I wouldn't mind volunteering my time for proofreading and editing in English if that's something you're looking for.
Supremeawesome71
Recent community posts
Excuse the silly title, couldn't think of anything more suitable for this post. Your game development skills are immaculate. It always feels like you manage to work perfectly within your limits and make pleasant bite sized experience. They rarely overstay their welcome (unless you go ending hunting) and they're mostly satisfying. It doesn't hurt to leave wanting a bit more of what you just experienced instead of being tired of it and wanting it to be done. I am genuinely shocked that you managed to make all this within such a short time frame. I can't even begin to give it words. Despite apparently not intending to make a horror game, you manage to get everything about the atmosphere for it right. The music, the interactions with the nymphs (legit jumped a little first time one caught me, even though I saw it coming. Got used to it quickly and even didn't think much about damage boosting because I lost to ingredients more than the nymphs, but that's a nitpick). Perfect level of difficult. Could the experience be improved? Yeah. You can always ask for me. But I feel you do such a good job at choosing what to work on and what not to. It's not a matter of you having the inability to polish certain things. But you apply the polish in just the right spots so that the core experience can be enjoyable. Once again, I can not put it into words. It feels as though you're a master of game development. My only real major complaint would be that the check stock skill doesn't feel very useful for a first time player. It gives you a number, but that number doesn't mean anything unless you know the stage requirement pattern. Aside from that, no loss felt unfair and it was just the right amount of challenge. I could go on and on about how well designed this game is and how consistent the quality is for all your games, but this has already gotten pretty rambly. Looking forward to seeing whatever you do next.
Another great update. Every update coming from this team has been meaningful, which is impressive considering how fast they are. (I know it took a lot of time, but fast by game development standards). I like how you automatically parry when going up a size now, avoiding annoying situations where you're caught off guard by a hitbox size change. There aren't any more things in this game where I feel you take damage and it wasn't your fault. A good level of challenge while also being fair. A surprising amount of customization and tailoring towards player experiences and an expert blend of art and gameplay. Something few games, even by big studios, fail to achieve. An unfortunate side effect of this is that if you take out content that may not be your preference, you lock yourself out of certain gameplay features. But hard to really complain about that. Not really a "problem" to fix unless all the features were just reskins of others. Speaking of reskins, Shifting Sugar. At first I wasn't sure about her character gimmick, but she grew on me. It was a good warmup to get back into the game after a long break. She kind of tests your mastery of the different characters in the game. On the note of characters. Every character is very unique and has to approach the various challenges present in the game in a different way. Which is impressive for a smup. And the teasing of a campaign mode was great. This is way more content than I ever expected from a game like this. I think the team could've gotten away with a quarter of the effort and still blown people away. All this to say, if you have a spare buck, it's definitely worth supporting the devs in their endeavors. They've earned it for all the work and passion they've put in and for what they've produced as a result of it. Nothing else to really add from my last review. I don't think there's a problem I mentioned in it that wasn't addressed (even the nitpicky ones). At this point I just feel I'm spoiling myself with dessert. Which I suppose is apropos for the themes of this game. Look out for the full release.
Actually, thinking upon the game further, I really enjoy the "papers please" like aspect of it (I'm not sure what else to call this genre, because management is it's own thing) interspersed with long spanning puzzles. If there was one thing I were to add, it would be a time pressure to stop people from spending forever checking out each individual case. But some might not like that, so maybe in an optional "Hard Mode".
The game is really good. No complaints with the core gameplay. Just one small nitpick on how the kinks are implemented. They're great and all, but by necessity of the format, you can't see the combinations you want on certain characters (the penalties stack up), which means aa lot of art unfortunately goes unseen. This isn't necessarily a problem to "fix" (although it has been enough to turn some people off the game), but it'd be great to see a free mode for clearing the game in the final version.
The fattest updaate did so much and fixed every problem I had with the game even though I never vocalized it. The bosses are really fun. I might get tired of seeing them after a while, but they were interesting to see first time. (If I were to make an actual suggestion on that part it'd be a hard mode that reduces telegraphing on the Strawberry boss and other similar difficulty adjustments. Maybe even new moves). The chocolate boss in this update is amazing. I went from dreading seeing them to not disliking them more than any other boss. They don't have much unique, but it's great not having to sit under their hitbox to shoot them. You still have to play patient, but not too patient. But enough about bosses. What I really like is the change in gameplay loop. The new characters are nice. Not my focus, but they add tons in terms of content preferences and things to explore. I like that there's now actual gameplay incentive to get to max size and it doesn't just feel like a challenge modifier/punishment. The new tutorial explains a lot of things I wish I knew when first playing and helps you figure out what skilled gameplay looks like. At least pointing in the general correct direction. There's no way to truly know what the future meta will be like. Of course this is a given and was always there, but the art is nice. But now with the gameplay improvements, I can focus on how hot this game is without frustration getting in the way. Some of the achievements seem hard (or even tedious), but that's ok. A good thing even. Because they're completely optional and that sense of being out of reach rather than a part of normal gameplay are likely what make them worth it for achievement hunters. I'm not much of an achievement person, but I'm curious to see what happens at stage 50 and 100. It gives some direction and makes it feel less like going for score (which is fun with friends and when you can show off, but feels sad when you're alone and just trying to beat yourself after a while) and more like there is an end goal to reach and perhaps even surpass. Good job on this update. I'll probably even lob some money towards this because this is such a well designed game without getting too big/unwieldy/time-consuming. You can invest whatever amount of time you want and still get enjoyment out of it. Not even mentioning the improvements on hitboxes (temporarily invulnerability after upping size so you don't get caught off guard and other small improvements that might go under the radar of others). Great work.
I will admit that it's a frustrating start, but only because things are a bit hard to figure out without much guidance. I came really close to giving up, but scouring through the comments I was able to figure out enough to get me started. Now I'm starting to get engaged with the crafting system. I really really want to enjoy this game. I know some people are going to be completely in their element with it.