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A member registered Jul 20, 2019

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On the bright side, over on the discord for this game and the other games made by nose, people are making surprisingly fast progress on modding VotV 0.6.2. It's possible (but not guaranteed) that someone insane and talented in equal measure will figure out how to mod in multiplayer at some point.

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Tested it on a new save and it works great, thanks, now I can get back to exploding things. Seems like 5 is the ideal level for bombs to be able to detonate everything without freezing the game longer than a second or two, at least on my hardware, might differ for others with beefier PCs.

Oh nice, now I can reduce the level of my bombs and make it so my computer doesn't screech in horror as they explode. Thank you, merchant of pure chaos

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Not sure if it's a bug or intended stank, but I managed to get the Bomb weapon up to level 17, and now I can't use them anywhere without the sheer force of the explosion and the resulting destruction making the game freeze forever and have to be force-closed. Assuming it is intended, I see that my hubris in wanting bigger explosions has brought me low.

Oh, whoops, guess that's just me having a bad memory then, thanks. I did the whole tutorial, but it must have slipped my mind somehow.

Did a full story playthrough of the 0.6.1b update (previously played a much earlier version), and I like the majority of the new stuff you've added plus things you've changed.

Positives:

The transformers give a good reason to leave the safety of the base more often, without being too tedious or annoying to handle. 
The new models and textures for the signal consoles, PC and servers are great, and I love the 80s-inspired designs.
The new cloth physics on the curtains make them actually look and move like curtains, rather than metal siding on supports. 
Being able to upgrade the radar and detector helps make them much more useful, as does the new elevation map on the radar. 
Most of the new buyable modules help a lot with removing tedium and making things easier once purchased. 
The various new events and entities really spice things up, and keep you from feeling too safe or jaded. 
The new inventory, equipment and tool systems are fun to use, as are the now-functional keypads. 
All the new additions to the map make it rewarding to take  time away from signal hunting and server-fixing to do some exploring, and are interesting to visit with useful items to take from them. 
Being able to refund upgrades and modules at a slight loss helps if you're in a pinch and needs supplies desperately, as does the 5-point reward for each server fixed.
A few peculiar things I won't spoil add some mystery and intrigue that I love, and I'm excited to see where they'll lead in the future.

Negatives/Issues:

The point fine system is still annoying, and I personally don't think it should be enabled by default. Getting enough points to buy most things takes enough time without the issue of some of them being removed if a report bugs out, or you forget something minor. 
The drone crate drops violently exploding when they are dropped is odd. It makes the crowbar a bit useless once the big supply crates are all broken, and results in losing some purchased items frequently if you make the mistake of ordering some more-delicate items in bulk or with other heavier items (buying more than one gascan at the same time = explosion that obliterates them all when they collide on spawn).
A lot of the food items now seem to be pretty useless, not providing enough hunger points to be worth the cost, and MREs are the only one I found to actually be worth buying. A whole lot of points were lost to restocking MREs, and trying to diversify resulted in nonsense like the shrimp disappearing overnight while kept in the fridge, which might be intentional but still sucks a bit in my opinion.
A few modules and upgrades are pretty useless, like the signal autosave, radar history and radar alerts. The radar alert in particular seems to just be a "please annoy me when anything spawns or moves into range" button.
Not being able to gently drop held items makes handling anything fragile a pain for no good reason, and your only option is to ragdoll carefully, while hoping physics stank doesn't destroy it and/or you.
One specific wieldable item being made of wood means that accidentally destroying it is all too common, especially for something that seems like it's meant to be a reward for being observant as you explore. Unless of course it's just a joke, in which case no problem.
The way that volume works with the backpack makes it annoying to wrangle most of the time, since you have to dump most or all other items with notable weight in your inventory out just to pick it back up and re-equip the backpack. Any other equipable items let you just right click while holding to equip, but it opens the backpack's inventory instead, which I guess makes sense but is a bit unnecessary, would rather it just equip the backpack like any other item.
Hooking items to your ATV tends to get stuck with said item being attached forever, unless you reset it from the save file selection menu. Might just be me being a dummy and missing how to unhook things, though.
Getting curtains to hang over things like the base windows is a total mess, even when the collisions seem like they should allow it. Only way I could figure out how was to use a garbage can as a support under them until the physics settle, then remove it from below them.

Despite the long list of gripes I have, I really enjoyed my playthrough, and I got very immersed in it despite any minor issues and weirdness. Looking forward to future updates.

Finally, Crypt Worlds 2: Piss Harder, how I've waited for thee

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Not him, but it's actually pretty easy to do.

First, you need to have Wario World visible in your games library in Dolphin, via making sure the Paths section of Config is pointing to where the ISO is. Then, right-click it, pick "Properties", and look through the tabs on the top of the window that pops up and find "Filesystem". From there, right click "Disc - GWWE01" and pick "Extract Entire Disc", and have it put it somewhere you can access easily.

Next, go into the folder this made with the game's unpacked files and look for the "main.dol", should be pretty visible and easy to find. Overwrite that file with the one from this page, and now the game is modded. Don't move or mess with anything else, just leave it all as-is besides that .dol file.

Last bit you need to do is repack it, which is also very easy. Either stick the folder full of the unpacked files that Dolphin made into the folder where you've already told it to find your games, or add the path for the folder manually to its list. You should see another copy of Wario World pop up, you'll be able to tell it's the unpacked one by looking at things like filesize, although you can also make it easier by just temporarily moving the original Wario World ISO somewhere else instead. Right-click this new Wario World, and hit "Convert File", then hit OK with the default settings, which will pack it into an ISO file.

Let it finish that up, and you're all done, with a crisp new ISO that is modded for co-op shenanigans. Make sure to rename it in explorer so you can tell it apart from the regular copy when browsing files, as well.

Adding onto this after further messing-around with a buddy of mine. This is probably known by now, but just in case it isn't, there's a couple of bugs we found:

First off, the trapdoor just before the boss door in Greenhorn Forest crashes the game when trying to load the jewel challenge area, every time. There's probably other ones too, but my friend and I jumped to just fighting the main world bosses after that happened.
Second, Player 2 cannot interact with breakable scenery or anything that requires doing a special move on an enemy to use, like the spin wheel to open the first gate in Greenhorn Ruins.
Lastly, the Black Jewel fight completely breaks if Player 2 hits the trapped sprites, since they attack P2 instead of the Jewel and then never respawn no matter what you do, forcing you to back out to the main menu

I hope the feedback helps, since this is a fantastic bit of wizardry you've managed, and I'm looking forward to seeing it develop further.

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Not only is this a fantastic co-op mod even in this early state, you can actually punch each other and do special moves on each other, which is far more than I expected to be possible for a co-op mod. I give it a "Wah" out of 10, the highest praise I can think of.

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A very strange and interesting roguelike, I'd describe it as "Silent Hill meets Condemned, with 200% more meat and enough mimics to give a DnD player PTSD flashbacks".  I especially like how weird and twisted the enemy and gun designs can be, such as a triple-fire shotgun made of 3 of them welded together with meat and the Cringe (a.k.a. the deadly wailing doorframe). The "friendly" meats are no less messed up too, poor Huggs took a lot of accidental hits due to surprising me around a corner or being near a mimic when I attacked it.

Between the low-fi graphics, the freaky enemy designs and the constant feeling of being unsafe and stalked by monstrosities, this game gets genuinely tense and scary at points without resorting to hardcoded jumpscares.1 Before you know the signs of a nearby mimic, having them attack out of nowhere is genuinely terrifying, and even once you know what to look and listen for, they'll still get you by sneaking up behind you or hiding among cluttered areas that make it hard to pick them out. I especially panicked whenever grabbing the last key for a floor, since that always was followed by every unkilled mimic going active (complete with a chorus of the moaning and crunching noises they make when coming out of hiding state) and swarming to stop me before I could reach the elevator.

The non-mimics were thoroughly spooky too, from a murderous pair of legs, to a floating meatwad that charges all over, to an eyeball chandeleir/crusher combo. I figured SH had grabbed up all the interesting meat monster designs there were, but each new meat critter surprised me with how messed up and dangerous it was. Mr. Pants was the bane of every run he showed up in, the persistent little jerk.

This is an excellent roguelike, and I'm looking forward to seeing how it evolves over time. I started playing just before the memento-picking update, so just that was already a nice improvement, and I like the hud placement changes and Field additions that keep appearing with each update.

SPOILERS (AS OF BUILD 05.21); DON'T READ FURTHER UNLESS YOU'VE BEAT FLOOR -3 OR ARE THE DEVS:




Just curious, now that I've beaten Castle and reclaimed Her Head, is there anywhere else to go, or are any other completeable objectives like getting Son his refreshment implemented yet? I'm assuming this is it, since this is a very early demo version, but it'd be nice to know if there's anything else left to do.

I really liked just how much scarier Castle was than the usual monsters. Immensely tall, horrifying appearance even by meat standards, doesn't hide, has a blade arm, and is willing to chase you forever unless you find a hiding spot like the exit "elevator" with the note. I also noticed that once I found a triple shotgun and started taking big chunks of his health with it, he started running away instead of idling or chasing, which made it really satisfying to finally track down, corner and end him.

Also, not sure if it's a glitch or intentional, but as soon as I put Her Head on the black poles, my view was filled with light like it would be during spawning into a floor, but it stayed permanently even though I could still move and interact. It stayed like this until I save and quit then rebooted the game, where I'd respawn in the field just before putting Her Head on the pole, and it would happen again if I redid it. I'm guessing that's the "congrats, you beat the demo" indication, but I figured I'd say something just in case it wasn't.

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Neat little game, reminds me a bit of LSD in terms of environment mixed with Yume Nikki regarding the items. I like that it has that "PSX that someone's cat pissed in" visual stank, adds a whole lot to the mood and vibe. 

I think I found everything in v0.0.2, unless there's something obvious I missed or really well-hidden goodies (arbitrarily named, beware of SPOILERS):


Items

  • Rollerskates
  • Frog
  • Flashlight

Places of Interest

  • Scungus' Pit (leads to the cage in the plaza, no way out except hitting K as far as I know)
  • Psychedelic Crawlspace (where the Frog  item is found)
  • Dark  Forest (turn right at the yellowed lamp along the long road out of town, just after the wreck where the Flashlight item sits)
  • XL Meat Pit (leads to same cage as Scungus, props to the creator on those meat SFX for the footsteps, good choice)
  • The Infinite Road Out of Town (if you don't follow the busted lamp)
  • The Messed Up Road Out of Town (turning back once you loop on the infinite road)
  • The Void Lamppost (found at the very end of the above area, off to the side where the road ends)
  • Checkboard Friend Dimension (teleport from using the void lamppost, my heart goes out to the one sad lad hidden in the friend circle)
  • Endless Bathrooms

Misc.

  • Fooglies (thumb men) chilling in one dark inaccessible room of the endless bathrooms, as well as an army of them camped at the messed up road
  • Bepsi machines in the plaza and the bathrooms sideroom with the Fooglies in it, plaza one has the appropriate theme song playing
  • Bells/Nuts(?) on the floor in one of the apartment rooms in plaza
  • Some sort of boarded up inaccessible door in the side of a silo/reactor(?), behind fences past the wrecked car in the plaza parking lot
  • Loads of eyes chilling in the bathrooms, namely on the walls and on a TV
  • One seriously intimidating toilet blocking the path in a bathrooms corridor
  • Red sign above the turnstiles leading to Scungus' Pit, either nonsense symbols or a foreign language I don't recognize because I suck at languages


If I missed anything, please do let me know. Looking forward to see what's new in v0.0.3.

You managed to take what would be an annoying waste of time in most other games (getting past a vertical barrier preventing progress) and turn into an awesome game, that's crazy impressive.  Climbing feels amazingly good, there's just enough looseness in the physics that you can slingshot yourself like an living Stretch Armstrong toy once you get a feel for it, the seagulls are realistically depicted as the petty, sadistic little winged demons they truly are,  and the wacky hand physics are the icing on the cake.

My hands actually sweat quite a bit when I got into the groove of climbing,  especially on the final peak. Apparently my brain didn't know or care by that point that the wall was virtual, that it could interpret color signals from my eyeballs, or that its host body is anything but that of a posh 19th century gentleman with superhuman endurance.

I can't wait to play the full version whenever it's finished, however long it may be until then since you can't rush perfection.

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Fantastic little game, and a huge improvement on the already-good first game. This game is essentially what happens when someone takes the best bits of Resident Evil 4's gameplay, uncaps the upgrade system to allow your stats to hit absurd levels, and lets you go nuts on a hoard of demonic coyotes.

I had a ton of fun sneaking around at the start and carefully sniping coyotes from as far as possible, knowing alerting even one could be a quick death. I had even more fun by the end with lots of upgrades, where I was sprinting around all over firing a crazy-powerful chaingun that coincidentally looked and sounded like an antique winchester, shrugging off a dozen coyote bites without even slowing down.

This game has some serious love put into it. Great gameplay, a fun concept, a neat little horror story to tie it all together, and the design of it is focused on being fun to play first and foremost, instead of being fixated on being spooky/artsy at the cost of playing like crap as many horror games do. I got an entire evening's worth of fun out of a game I expected at most 10 minutes of entertainment from, which is one hell of an achievement in terms of making a good game IMO.

I especially liked the aiming system that you made by building on BP1's flashlight mechanic, makes it more complicated to aim over long distances and adds to the panic when you're trying to fight off several coyotes up close. The way Barbara's upper half turns when near the walls and trees due to collision physics is a really neat detail. The coyotes approaching more slowly if they heard you walking instead of running was a nice touch, too. Bonus Level 1 using BP1's map was the cherry on top of it all.

I highly recommend playing through the first time slowly with no upgrades, letting the silence creep you out and getting Ending B by following instructions for the proper horror experience. Then, start upgrading your gun stats as much as you can, put on your personal favorite 90s FPS soundtracks, and go hog wild like you're playing DOOM on Ultra Violence until you can finally take on the big lad in level 4 and "win" to get Ending A.

I'm eagerly looking forward to BP3 if you're planning on making it. If it improves as much on BP2 as this did on the original BP, it's gonna be amazing. Hell, I'd even be happy with just more geriatric coyote genocide simulators, since this was such a blast to play.


P.S.: I ran into a few harmless, funny glitches while playing, I realize they won't be touched since this version is final but they were entertaining so I'm gonna list them anyways. Barbara would occasionally launch into the air and come down again with no issue if I ran down a steep slope, like the one at the start of level 1 and one of the cave entrances. Live coyotes sometimes got stuck on dead ones' corpses, running super slowly or in place due to the blockage. If I was too close to a wall when a coyote let go after latching on, it would more often than not land on the wall, and start glitching up it in an unkillable state while looping its run or attack animations before blinking out of existence, which was a hoot. Also, I figured out how to walk on the walls, by climbing the ridge and then go over the edge in some spots, which lets you cheese the coyotes' pathfinding easily if you want to.

Pretty good, if short and simple. Considering your chosen name doesn't seem to affect any dialogue, I'm not sure why it's in there, unless it's for something not yet added (or for people like me who put in silly names for the hell of it).

I did, however, enjoy picking a ridiculous name before making each of my choices. At the end, I ended up with the incidental synergy of typing in "Mr Plinkett" and picking "Yellow", which was turned out way differently than I thought it would and was in-character. Horribly, disgustingly in-character.

"Oh nooo..."

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Hey, just finished playing this, excellent game you've made! Got through with 232:12 and 204 deaths. Also got the secret, albeit by pure accident, but it was worth it.

Tight controls with multiple options for those like me who prefer them, checkpoints that are both fair and challenge-preserving, great art and sound, just long enough to make the most of what it has to offer without overdoing it, and a difficulty curve that gets nice and steep by the end without suddenly jerking up or down at any point. This game's got all the good stuff with none of the filler or crappy design that a lot of other games of this type suffer from.

Hell, I actually went through the annoyance of making an account on here and posting all this blather, just so I could praise this game, and I normally wouldn't bother doing that even for a free pizza, so that should be an indicator of how much I liked it.

All-in-all, this is some great stuff, really scratches that "Super Meat Boy/IWBTG" itch without going too crazy on difficulty. If you haven't given this a shot yet, do it, it's worth your time.