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ebbidev

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A member registered 81 days ago · View creator page →

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The game looks extremely low FPS. Is that just the recording or did it actually run like that for you?

I like detective games (when they make sense, don't handhold too much, none is better, and don't make me feel cheated). I wasn't expecting to have fun playing this, but despite the UI bugs, it was fun and I was engaged.

(Bug example: The evidence tab is already open, but I have to click on it again to interact with the entries in it. It took me a while to figure this out.)

I got stuck here. I pressed and presented many things but couldn't progress.

Congrats and good luck!

Will you post it on your Youtube channel?

Thanks for trying! I'm working on implementing a tutorial so it should become playable soon.

Thank you for your time! There is literally no onboarding at the moment. One of my friends said it feels more like an escape room than an artillery game lol. I should definitely fix that.

Yes, there is a target that can be destroyted in the game, and you can triangulate its position by asking your beacons (airship allies) for their distance to the target. There are multiple beacons, so you can use them to triangulate both your own position and the target's position. Then, you have to find the correct charge and elevation using the range tables in the manual.

There are some other tools that can help you geolocate yourself: Topographic map, and the scanner. Beacons can also scan the terrain beneath them and send the image to you.

Promising and fun gameplay. It took me a while to figure out how to switch weapons. Killing Avery and SquareAnon was fun lol. I expected grenades and explosive barrels to deal damage too, but they only jammed the enemies. I also expected to be able to control all my units in a single turn, just like the enemy does, but couldn't manage to do that (by design?). The spread mechanic annoyed me at first, but I adapted by closing in on enemies like a cold-blooded assassin. It felt good to execute them at point-blank range. Still I couldn't progress beyond 3–5 levels, skill issue probably.

GPU usage goes crazy as soon as I launch the game (RTX 3070). Sadly I couldn't play much because of this. It also needs some QoL improvements such as being able to move multiple shrimp to a tank at once (multi-select).

GMI vibes but I had a hard time figuring out how to use my weapons, lock onto targets, etc. Maybe I'm not the target audience but a tutorial covering actual combat would be far more valuable to me than one showing us the hangar, barracks, etc. Keep up the good work.

Really good atmosphere. It's fun to just wander around like a spider. Despite having some visual indicators that show whether we're upright or upside down, it's sometimes hard to understand our position relative to the world. If the camera were a proper third-person camera instead of an over the shoulder one and always stayed upright it might help a lot (Maybe that's asking for too much). But I started experiencing motion sickness after a while. If you can address the issues I mentioned for players like me, I believe the game could go much further. Congrats!

congrats! extremely cool visuals and the gameplay is fun too. i quit after dying twice to the grubs in the château garden mission. sometimes it's hard to understand what's going on, despite targets and allies having highlighted frames. i have no suggestions on how to solve this though.