Not even that. It's basically bare minimum or "good enough". If you think it's low cost, you're goddamn wrong. You haven't seen gross military spending until you go into the Strategic Weapons Systems world, contractor work or repair circuit boards. It's utterly insane.
I kinda find military grade baseball bat more amusing than military katana, because the idea of them spending military funds on a baseball bat is just out of this world
See, I'm pretty certain there *are* official US military-issue baseball bats (given that some of their bases have baseball fields)... I just don't think they'd be any more effective than what you'd find in the sporting goods store they were probably bulk-ordered from.
Procedural generation is such a trap of game design for indie games. A few notable games did it incredibly well a decade ago and made it seem like an easy way to create a game stuffed to the gills with content. However, newer game designers are using it as a crutch as opposed to a tool, and it leads to games with lack luster design like this one. Good procedural generation requires that in a single playthrough, a player is unlikely to see all the discrete content the designer has created, which incentives multiple playthroughs to see everything on offer; instead we get games where the amount of discreet content is incredibly light, and it's spread out over and over again to make the game "bigger", but it almost always leads to a boring repetitive experience.
It doesn't inspire any sense of adventure or wanderlust when you know that in all directions it's just endless basic terrain that looks exactly the same as the immediate area you are already standing. Anything you would find is just going to be a copy of what you've already seen, with the same "personality". At that point, it loses the qualities that would make a large map a cool feature in the first place.
I agree, tho i think pacific drive did it well when it released last year if i recall correctly. they just made some maps, made the assets which can appear on those maps, made some spawn rules, then let loose. its not trying to make you explore everything. in fact youre heavily encouraged to move quickly and grab what you can. plus the in game lore makes it understandable when you revisit an area and its totally different
For the "Difficulty increases when getting closer to the ending", I have to say: It does make sense to me. Sure, a timer-based one would force the player to keep moving. But this system is not intended for that, I would say, more... the opposite: Allowing the player to loot at their hearts content to prepare for the harder, upcoming challenge - and still have a gradual difficulty curve for the enemies in general. Sure, it doesn't make logical perspective finding safety in the most hostile area possible and hence doesn't quite go together, but from a pure gameplay one, it's totally sound.
I agree that it makes sense from a gameplay perspective, but from a narrative or logical perspective, it doesn't. Most people trying to find a safe location wouldn't go running towards the source of the danger! From a narrative perspective it could've worked if we were instead running the 10 miles to find ground zero/patient zero and uncover the mystery of how it all started.
@@Graeldon That's indeed the only thing that would need to be changed, but given that the character apparently just randomly knows where to go despite it (apparently) never stated that this is where they should go or why. The player-character just knows that this is where the escape is, and that's it. So, I feel narrative wasn't exactly a high concern here. But I rather take a gameplay and narrative not working well together logically, than gameplay being bad because of narrative reasons.
I think the concept of 'danger increases as you get closer to the goal' would also make more logical sense if there were more non-zombies the closer you get to the end. As the infected exhaust their food sources, they would gravitate toward the next area with a concentration of food. I was assuming the 'safety' in the title was going to be some sort of secure compound with many people; if the dev(s) had done that, it would have perfectly explained that feature of the game.
Death road to canada does that part in a great way, since there is only one way to get to canada, witch is the only zombie free place in the region, and the ammount of people alive combined with the thousands who try to get there attract hundreds of thousands of zeds lore wise to the border
@@GraeldonYou could argue that you're not the only one trying to get to safety and that the closer you get, the more fit or well armed the people before you needed to be in the first place to even get there before dying and becoming zombies
From a narrative standpoint, i find it hilarious that your destination is only 10 miles away and it takes multiple days to get there when realistically you can walk 10 miles in about 3-4 hours
When you were talking about enemy types, i started thinking that human enemies would stir things up nicely. Raiders: immediately hostile enemies that will loot containers before you. Scared survivors: are non-hostile until you get within a certain range, unless you offer supplies. Clean up squads: small groups (2-4) of soldiers tasked with clearing out any zombies and potentially infected. Maybe also include NPCs of other classes that you can recruit to join you on your journey to saftey, to give single players a reason to try out more support-oriented classes
The japanese military did issue military grade (which doesn't mean good quality, but rather cheap) swords to their officers in WW2 and I believe some US marines had to fight them hand to hand in Guam.
Yep. The... new model blades? Cheapest steel they could use, since they wanted their officers to have the look of a samurai without actually having to hire master swordsmiths. Mind you, the katanas, cheap as they were, were more reliable than their pistols...
It's always weird for me to hear an English speaking UA-camr talk about a UA-camr I have watched since my childhood (Bob Lennon) It's a pleasant surprise! It was fun
Sometimes I wish people simply changed zombies with aliens/demons, because they can make more crazy stuff with them, or just went for the weird apocalypse angle and do something new for once...
Couldn’t agree more! I personally feel that The Last Of Us is the last time anything even slightly original was done with zombies & zombie horror in games & have been burnt out on zombies ever since to the point that I’ve yet to even play TLOU 2 let alone any zombie survival games like this game. I feel the same way about generic medieval fantasy settings in games too. It all just feels so boilerplate
@@CalvinChikelue I've been burn out since Left 4 Dead 2 so I get you I ignore anything that use zombies since then, I think that TLOU based their zombies in a real mind control fungi (correct me if I'm wrong) so at least is something more interesting than 99% of zombie media already, and I think what gets worse is that the usage of zombies in almost all indies is just so mindless that it makes them boring by default, like they can't even make animal zombies to at least have a small variation? Another problem with medieval games is that many just feel like Skyrim from Wish, I like medieval games but you can get more imaginative games in an NES than nowadays releases like too many people doing the same thing over and over again...
Biblically correct apocalypse would be great. Just lion-headed scorpion locusts everywhere, seas of blood, the sun going out, angels made of eyes, stars falling down on Earth, a dragon, a big seven headed sea monster, and Jesus with a big sword sticking out of his mouth (All of Revelations is very clearly metaphors for Nero and Rome, but it's pretty fun anyways)
14:41 I'm not sure if the "Medium ammo", "Heavy ammo", and "Light ammo" all work with the same guns, but presumably even if it does it wouldn't work with a shotgun since there seems to be shotgun specific ammo. Regardless, all four of these have the exact same icon, and I feel like for a game where you need to pick and choose what to carry, being able to distinguish different items at a glance should be possible.
Ah, so that's why 65 is a milestone: it's a 2^x + 1 number, so you expand the background collage. Looking forward to episode 129 then! Also, the next game looks like it was made with some care, looking forward to it!
This gives me Zombicide vibes. Zombie apocalypse, running through a city, class system, and co-op? Pretty similar. Even if it's a video game instead of a board game.
I feel like with some pretty minor tweaks, this game would make a pretty good roguelike. Making the areas shorter would reduce the repetitiveness, and dying would actually have weight to it.
Yet another game filled with assets straight out of Synty asset packs. I can't tell if reviewers just have a hard time spotting these, or if they think it's not worth mentioning
Because it doesn't matter if the game is decent. Talented people work on assets and create game engines and sell them for a reason. There's a difference between a straight up asset flip and a good game. If you only flip assets and don't utilize them correctly then the game will always suck and people will call it out, but if you actually work on the game and put effort into it then no one cares.
I agree that asset packs are there to be used, as long as they are used competently... Graeldon is not a dev though, in his case I think he just doesn't know.
@@RichardMV Actually wrong haha, Grael makes those collages - I just did the expand animation. I'm not sure how long does it take them to make it, but i can ask.
Each collage is just an expansion of the previous one, so it only takes around an hour to create, at least for now. It's just a matter of downloading all the videos, resizing, and then using an interesting portion. The resulting video is 1 min in length, but due to the number of clips being used it can take 30 to 60 mins to process lol
I just realised that 20 Minutes Till Dawn, one of my favourite quick games, is relatively close to being reviewed given that it's a very small number and I am very excited. There are so many games I can't wait to see appear on this series!
I remember the french youtuber bob lennon playing this game with his friend, they stopped their lets play after 3 or 4 episodes probably due to the repititivity of the game.
The Hunters are very clearly inspired by the game Dying Light and the Volatiles. They even look somewhat similar. Dying Light was released in 2015, 10 Miles in 2020.
actually crazy to me to hear splattercat mentioned in a video (I so wish he just focused on making series playthroughs like the long dark instead of just playing a bunch of games, it's nice to find a new game, sure but damn if I don't just want him to get into a game and just tell his stories while famimilar stuff is going on in the video)
I don't like being penalized for dying since to me dying is punishment enough in most games. But I do think for this type of game, dying should be more punishing. But I think the way I'd do it is you can create a safe space, you die, go back to safe space with only what you have equipped, but you can get your stuff back if you go back to where you died but the items disappear when a day ends if you haven't gotten it by them. Good review though. (The next game reminds me so much of The Legend of Zelda: Link's Awakening remake's dungeon rooms. The room sizes, the floor tiles, the walls, they look so similar.)
I spent a lot of time looking through the Unity asset store just looking at the various collections, and all of the assets here are pretty easy to find on that store. One of the more popular collections with a distinct low poly art style. They are used in a whole lot of other games, too
So I was scrolling hrough to see what games were up next, you know, out of curiosity and I saw like at least 50 games called "10 _____ cats" and I'm just wondering how its gonna work when we get there. Like I doubt anybody wants tons and tons of videos reviewing those games.
The graphics remind me of Zombie Driver HD, which is a very old steam game, and one of the first games i ever owned on steam, but i imagine that will probably be near the end of the series.
Honestly looks like it could be reasonably fun, especially with Co-op, I've enjoyed Cataclysm and Zomboid, a more casual take on the genre might be a good way to spend a weekend if I spot it on sale.
one question, what do you do if a game releases that is alphabetically behind what you are on? probably confusing, so here's an example: a game releases with a name like # newgame, but you've already covered everything with #. do you review it like the rest or just ignore it?
You got trough the 1 followed by punctiation section now onto 10 (or more broadly 1 followed by number) wonder how long it will take to get to 11, 1A and to finally hit 2
Someone mentioned 'Synty asset packs'. I'm not familiar with them myself, but I can understand why a solo dev on zero budget would use pre-made assets rather than hiring an artist. Simple first games like this can be a great springboard into a gamedev career.
I'm more baffled with military grade baseball bats at least katanas are still weapons outside of their cultural and historical context. baseball bats are just sport equipment, but forgiven, for also being a blunt weapon
Was Dread Dawn made with this game as an inspiration or something? I notice these 2 have many things in common, only Dread Dawn seems better, maybe worse, in certain areas.
Looks like a cross between zombies ate my neighbors and an ARPG. Seems like a game I'd have had fun with 20 years ago, but in a world where Project Zomboid exists... all I can think is why bother?
It changes when loading into the same save file. It would be fine if it changed when starting a fresh save file, but it changes when reloading an existing one
@@Graeldon oh I see now...then that is an absolutely amateurish design and I will not except the excuse of "its intentional for difficulty"...because its not
also for a roguelike, the death is not pernament and you just get put a day back. There is little to no incentive to try again after completing the 10 miles.
I find it funny that the highest quality is military grade considering "military grade" usually means "easy to mass produce" not "high quality"
Not even that. It's basically bare minimum or "good enough". If you think it's low cost, you're goddamn wrong. You haven't seen gross military spending until you go into the Strategic Weapons Systems world, contractor work or repair circuit boards. It's utterly insane.
Military baseball bat tho.
@@matt92hun the bat Tom Cruise used in A Few Good Men.
You’re the first non military person (I believe anyway) that I’ve seen point that out lol
He knows too much
I feel like it usually means "has camo and is overpriced"
I kinda find military grade baseball bat more amusing than military katana, because the idea of them spending military funds on a baseball bat is just out of this world
See, I'm pretty certain there *are* official US military-issue baseball bats (given that some of their bases have baseball fields)... I just don't think they'd be any more effective than what you'd find in the sporting goods store they were probably bulk-ordered from.
Procedural generation is such a trap of game design for indie games. A few notable games did it incredibly well a decade ago and made it seem like an easy way to create a game stuffed to the gills with content. However, newer game designers are using it as a crutch as opposed to a tool, and it leads to games with lack luster design like this one. Good procedural generation requires that in a single playthrough, a player is unlikely to see all the discrete content the designer has created, which incentives multiple playthroughs to see everything on offer; instead we get games where the amount of discreet content is incredibly light, and it's spread out over and over again to make the game "bigger", but it almost always leads to a boring repetitive experience.
It doesn't inspire any sense of adventure or wanderlust when you know that in all directions it's just endless basic terrain that looks exactly the same as the immediate area you are already standing. Anything you would find is just going to be a copy of what you've already seen, with the same "personality". At that point, it loses the qualities that would make a large map a cool feature in the first place.
I agree, tho i think pacific drive did it well when it released last year if i recall correctly. they just made some maps, made the assets which can appear on those maps, made some spawn rules, then let loose. its not trying to make you explore everything. in fact youre heavily encouraged to move quickly and grab what you can. plus the in game lore makes it understandable when you revisit an area and its totally different
like 2 games did it well
110
For the "Difficulty increases when getting closer to the ending", I have to say: It does make sense to me. Sure, a timer-based one would force the player to keep moving. But this system is not intended for that, I would say, more... the opposite: Allowing the player to loot at their hearts content to prepare for the harder, upcoming challenge - and still have a gradual difficulty curve for the enemies in general.
Sure, it doesn't make logical perspective finding safety in the most hostile area possible and hence doesn't quite go together, but from a pure gameplay one, it's totally sound.
I agree that it makes sense from a gameplay perspective, but from a narrative or logical perspective, it doesn't. Most people trying to find a safe location wouldn't go running towards the source of the danger! From a narrative perspective it could've worked if we were instead running the 10 miles to find ground zero/patient zero and uncover the mystery of how it all started.
@@Graeldon That's indeed the only thing that would need to be changed, but given that the character apparently just randomly knows where to go despite it (apparently) never stated that this is where they should go or why. The player-character just knows that this is where the escape is, and that's it.
So, I feel narrative wasn't exactly a high concern here.
But I rather take a gameplay and narrative not working well together logically, than gameplay being bad because of narrative reasons.
I think the concept of 'danger increases as you get closer to the goal' would also make more logical sense if there were more non-zombies the closer you get to the end. As the infected exhaust their food sources, they would gravitate toward the next area with a concentration of food. I was assuming the 'safety' in the title was going to be some sort of secure compound with many people; if the dev(s) had done that, it would have perfectly explained that feature of the game.
Death road to canada does that part in a great way, since there is only one way to get to canada, witch is the only zombie free place in the region, and the ammount of people alive combined with the thousands who try to get there attract hundreds of thousands of zeds lore wise to the border
@@GraeldonYou could argue that you're not the only one trying to get to safety and that the closer you get, the more fit or well armed the people before you needed to be in the first place to even get there before dying and becoming zombies
From a narrative standpoint, i find it hilarious that your destination is only 10 miles away and it takes multiple days to get there when realistically you can walk 10 miles in about 3-4 hours
When you were talking about enemy types, i started thinking that human enemies would stir things up nicely. Raiders: immediately hostile enemies that will loot containers before you. Scared survivors: are non-hostile until you get within a certain range, unless you offer supplies. Clean up squads: small groups (2-4) of soldiers tasked with clearing out any zombies and potentially infected.
Maybe also include NPCs of other classes that you can recruit to join you on your journey to saftey, to give single players a reason to try out more support-oriented classes
Welp, Time to do the modding
This game has very heavy "Got it in a giveaway that one time and never bothered to actually play it" vibes.
I shouldn't laugh at how 1:00 for a picture of a French person, you had a RuneScape mime and a baguette, but it's accurate.
The funny thing is, one of those supposedly french youtubers isn't even french lmao
The japanese military did issue military grade (which doesn't mean good quality, but rather cheap) swords to their officers in WW2 and I believe some US marines had to fight them hand to hand in Guam.
Yep. The... new model blades? Cheapest steel they could use, since they wanted their officers to have the look of a samurai without actually having to hire master swordsmiths.
Mind you, the katanas, cheap as they were, were more reliable than their pistols...
Ooh I actually own one of those!! How it ended up in Sweden I will never know, I bought it at a flea market as a kid
It's always weird for me to hear an English speaking UA-camr talk about a UA-camr I have watched since my childhood (Bob Lennon)
It's a pleasant surprise! It was fun
Somehow I didn't realize the background collage was of all the games you've reviewed until you mentioned it
Sometimes I wish people simply changed zombies with aliens/demons, because they can make more crazy stuff with them, or just went for the weird apocalypse angle and do something new for once...
Couldn’t agree more! I personally feel that The Last Of Us is the last time anything even slightly original was done with zombies & zombie horror in games & have been burnt out on zombies ever since to the point that I’ve yet to even play TLOU 2 let alone any zombie survival games like this game. I feel the same way about generic medieval fantasy settings in games too. It all just feels so boilerplate
@@CalvinChikelue I've been burn out since Left 4 Dead 2 so I get you I ignore anything that use zombies since then, I think that TLOU based their zombies in a real mind control fungi (correct me if I'm wrong) so at least is something more interesting than 99% of zombie media already, and I think what gets worse is that the usage of zombies in almost all indies is just so mindless that it makes them boring by default, like they can't even make animal zombies to at least have a small variation?
Another problem with medieval games is that many just feel like Skyrim from Wish, I like medieval games but you can get more imaginative games in an NES than nowadays releases like too many people doing the same thing over and over again...
Even just "zombie apocalypse but it's not 'a virus', it's weird necromancy bullshit".
Biblically correct apocalypse would be great. Just lion-headed scorpion locusts everywhere, seas of blood, the sun going out, angels made of eyes, stars falling down on Earth, a dragon, a big seven headed sea monster, and Jesus with a big sword sticking out of his mouth
(All of Revelations is very clearly metaphors for Nero and Rome, but it's pretty fun anyways)
14:41
I'm not sure if the "Medium ammo", "Heavy ammo", and "Light ammo" all work with the same guns, but presumably even if it does it wouldn't work with a shotgun since there seems to be shotgun specific ammo. Regardless, all four of these have the exact same icon, and I feel like for a game where you need to pick and choose what to carry, being able to distinguish different items at a glance should be possible.
Ah, it seems you have forgotten the famous words of Pippin. "The closer we are to danger, the further we are from harm."
What a fun little game concept. It's a shame it isn't fully fleshed out, this looks like it had a lot of potential.
oh I love bob lennon! im pretty sure his skyrim lets play must be at 2000 episodes by now
Jesus
My favorite show on UA-cam these days. Most informative, with the most potential to find new fun games to play.
Ah, so that's why 65 is a milestone: it's a 2^x + 1 number, so you expand the background collage. Looking forward to episode 129 then! Also, the next game looks like it was made with some care, looking forward to it!
This gives me Zombicide vibes. Zombie apocalypse, running through a city, class system, and co-op? Pretty similar. Even if it's a video game instead of a board game.
I feel like with some pretty minor tweaks, this game would make a pretty good roguelike. Making the areas shorter would reduce the repetitiveness, and dying would actually have weight to it.
Yet another game filled with assets straight out of Synty asset packs. I can't tell if reviewers just have a hard time spotting these, or if they think it's not worth mentioning
Because it doesn't matter if the game is decent. Talented people work on assets and create game engines and sell them for a reason. There's a difference between a straight up asset flip and a good game. If you only flip assets and don't utilize them correctly then the game will always suck and people will call it out, but if you actually work on the game and put effort into it then no one cares.
I agree that asset packs are there to be used, as long as they are used competently... Graeldon is not a dev though, in his case I think he just doesn't know.
If you look through the actual unity asset store, all of these assets are a part of the same collections that are pretty easy to find.
This reminds me of Death Road to Canada, a genuinely phenomenal game with days worth of replay value.
Vicio One More Time is asctually a spanish ytber still.
Love your videos man!
You are 100% correct and I'm not sure how I managed to fix that up! Thanks for the correction!
woooo new background collage
I'm assuming the collage is your work? It looks really cool, but I imagine it must be an ordeal to make it; I don't envy you that task at all.
@@RichardMV Actually wrong haha, Grael makes those collages - I just did the expand animation. I'm not sure how long does it take them to make it, but i can ask.
Each collage is just an expansion of the previous one, so it only takes around an hour to create, at least for now. It's just a matter of downloading all the videos, resizing, and then using an interesting portion.
The resulting video is 1 min in length, but due to the number of clips being used it can take 30 to 60 mins to process lol
I just realised that 20 Minutes Till Dawn, one of my favourite quick games, is relatively close to being reviewed given that it's a very small number and I am very excited. There are so many games I can't wait to see appear on this series!
I remember the french youtuber bob lennon playing this game with his friend, they stopped their lets play after 3 or 4 episodes probably due to the repititivity of the game.
You know its gonna be a below average game when they use *that* art style.
The loss of time and having to repeat what you've already done is a punishment in and of itself. Games that do more than that often get frustrating.
The Hunters are very clearly inspired by the game Dying Light and the Volatiles. They even look somewhat similar.
Dying Light was released in 2015, 10 Miles in 2020.
"Why would the military use melee weapons in a zombie apocalypse?"
Me: *laughs in Killing Floor*
"It ain't easy, but it's honest work." - a zerk killing a fleshpound with a zweihander or something, idk.
actually crazy to me to hear splattercat mentioned in a video
(I so wish he just focused on making series playthroughs like the long dark instead of just playing a bunch of games, it's nice to find a new game, sure but damn if I don't just want him to get into a game and just tell his stories while famimilar stuff is going on in the video)
I don't like being penalized for dying since to me dying is punishment enough in most games. But I do think for this type of game, dying should be more punishing. But I think the way I'd do it is you can create a safe space, you die, go back to safe space with only what you have equipped, but you can get your stuff back if you go back to where you died but the items disappear when a day ends if you haven't gotten it by them.
Good review though.
(The next game reminds me so much of The Legend of Zelda: Link's Awakening remake's dungeon rooms. The room sizes, the floor tiles, the walls, they look so similar.)
22:52
Hmmmm, that sounds interesting,
It's as if I've heard that kind of zombie elsewhere....
*looks at PvZ
I spent a lot of time looking through the Unity asset store just looking at the various collections, and all of the assets here are pretty easy to find on that store. One of the more popular collections with a distinct low poly art style. They are used in a whole lot of other games, too
Wait, why are we attacking the military later-on?
As a french, after seeing the type of game you played it imediately makes sence why bob lennon has played it.
So I was scrolling hrough to see what games were up next, you know, out of curiosity and I saw like at least 50 games called "10 _____ cats" and I'm just wondering how its gonna work when we get there. Like I doubt anybody wants tons and tons of videos reviewing those games.
We've thought about doing a tier-list style video for whenever we get to a series of games that are functionally the same and really short,
If there's anything I've realized from this series, it's that there are a LOT of zombie games.
Honestly the suburbs being repetitive is just accurate to real life
Looks good enough for this series, but it doesn't seem to be worth my time
You said that this game wasn't willing to take risks, which means "10 miles to safety," was "Too safe to go the extra mile"
Seems like a very reasonable review. Thanks!
The graphics remind me of Zombie Driver HD, which is a very old steam game, and one of the first games i ever owned on steam, but i imagine that will probably be near the end of the series.
Honestly looks like it could be reasonably fun, especially with Co-op, I've enjoyed Cataclysm and Zomboid, a more casual take on the genre might be a good way to spend a weekend if I spot it on sale.
one question, what do you do if a game releases that is alphabetically behind what you are on?
probably confusing, so here's an example: a game releases with a name like # newgame, but you've already covered everything with #. do you review it like the rest or just ignore it?
You got trough the 1 followed by punctiation section now onto 10 (or more broadly 1 followed by number) wonder how long it will take to get to 11, 1A and to finally hit 2
Similar experience. It was good as far as it went, but didn't go nearly far enough.
HE CALLED VICIO OMT FRENCH AND COMPLETELY BUTCHERED HIS NAME LMAO HEHEHAHAHEHHAHEHAEAEHCWIPFÑEDS
Yeah I messed that one up, not sure why I jumped to conclusions.
Wait we rgonna hit 60 srconds soon.
Can we talk that every Polygon Styled Zombie Games has the Same Zombie Models, they are free to use assets i guess xD
Someone mentioned 'Synty asset packs'. I'm not familiar with them myself, but I can understand why a solo dev on zero budget would use pre-made assets rather than hiring an artist. Simple first games like this can be a great springboard into a gamedev career.
@@RichardMV Thats 100% its something i saw over the years thats why i was so curious about it
I'm more baffled with military grade baseball bats
at least katanas are still weapons outside of their cultural and historical context. baseball bats are just sport equipment, but forgiven, for also being a blunt weapon
Was Dread Dawn made with this game as an inspiration or something? I notice these 2 have many things in common, only Dread Dawn seems better, maybe worse, in certain areas.
Looks like a cross between zombies ate my neighbors and an ARPG.
Seems like a game I'd have had fun with 20 years ago, but in a world where Project Zomboid exists... all I can think is why bother?
what music was playing at 1030
9:25 oh so its a roguelike then...then why are you surprised that the objective direction changes?
It changes when loading into the same save file. It would be fine if it changed when starting a fresh save file, but it changes when reloading an existing one
@@Graeldon oh I see now...then that is an absolutely amateurish design and I will not except the excuse of "its intentional for difficulty"...because its not
also for a roguelike, the death is not pernament and you just get put a day back. There is little to no incentive to try again after completing the 10 miles.
looks very like project zomboid
Vicio One More Time is NOT french 😭😭😭😭
Yeah I messed that up badly 🥲
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Anytime I see special zombies, I lose interest. Just regular zombies only.
This. Project zomboid is so good for this
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I think you missed 261 😦
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