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Annagrace25

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A member registered 5 days ago

Recent community posts

oh, that's helpful! i'll definitely check out the full version. hope you get some good sleep after the release! 
btw, i've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

A neon block placement puzzler on a 10×10 grid with combo scoring and haptic feedback is a clean, focused take on the genre. So I'm curious: with drag and place blocks and no timer mentioned, is the challenge purely about avoiding a dead board or do the combo bonuses push you to take riskier placements for higher scores?

A platformer where one mistake sends you back and in 2v2 your teammate's mistake drags you back too, is a great way to make co op funny and tense at once. So I'm curious: do the fire, water, earth and wind powers work as per level pickups or do you choose a loadout before each race?

A homebrew N64 arena shooter with 4 player split screen, bots and parry tennis projectile deflection is exactly the kind of couch chaos the console was made for. So I'm curious: with the N64's split screen framerate being notoriously tight, how did you balance 8 arenas and charged blasts against keeping four player matches running smoothly?

A four key rhythm game where each song is a little comic story a deadline, a stubborn cat, a collapsing clay bowl, a too polite racer and your performance changes the outcome is a charming way to give rhythm play some narrative stakes. So I'm curious: does doing well versus poorly change the ending of each episode or mainly which success or failure scene you see?

A game that takes gravity and fuel seriously dragging burn arrows, warping time, then slow mo as a railgun slug crosses the gap is a wonderfully grounded take on space combat and coasting cold with folded radiators is a great detail. So with fuel unrecoverable, can a mission become truly unwinnable mid flight or is there always a way back?

A survival game where every step makes sound, creatures hunt by hearing, and poisons have symptoms you must match against a field guide is a lovely premise. so when poisoning hits, do you diagnose the symptoms yourself from the guide or does the game tell you what you ate?

Oh, I like that balance! makes the choices feel meaningful while still leaving a little room for luck. 
btw, i've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

glad the feedback was useful! curious to see how the hero role develops. 
btw, i've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

oh okok, i understand, it is just that i am not too comfyy to share it here in open comments, that is why i was asking that are u available somewhere else.... are u??

oh, that's a great use of the extra space! those new images must make the experience even better. 
Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

u there?

thanks for the recommendations! i'll definitely check out SPIN and keep an eye out for the new setting. hope work goes smoothly! 
But I'd really love to keep chatting with you about games! So, lemme know which platform you'd feel most comfortable talking on. ^^ 

I'd keep it simple at first, with weight making some difference but not making heavier builds frustrating to play. 
Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

haha, having both modes is definitely the best of both worlds! I haven't settled on a favorite squad yet, But I like having the choice between those two playstyles. btw, i've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

Disc work best for me:) what's ur disc user? 

Thanks "feels like real engineering" is high praise! Each group gets its own box and anything painted in it belongs to the closest bone in the rest pose hat rides the head, sword goes with the hand. Quick q does closest bone hold up for big multi bone capes or would you want manual assignment there?

Thanks "clean marriage of theme and mechanic" is exactly what I wanted! Faces only drop when enemies hit you; rolls just decide your actions. Quick q should rolling risk faces too or keep rolls purely for actions?

oh okok, i understand, it is just that i am not too comfyy to share it here in open comments, that is why i was asking that are u available somewhere else.... are u??

Yeah, sounds good! I've sent you a friend request, so just check your discord and accept it when you see my username. That way we can chat privately, because I'm not really comfortable talking in the server. ^^

Yeah, sounds good! I've sent you a friend request, so just check your discord and accept it when you see my username. That way we can chat privately, because I'm not really comfortable talking in the server. ^^

So, should we continue the rest of our conversation in chat? Lemme know if you're available on Discord. Do you have a Discord or Instagram username? 

haha, fair enough! surviving enough waves to unlock everything sounds like a fun extra challenge too lol. btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

Oh, I like that! gives players room to come up with something on their own but still lets the table shape it together. btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

Thanks "genuinely useful toolkit" means a lot! In Character Serial, the flashback is a quick roll free scene burn your Mark for an auto win, it's gone for good and next session opens by showing the cost before the table names your new Mark together. Quick q new Mark chosen by the table, or the player alone?

Thanks "much more interesting shape" is exactly what I was going for! It's still being balanced, but the goal is that you can never complete the whole tree in one run, so every build forces real trade offs. Quick q do you prefer that kind of forced scarcity or would you want a run where a full clear is theoretically possible?

A tiny 2.5D pixel art RPG editor where you can paint maps, wire event blocks, add shops and quests, and export a finished game is a promising start and shipping the demo with its source is smart. So do the visual blocks and typed script map one to one, letting you switch freely as a project grows?

Breaking campaign length into five named formats Vignette, Novella, Novel, Character Serial, and Milieu is a genuinely useful toolkit and the Novel's 'burn your Weight to rewrite a core truth' idea sounds like a great alternative to mechanical power creep. So I'm curious in Character Serial play, how do flashbacks work mechanically when a character burns a Weight between episodes?

Moving a four disk adventure onto one EasyFlash cart with cart or disk saving is a proper C64 quality of life upgrade and 15 full screen death scenes with their own funeral march is a great touch. So did the cartridge free up anything for the new art and music or was it mainly about killing disk swaps?

Turning the rig's bone ownership data into automatic paint sheets paint once, every frame updates, and stretching a bone moves the body but not the sword is elegant and the honest nine attempts note on pixel lock shimmer feels like real engineering. So when you paint a hat or cape beyond the skin, how does the rig decide which bone owns that new paint during animation?

That's a huge polish pass party banter with distinct voices and areas getting weaker as you outlevel them both sound like they'd transform the feel of play. So with banter hand written for every chapter and side quest, roughly how much dialogue did that add, and did you write it alongside the main script or after the fact?

A 185 node diamond tree where path nodes alternate elements so reaching your target mini tree always costs something, plus forced single branch commitments, is a much more interesting shape than two separate trees. So with costs rising 5% per node, roughly how many nodes can a typical run actually reach by the late waves?

haha that's a good balance, classic for the full experience and spice rush for a quick session lol. Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

Thanks "separate you from luck" is exactly the idea! The final roll is big, but the 10 weeks of choices decide which endings are even possible some paths lock in before the die is thrown. Quick q should endings hinge more on the roll or the choices before it?

ohh, gotcha! so everyone gets the same layouts every time, that's pretty cool for speedrunning too lol. Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

I like that reasoning, makes every switch feel like an actual decision instead of something you can spam lol. Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

Thanks "genuinely great interactive format" means a lot! Readability comes from only tagging cars near the camera, a persistent top 10, a race map and a picture in picture cam for big moments, plus a dedicated portrait layout for phone streams. Quick q do you mostly watch streams in portrait or landscape?

I like that mix! makes discovering the hidden routes more fun without making everything a guessing game lol. Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!

Thanks "wonderfully nerdy" is the highest praise! The original feel survived, especially missing an enormous target and blaming the controls. The compiler hasn't changed the design much, though it taught me words I can't put in the instruction sheet. Quick q should the Next remake add new content or stay faithful?

Thanks "impressive feat of old school coding" means a lot! Levels are stored as lists of runs ("a platform, this long, starting here") at 3 bytes each, so a layout costs ~100 bytes instead of a full 32x19 grid. Quick q hand designed levels or procedural generation?