When the king loses his temper, maybe instead of being a game over, waves of soldiers could be sent to bring your dwarf back to the surface. First a couple of regular soldiers that the player could dispatch, then regular soldiers with miners who can break blocks, then soldiers carrying shields with miners, etc etc. And the player could stop the waves by finally paying his due (+ a malus). Just an idea. The shop could be more expensive during these phases too, since you're now an outlaw. Again, just an idea. Feel free to use it (or not!)
I Had The Same Thought. I Think It Would Be Pretty Interesting To Be Able To Choose To Make The Game Harder/More Frantic For Yourself (diegetically, opposed to difficulty options).
That does sound fun! This could be factored into the difficulty settings as well. Hardcore mode could be insta defeat + no death defying upgrades. Other modes could have the soldiers and other factors that give you a chance to prolong a run.
I used to play an online browser nickelodeon mining game all of the time, so any mining game hits hard for me I really love how the bag ui looks with themes filling it up, It's very satisfying!
i think itd be cool to add a difficulty modifier where the only natural lighting in the cave is from the surface, so you have to invest in a headlamp and torches to light up your path as you go. would also be neat as a sort of 'world building' to add dwarf skeleton enemies who carry a few extra valuable gems and/ or consumables, to both imply you arnt the first (or last) to mine the caves, and add an extra layer of risk vs reward.
This looks so fun, I'm looking forward to playing the demo! (also seems like something I would play on Switch all the time if I could) My one note is about the main art on the steam page. If I just saw the 3D rendered art and hadn't found out about it from these devlogs, I wouldn't be interested at all in clicking it and i wouldn't find out it has such good pixel art. I know I don't represent everyone's tastes when it comes to art style, but I think it would be more likely to catch the eye of people who would like the pixel style of the game itself if it matched.
I'll be an instigator and say you're borrowing a lot from domekeeper, and a bit from other things, so very little of this game lets me see you as the artist behind it. I'm not asking you to make something I've never seen before, I know it'd be insane to say that, but i'd like to see more of your wild ideas, than "oh so like this, but without the that" I think the timer in particular feels very awkward, in that it's like the timer for a battle in domekeeper, but without the punchline, or the thrill of it. Before it was a game over, now it's a power up, I miss a cause for these effects, something to give it a punch, instead of just being a passive timer I must appease because the game's system tells me it is so. The second thing, is that the win condition is straight out of domekeeper, especially with the sigils BUT the cart thing was interesting and fun to me Here's some propositions I can make, see if you can find some value in any of them to further your design: 1) As there's no defense phase like Domekeeper has, you could make it happen when you remove the adamantite. It kept the peace underground, and when you take it, Ungoliant awakens and will chase you with other spiders until you find the surface again. Knowing this moment is inevitable, the player will spec in a build, like say, movement based, to outrun the chaser, or power based, to kill spiders that get in the way. (for this sequence to be balanced, youd have to have HP instead of OHKO, though. personally, ohko doesnt do anything for me in this kind of game, so I'd happy seeing it depart, but if you think its essential, you can just make it be that hard, or create a relic that especifically makes you healthier when the chase sequence starts) 2) Rather than be given by the king if you appease him, relics would be more fun to find underground. as youd expect from relics and magic items , they're buried. With this, you give a player a reward for digging, even if they dig the wrong way, and incentives to dig, as looking for special treasures that can change your gameplay is more interesting than just seeking resources and the game over item. 3) (works in tandem with 1 and 2) The king is a service to break the game's rules. Your 1) experience is to have to fight your way to the surface once the spiders are onto you, but if the king likes you and wants to help you work, youll be handed the car. this way, you just have to dig a path to the adamantite, and the cart collects it without putting you at risk of death at the hands of spiders, as they dont come to the surface, and you don't leave it if you use the crane. So the player gets to choose if theyll take the risk of the battle by ignoring the king, or appeasing the king and getting a reward that ensures their safety (and can also cause a situation where they accidentally lose the kings support and now have to brave the spiders when they didnt plan to. emergent gameplay kinda thing). The other rule to break is the total reset upon game over. Maybe you find a good relic too late, or one that isn't fit for your current build. You hand it to the king, and the next dwarf you play as gets it from game start. You can also go crazy if you want, and break some more rules through the king, like a one-time revive ("i'm glad the wizard cloned you my friend i almost lost you there!") or temporarily becoming a giant by eating a mushroom the king gives you. That sort of thing, that creates more options, more choices, more memorable adventures than simply going down and up with resources until you find the one that ends the game. P.S: I also like the drow amulet
First of all, thank you so much for your thorough feedback! You're absolutely right, my game takes a lot of inspiration from some of the games I love, I actually mentioned most of them in my first devlog ;) I would love to go all-out with the mechanics and push the game toward the famous "dream game" that many devs aspire to create. However, I also have to be realistic and find a balance. Keep in mind, I'm a solo dev working on this in my spare time with a zero-dollar budget. Of course, I'll do my best to make the game as good as it can possibly be, but I also need to draw the line somewhere if I want to actually finish it and release it. That said, I really liked some of your ideas, and I'll definitely keep them in mind!
"You cannot design fun" as the saying goes. But you can aim for a certain "feel". Emptying a full bag and seeing the number goes up with the increasing pitch sound has a certain feel. blowing up a bunch of gobos has a certain feel. Slowly pulling up the core with the crane has a certain feel.
What appealed to me was the chunky explosions and doing clever tricks like dropping TNT on the goblins. Shooting explosive crossbow bolts is also fun. When I'm making a game, I have to watch out that I don't try to turn everything into an arcade game because that visceral reaction can override the real game. Take FTL, for example. It's tense and requires thought and planning.
This game is awesome! When i saw your first devlog i turned on all notifications just because this game looks great and responsive. The gameplay honestly looks amazing with the perfect amount of smears, consistent pixelart, and how the game looks alltogether is a work of art.
For the economy part I had a lot of fun with the one in SteamWorld Dig 2, really liked the kind of dynamics it offered and well many other points of the game (that would ends up me making a looong list) nice progress tho!
Love the one-hitpoint permadeath! But I hope you're playtesting with noobs--I often find that I get good at my own game because, well, I made it and I've played it a bunch! What feels fun and fair to you might feel brutal and punishing to new players
This feels like it could hit right up my alley! Excited to be able to try the demo once it is out. One thing I always like in games, is achievement hunting! I really hope you will implement steam achievements, obviously that is something that can be done at a near finished build.
It seems extremely easy if you blow yourself up with the crossbow, that sounds very annoying. Consider deactivating self-damage for it (but keep it for dynamite where it's more intentionally activated).
I must say I love this game, I have 2 small questions: 1. Will the game have controller support? 2. Will there be any co-op to play with a friend? I think that would be awesome. Imagine diggging with a friend (couch co-op or even an online co-op ) on slightly bigger map with two cores. Each one would be opened with diferrent method, than normally, maybe with some small sidequests that could the players decide on doing alone or together, it would depend on difficulty I guess Aynway, wish you good luck and great time while making such nice sweet project :)
How can "Fun" be measured? If a player stays in the game longer, is it fun? If there are achievements in the game, if we can know which achievements will be achieved first, will this help us determine what the fun of the game is? If a player chooses not to receive achievements because it won't bring them fun, can we identify the wrong way to develop the game? For example, you add a new tool to the game, how can you measure its impact on Fun? I would run a test on a group of people who would have a choice, their actions would be recorded as events, I could calculate the effectiveness of the change, calculating the effect on fun.
The thing is, you can't "measure" fun. Even if you run playtests (which I have, btw), you can’t guarantee that the game is fun just because some players say so. The same goes for negative feedback: your game doesn’t automatically suck just because certain playtesters didn’t like it. Maybe you just tested your slow-paced RTS with players who love fast-paced FPS games. Having a clear target audience helps, but even then, fun is such a vague and subjective concept that you can never be 100% sure whether your game is or isn’t fun. You can track engagement, player choices, and feedback to make informed decisions, but at the end of the day, fun is something you feel, not something you measure.
Have you considered something like the artifacts in risk of rain? For example you could make one that makes the kings patience go down from certain actions instead of a timer or make the player constantly drop bombs and stuff like that
I'm a really new programmer and knowing you're kinda a veteran makes me wanna study your code. I don't know if that's actually a good idea tho so i'm not so sure about asking xDDD In my case would be to study your patterns and how/when you hard-code or just do it programatically and whatever. Or if you could do a video (if you like the idea) on programming architecture / design / whatever cuz that is a kind of knowledge that hasn't been dumbed down to my level into a video (as far as I know) and its one of my weak spots tbh If you have references about this kind of subject I'd also love Sorry for the long comment Loved to find your channel!
Hey mate, thanks! Honestly, I don’t think studying my code would be all that useful. Yeah, I’ve been programming for 20+ years, but I wouldn’t say I’m a great teacher or have the authority to make tutorials. My experience is mostly in the "regular" software industry, so my way of coding games is probably far from optimal. There are tons of great resources out there, though! Just make sure to balance learning with actually building stuff, it’s easy to get stuck just watching/reading instead of practicing. Hope you have fun with it!
Thanks for the answer! I think that the "regular software industry" part is what I'd like to learn about. More about the architecture rather than the code itself I guess. Anyway thanks a lot hope to see more videos of you! Take care :D
This game looks to be a pretty cool experience, i really like the visuals, and the gameplay seems fun. I do have some concerns for a meta progression however, as with just some permanent upgrades, and the only goal being the adamant core, the game might get too easy and lack a bigger overarching goal? Maybe there are multiple different enviorements you can visit, each with their own challanges, and unique magical stone to collect, with each biome being more difficult than the last? Though that might be too much at odds with the core of the game being a simple cute mining game. All these concerns are entirely irrelevant if just getting the adamant core on its own is challanging enough already, and the permanent upgrades aren’t too powerful. Really looking forward to the demo, and the full release!
Thanks! I just downloaded Aseprite and started experimenting with it. I learned a lot by trying different techniques and seeing what worked. As I mentioned in the first devlog, for the more complex assets, I used public resources and tweaked them to match the game's style.
Good idea but pretty unnecessary unless somehow your loot in the bag gives meta progression without having to return the loot to someone. Also the king doesnt kill you, he takes your mining permit (Stated in another video of his)
i agree w above commenter that it feels pointless, I don't want to spend additional time mining when I know I'm gonna lose the run as soon as I get out
sometimes "fun" makes a wrong impression or requirement, enjoyment ranges for all types of things, including games. or making games. enjoy. ie its great to be doing the thing you are doing. a great game is very nice without needing to try to make it great. so chill. yep if you dont want to play your game, then no chance that any other would want either. -> game devs for money. actually want to play, not play for show. then its also play for money, and dev for money. double off. honesty, not in people's money way, pays off. if you have to make up reasons to play, then no chance. if its good then you dont have to make up reasons to play. its just a nice game. also avoids copying issues, and makes great innovative original games. hurry makes bad games, or not games at all, just apps. there is usually a bit of strategy (overt and covert) in an interesting game. not just the action. ie more depth than what is seen.
@@MichaelPohoreski usually I'm the one going "it's readable, no need to be so pedantic" but no that actually is impossible to read, even paragraphs won't help it's the constant periods. Everywhere.
Hey everyone! There's a hidden Steam key in this video. Let's see who's lucky (and sharp-eyed) enough to grab it first! Good luck!
for anyone wondering, it was already claimed
I missed it again!!
I also missed it again I am mad
When the king loses his temper, maybe instead of being a game over, waves of soldiers could be sent to bring your dwarf back to the surface.
First a couple of regular soldiers that the player could dispatch, then regular soldiers with miners who can break blocks, then soldiers carrying shields with miners, etc etc.
And the player could stop the waves by finally paying his due (+ a malus). Just an idea. The shop could be more expensive during these phases too, since you're now an outlaw.
Again, just an idea. Feel free to use it (or not!)
I Had The Same Thought. I Think It Would Be Pretty Interesting To Be Able To Choose To Make The Game Harder/More Frantic For Yourself (diegetically, opposed to difficulty options).
That does sound fun! This could be factored into the difficulty settings as well. Hardcore mode could be insta defeat + no death defying upgrades. Other modes could have the soldiers and other factors that give you a chance to prolong a run.
Yh bring in some tax collectors
I used to play an online browser nickelodeon mining game all of the time, so any mining game hits hard for me
I really love how the bag ui looks with themes filling it up, It's very satisfying!
I really like the idea of the crane. It really adds to the progression of the game which I think is half the fun of these types of games.
i think itd be cool to add a difficulty modifier where the only natural lighting in the cave is from the surface, so you have to invest in a headlamp and torches to light up your path as you go. would also be neat as a sort of 'world building' to add dwarf skeleton enemies who carry a few extra valuable gems and/ or consumables, to both imply you arnt the first (or last) to mine the caves, and add an extra layer of risk vs reward.
This looks fun! I was intrigued by the first devlog, but this one has me hooked for sure. Well done.
Can’t say how good the game is until I play it… but you make some pretty good UA-cams man!
Fun is a state of flow between tension of conflict(s) and release(s).
As a person who never played any of these kinda games, this looks extremely cool and fun!
Everything you mentioned is great, but 1 bit of health is the thing that makes me personally take note. Nice idea.
I like the book "A Theory of FUn for Game Design" by Raph Koster. He explains it really well.
This looks so fun, I'm looking forward to playing the demo! (also seems like something I would play on Switch all the time if I could)
My one note is about the main art on the steam page. If I just saw the 3D rendered art and hadn't found out about it from these devlogs, I wouldn't be interested at all in clicking it and i wouldn't find out it has such good pixel art. I know I don't represent everyone's tastes when it comes to art style, but I think it would be more likely to catch the eye of people who would like the pixel style of the game itself if it matched.
I wanted to write the same thing. A stylized cover like Dome Keeper would be so much better. Good cover art is the first thing that caches attention.
The bag filling up reminds me of Kingdom, in the best way possible
Indeed it does look fun, and satisfying with those gem physics. Wishlisted!
just so everyone knows, someone already took the key
I love the little bag filling up its so cute
Can't wait to play it, this looks very fun and I really like simple games. Keep up the good work, solo-dev is hard !
these are some of the best devlogs out there right now, the game looks great!!!
As seen on Animal Well, I hope the CRT filter remains and you can enable/disable it in the options menu.
Love the video! Good job :D
I'll be an instigator and say you're borrowing a lot from domekeeper, and a bit from other things, so very little of this game lets me see you as the artist behind it. I'm not asking you to make something I've never seen before, I know it'd be insane to say that, but i'd like to see more of your wild ideas, than "oh so like this, but without the that"
I think the timer in particular feels very awkward, in that it's like the timer for a battle in domekeeper, but without the punchline, or the thrill of it. Before it was a game over, now it's a power up, I miss a cause for these effects, something to give it a punch, instead of just being a passive timer I must appease because the game's system tells me it is so.
The second thing, is that the win condition is straight out of domekeeper, especially with the sigils BUT the cart thing was interesting and fun to me
Here's some propositions I can make, see if you can find some value in any of them to further your design:
1) As there's no defense phase like Domekeeper has, you could make it happen when you remove the adamantite. It kept the peace underground, and when you take it, Ungoliant awakens and will chase you with other spiders until you find the surface again. Knowing this moment is inevitable, the player will spec in a build, like say, movement based, to outrun the chaser, or power based, to kill spiders that get in the way. (for this sequence to be balanced, youd have to have HP instead of OHKO, though. personally, ohko doesnt do anything for me in this kind of game, so I'd happy seeing it depart, but if you think its essential, you can just make it be that hard, or create a relic that especifically makes you healthier when the chase sequence starts)
2) Rather than be given by the king if you appease him, relics would be more fun to find underground. as youd expect from relics and magic items , they're buried. With this, you give a player a reward for digging, even if they dig the wrong way, and incentives to dig, as looking for special treasures that can change your gameplay is more interesting than just seeking resources and the game over item.
3) (works in tandem with 1 and 2) The king is a service to break the game's rules. Your 1) experience is to have to fight your way to the surface once the spiders are onto you, but if the king likes you and wants to help you work, youll be handed the car. this way, you just have to dig a path to the adamantite, and the cart collects it without putting you at risk of death at the hands of spiders, as they dont come to the surface, and you don't leave it if you use the crane. So the player gets to choose if theyll take the risk of the battle by ignoring the king, or appeasing the king and getting a reward that ensures their safety (and can also cause a situation where they accidentally lose the kings support and now have to brave the spiders when they didnt plan to. emergent gameplay kinda thing). The other rule to break is the total reset upon game over. Maybe you find a good relic too late, or one that isn't fit for your current build. You hand it to the king, and the next dwarf you play as gets it from game start. You can also go crazy if you want, and break some more rules through the king, like a one-time revive ("i'm glad the wizard cloned you my friend i almost lost you there!") or temporarily becoming a giant by eating a mushroom the king gives you. That sort of thing, that creates more options, more choices, more memorable adventures than simply going down and up with resources until you find the one that ends the game.
P.S: I also like the drow amulet
First of all, thank you so much for your thorough feedback!
You're absolutely right, my game takes a lot of inspiration from some of the games I love, I actually mentioned most of them in my first devlog ;)
I would love to go all-out with the mechanics and push the game toward the famous "dream game" that many devs aspire to create. However, I also have to be realistic and find a balance. Keep in mind, I'm a solo dev working on this in my spare time with a zero-dollar budget. Of course, I'll do my best to make the game as good as it can possibly be, but I also need to draw the line somewhere if I want to actually finish it and release it.
That said, I really liked some of your ideas, and I'll definitely keep them in mind!
The idea of finding relics underground is very good! I hope the developer listens
conspicuously scout looking dwarf:
"You cannot design fun" as the saying goes. But you can aim for a certain "feel". Emptying a full bag and seeing the number goes up with the increasing pitch sound has a certain feel. blowing up a bunch of gobos has a certain feel. Slowly pulling up the core with the crane has a certain feel.
What appealed to me was the chunky explosions and doing clever tricks like dropping TNT on the goblins.
Shooting explosive crossbow bolts is also fun.
When I'm making a game, I have to watch out that I don't try to turn everything into an arcade game because that visceral reaction can override the real game. Take FTL, for example. It's tense and requires thought and planning.
This game is awesome! When i saw your first devlog i turned on all notifications just because this game looks great and responsive. The gameplay honestly looks amazing with the perfect amount of smears, consistent pixelart, and how the game looks alltogether is a work of art.
Looking forward for the public demo!
For the economy part I had a lot of fun with the one in SteamWorld Dig 2, really liked the kind of dynamics it offered and well many other points of the game (that would ends up me making a looong list) nice progress tho!
Playtest for finding what is fun for the majority of people
Love the one-hitpoint permadeath! But I hope you're playtesting with noobs--I often find that I get good at my own game because, well, I made it and I've played it a bunch! What feels fun and fair to you might feel brutal and punishing to new players
Would you look at that, an upcoming public demo! Looking forward to it :)
ALMOST 1K!!!
this game looks so good, cant wait to try the demo!
This feels like it could hit right up my alley! Excited to be able to try the demo once it is out.
One thing I always like in games, is achievement hunting! I really hope you will implement steam achievements, obviously that is something that can be done at a near finished build.
I hope there'll be a playable demo soon! :)
Added to wishlist! 🤩
add an indicator to the bomb!
I love the game so far! you should change the gold to be the same size pixels as the rest of the game!
and the spider!
It seems extremely easy if you blow yourself up with the crossbow, that sounds very annoying. Consider deactivating self-damage for it (but keep it for dynamite where it's more intentionally activated).
Its looking good, can't wait to try the demo.
Keep at it! Keep going! Dont give up!
I must say I love this game, I have 2 small questions:
1. Will the game have controller support?
2. Will there be any co-op to play with a friend? I think that would be awesome. Imagine diggging with a friend (couch co-op or even an online co-op ) on slightly bigger map with two cores.
Each one would be opened with diferrent method, than normally, maybe with some small sidequests that could the players decide on doing alone or together, it would depend on difficulty I
guess
Aynway, wish you good luck and great time while making such nice sweet project :)
1. Yes, the game already has controller support.
2. No, any kind of multiplayer is way out of the scope of the game.
1hp + permadeath + fall damage = the player won't know if there's fall damage or not, and where it starts, until they lose a run to it.
How can "Fun" be measured?
If a player stays in the game longer, is it fun?
If there are achievements in the game, if we can know which achievements will be achieved first, will this help us determine what the fun of the game is? If a player chooses not to receive achievements because it won't bring them fun, can we identify the wrong way to develop the game?
For example, you add a new tool to the game, how can you measure its impact on Fun? I would run a test on a group of people who would have a choice, their actions would be recorded as events, I could calculate the effectiveness of the change, calculating the effect on fun.
The thing is, you can't "measure" fun. Even if you run playtests (which I have, btw), you can’t guarantee that the game is fun just because some players say so. The same goes for negative feedback: your game doesn’t automatically suck just because certain playtesters didn’t like it. Maybe you just tested your slow-paced RTS with players who love fast-paced FPS games.
Having a clear target audience helps, but even then, fun is such a vague and subjective concept that you can never be 100% sure whether your game is or isn’t fun. You can track engagement, player choices, and feedback to make informed decisions, but at the end of the day, fun is something you feel, not something you measure.
Have you considered something like the artifacts in risk of rain? For example you could make one that makes the kings patience go down from certain actions instead of a timer or make the player constantly drop bombs and stuff like that
I'm a really new programmer and knowing you're kinda a veteran makes me wanna study your code.
I don't know if that's actually a good idea tho so i'm not so sure about asking xDDD
In my case would be to study your patterns and how/when you hard-code or just do it programatically and whatever.
Or if you could do a video (if you like the idea) on programming architecture / design / whatever cuz that is a kind of knowledge that hasn't been dumbed down to my level into a video (as far as I know) and its one of my weak spots tbh
If you have references about this kind of subject I'd also love
Sorry for the long comment
Loved to find your channel!
Hey mate, thanks!
Honestly, I don’t think studying my code would be all that useful. Yeah, I’ve been programming for 20+ years, but I wouldn’t say I’m a great teacher or have the authority to make tutorials. My experience is mostly in the "regular" software industry, so my way of coding games is probably far from optimal.
There are tons of great resources out there, though! Just make sure to balance learning with actually building stuff, it’s easy to get stuck just watching/reading instead of practicing.
Hope you have fun with it!
Thanks for the answer!
I think that the "regular software industry" part is what I'd like to learn about. More about the architecture rather than the code itself I guess.
Anyway thanks a lot hope to see more videos of you! Take care :D
This game looks to be a pretty cool experience, i really like the visuals, and the gameplay seems fun.
I do have some concerns for a meta progression however, as with just some permanent upgrades, and the only goal being the adamant core, the game might get too easy and lack a bigger overarching goal?
Maybe there are multiple different enviorements you can visit, each with their own challanges, and unique magical stone to collect, with each biome being more difficult than the last?
Though that might be too much at odds with the core of the game being a simple cute mining game.
All these concerns are entirely irrelevant if just getting the adamant core on its own is challanging enough already, and the permanent upgrades aren’t too powerful.
Really looking forward to the demo, and the full release!
I would love to see this as couch coop game :D
👍
Looks great, already whislisted. Would love to know how you learned pixel art. It really looks good.
Thanks! I just downloaded Aseprite and started experimenting with it. I learned a lot by trying different techniques and seeing what worked. As I mentioned in the first devlog, for the more complex assets, I used public resources and tweaked them to match the game's style.
The Steam icon for the game looks a bit off for a 2d pixel game. Great video btw.
very interesting game
The real fun is the games we made along the way.
I need this game
You could make it so that when the king loses his patience you don't immediately die, but get executed or something when you resurface
Good idea but pretty unnecessary unless somehow your loot in the bag gives meta progression without having to return the loot to someone. Also the king doesnt kill you, he takes your mining permit (Stated in another video of his)
i agree w above commenter that it feels pointless, I don't want to spend additional time mining when I know I'm gonna lose the run as soon as I get out
Can you make a way of merging abilities and items?
Three seashells, you say...
I meant to say "three sigils"! Though if you know how to use the seashells, let me know! xD
Can I please ask what was your technique for making the edges of the blocks glow when the player is near them?
fun
whats the name of the game with the big worm you showed in the beginning of the video?
Devil Daggers
@@LudiminalGames thanks!
what programming language did you use, if it's not too personal?
For this game, I'm using GDScript (Godot's scripting language)
whats the game at 00:09?
Devil Daggers
Is the terrain randomly generated?
Yes
I am willing to betatest on steam deck if you need
sometimes "fun" makes a wrong impression or requirement, enjoyment ranges for all types of things, including games. or making games. enjoy. ie its great to be doing the thing you are doing. a great game is very nice without needing to try to make it great. so chill. yep if you dont want to play your game, then no chance that any other would want either. -> game devs for money. actually want to play, not play for show. then its also play for money, and dev for money. double off. honesty, not in people's money way, pays off. if you have to make up reasons to play, then no chance. if its good then you dont have to make up reasons to play. its just a nice game. also avoids copying issues, and makes great innovative original games. hurry makes bad games, or not games at all, just apps. there is usually a bit of strategy (overt and covert) in an interesting game. not just the action. ie more depth than what is seen.
Holy Wall-of-Text Batman!
*PSA:* _Add paragraphs_ to make your verbal vomit readable.
@@MichaelPohoreski usually I'm the one going "it's readable, no need to be so pedantic" but no that actually is impossible to read, even paragraphs won't help it's the constant periods. Everywhere.
@@ravenanne1734 i
Yeah it’s pretty much unreadable. Almost makes one wonder if an AI wrote it for how incomprehensible it is.