camera is downright awful, and none of the settings can fix it, since you can never manually control the camera. The camera/targetting system is always often over-ridden. Expect the camera to be placed behind a wall where you can't see ♥♥♥♥.

A lot of mechanics from previous games that I loathe are still here. The sanity/stamina system is just such a chore to manage. Every NPC will run up to you, crowding around you trying to bait you into fighting them, and they will often spout nonsense to you interrupting the gameplay and camera, just to lock you into unskippable dialogue. The combat is garbage, you will do ridiculous double-edged attacks like flinging yourself towards the enemy, often injuring yourself more than them. There are also a lot of grappling moves, which ends up being a waiting game that can last a long time before something ends up happening. You will spend most the time on the ground, stumbling around trying to stand up. There is just a lot of waiting in this game.

Even the most easy to implement improvements are just completely absent here. No custom keybindings, no mouse/camera controls, etc. The whole school grade system is just tacked on and feels completely disjointed and irrelevant.

In short, play Wrestling Empire. Even if you put 100 hours in that game, go play it again. It's the best game he's made and if you want to play some truly awful ♥♥♥♥, don't play this, go play The You Testament.
Skrevet: 28. oktober 2023. Sidst redigeret: 28. oktober 2023.
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31.8 timer registreret i alt (31.4 timer, da anmeldelsen blev skrevet)
This is just a better experience than Thief Sim 1 in nearly every aspect. It's not a massive leap, but it's enough. I was worried it would just be the same thing, but it's not. As is, I enjoy it, I'm not sure if it's necessarily worth $20, however perhaps there will be an additional neighborhood in the future which I think it desperately need.

I would say, it's a bit too easy now too. Drones and the companion are kind of cool concepts but when you can get the entire schedule of a household with the micro-camera, both are not so useful. I think a reworking of the stealth system, where you might know their general schedule, but you don't get the silhouettes until you mark them (and they only last for a few in-game hours), or some change like that, would have helped make this game a bit harder, and also helped give these features more attention.

I liked some of the locations you can steal from, like a store, however it's really just a house with a store-front. I think a third location in a city setting, where you can steal from apartments, rob small storefronts, etc -- something along those lines -- would be nice, however with how the game is currently 'optimized' (of which it is most definitely not), I'm not entirely sure it can handle such a busy environment.

The police show up almost immediately again here, however they aren't as omniscient as they were before, so escaping from them is a bit easier, which I'm sort of OK with. They stay around for way too long now, which could make sense and you could reasonably rob other houses, but with how it completely takes over the UI and the way bystanders instantly telepathically communicate to the police, the whole police system feels a bit arcadey. Right now when I get caught, I just run to somewhere safe (most notably, frank's or joe's store), and then go AFK for a few minutes.

I would have liked to see the talent tree break out more. You could try to be a generalist, or specialize in hacking, pick-pocketing, lockpicking, weapons, etc. I would have like to have seen more talents and tools, and be able to specialize in one specific path without the level limit system forcing me to generalize. Even if you take some things and break them apart into multiple talents (drones, spotting camera, all the planning mode stuff, etc).

in short, if you enjoyed the first game you'll enjoy this.
Skrevet: 20. oktober 2023.
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The combat is not good. There's not a lot of strategy, it's mostly just a war of attrition through stamina. If you kill an opponent too quickly, one might immediately replace them, with fresh stamina, so you have to basically fill up all your stamina/respite before dealing the finishing blow. Later on, you will be skipping through many rounds and it all just feels inconsequential. Now that I've lost all my progress.


Grinding for points also is not fun at all, since you are sort of in a rush to accumulate points so you actually have a decent chance at beating the game, so you are constantly skipping all the text and interactions. So you will effectively experience things multiple times, it just feels awkward. At some point you *have* to start caring about the story, right? But I'm always just feeling like I can't have that actual story experience until i've grinded dozens of playthroughs.

Then you can easily lose all your progress/grinding, in various ways, which is borderline frustrating because you just want to play the damn game but the game won't let you do that.

I'm going to upvote it very hesitatently, if you think it still sounds fun then yeah it's a polished experience despite my grievances.
Skrevet: 10. oktober 2023. Sidst redigeret: 21. februar.
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this game is an awful mess, as if it were published straight from a weekend game jam.

The controls are awful. You can't customize the keybindings, which is already annoying. The movement feels extremely floaty and your character will not stop moving until a second after you release the key, which is perplexing and is awful to control. It's so unreasonably difficult to move around, I thought at first it was tile-based given the delayed movement. This alone was immediately the biggest turn off for me to the game, I physically cringe at how garbage the controls are.

The game requires you to use left click to attack, although the movement of the mouse has no use as it neither controls your ranged attacks nor the camera. Yeah, the camera can't be moved and is at an extremely awkward angle and distance. You basically can't see very much at all. Furthermore, if there is an object in front of your character, the camera unnecessarily moves at an even more disorienting angle, so sometimes if an object passes in front of your character, the camera will freak out. Sometimes the camera will go *inside* the object that was occluding you, and you won't be able to see anything as the game doesn't backface cull these objects. This happens all the time in forest sections making navigating them nearly impossible.

The combat has no depth, you just circle-strafe and/or kite every enemy to death. You have no dodge/roll mechanics, nor any other interesting mechanics. You mash left click on everything. Your weapons will also degrade and break over time (there is no visual/audible indication of your melee weapon's status, nor any warning that it's about to break), and you can have only one ranged and one melee weapon equipped. The game will be over if you enter a room and your weapons break, as you can not leave a room without killing all enemies, and there is no way for you to damage enemies without weapons. When enemies attack you or you to them, there is not much indication, like there's no hit stun or i-frames or knockback, so it just makes the game feel even more disjointed, floaty and disconnected.

There's so many bugs, for example pausing the game doesn't pause much of anything. Some enemies will still be able to move and attack, you can still die, and even the game over screen will render on top of your pause menu. It's like, instead of stopping the gameplay loop (or stopping the gameplay systems from running), there's instead just a bunch of random if statements sprinkled in the code. The 'targetting' reticle is literally just a pink sphere with wireframe, I would expect this as a debugging tool or prototype/mockup. It just looks completely out of place. Sometimes it just appears randomly on the floor.

I wouldn't be so harsh on this game if it were polished and/or there were some more interesting gameplay mechanics. Or if it was made in a weekend game-jam or something. But all these issues make the game unplayable as-is.
Skrevet: 2. september 2023. Sidst redigeret: 2. september 2023.
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It's pretty good, if you like homestar-style silly humor. Although has your typical nonsense P&C solutions, it's not too huge of an issue as you will be clicking through every possible combination for the bonus dialogue/interactions. The artwork/pixel art is inconsistent, both in terms of style and quality, but it won't ruin your experience. It's a bit short of an experience, no more than 3 hours, which might be too short for some to pay $8 USD. The only thing I'd have liked to see is some sort of basic storyline that connects all three 'roomisodes' together, as they are just spurious.
Skrevet: 1. september 2023.
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So far I'm not a fan This is almost identical to SR1 gameplay -- I'm sort of confused as to what the point of this sequel is. Just like SR1, you have plots to buy crops/fields/chicken-coop/slime-enclosure, there are no new field types. All the upgrades are identical too. Just like SR1, you have to spend money to unlock areas to get plots, and you need to craft teleporters to get around, just like SR1. You run around outside your farm to collect slimes, which exhibit the exact same behavior as SR1, and you collect resources like fruits/vegetables/chickens just like SR1. You sell plorts through some tube-vacuum thing which gives you money depending on the current price, which fluctuates each day. It's all the same.

The exploration part of SR1 was not the best, and there are no new exploration or movement mechanics here. It's not like you're bunny/strafe-jumping through the map, or spinning through the map like sonic, or wahooing all around like mario, etc. I'm not saying they need to add crazy mechanics, it's just tiring to see the second iteration of this game have the same 'generic 3D platformer' controls (hold W and shift to sprint when you have the energy), especially when it feels so floaty and disconnected from the world. This might seem like a weird criticism, but platforming is a large part of the game, & I just find it really boring and uninspired the second time around. I have no motivation to explore.

That would have been fine for me though, since I was most hopeful to have an automated approach to slime farming. This doesn't seem to be the case. There's a lot of manual work involved each day, mostly running back and forth constantly fighting the limited inventory. This was fine for SR1, but doing the same thing in a sequel is just not fun. I don't know why you can't automate the resources transit, or do anything -- why must I do all this myself? I understand they're trying to go for a relaxing atmosphere here, like doing repetitive things in Animal Crossing or Stardew Valley can be relaxing, but with those games you are doing a whole array of different daily tasks. Here, your daily tasks are just to run back and forth, and that's it.

I understand it's early access but rarely will you see a game change its core design principles once it hits this point. It seems they probably discussed their design goals for this game, and they decided to mimic SR1 rather than to expand or change what they had already done. The exploration and the farm are both identical to SR1. It's unlikely that they will add some sort of automation to be accessible from early-mid game that introduces a ton of additional mechanics. If it's just something I purchase and everything is handled for me, that isn't a fun solution & would still feel like SR1 but with less busywork. So I have a feeling that it's something that had to be added early during development. But we'll see what they have in store.

Also, the rendering performance is poor, often tanking framerate when there are many slimes nearby. Perhaps it's just my machine or configuration, I haven't ran a renderdoc/nsight frame analysis and don't really feel up to it right now.

I'm going to keep checked in to see what updates they have down the pipeline, but right now I'd only play this if you haven't played SR1.
Skrevet: 16. juli 2023. Sidst redigeret: 2. december 2023.
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