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Zabu Team

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A member registered Mar 03, 2019 · View creator page →

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Man, you've decided to act like an asshole bully on a free indie project you don't like. Sucks to be you.
If you hate AI (and I'm not pro-AI, I understand the rejection), be a hero and bring it to AI companies or big companies using AI. Don't harass indie developers who don't even want your money.

Very nice!

Have you considered using S/H mode to use shadowed background tiles? That'd basically let you have a twice better color depth. You'd be limited to darker colors for background tiles, but since such games are generally dark, I think that's a good fit. Sprites could still use non-shadowed colors, to stand out.

Just the fact console logs have been removed already makes it superior to Hunter Girls, in my eyes. Console logs don't belong in finished games. They're a waste of ROM space, can affect performances, and get in the way when you're using an emulator that makes them visible (like BlastEm).

Thanks for the support!

Thanks. Good point about tagging, we've been thinking about this. We'll try other approaches.

Hi. In the original game, dying would replenish all of your ammo, but not here. Is that intentional? Thanks.

First, thanks a lot for this great port which allowed me to discover this cool game that I totally missed back in the days. If you set up a donation pot, I'll be sure to give a little something as a token of my gratitude.

Also (game spoilers ahead), I'm not sure, but I suspect there might be an unintentional difference between the original game and this port. From what I read (in a comment on YouTube video a5ZxR18j3WM), the monitor that is hidden in the secret room next to the elevator is supposed to be breakable after a while, but no matter how many times I hit it (by ensuring the block bounced back infinitely on top of it), it never broke. Am I missing something, or is that an oversight?

Thanks again