A "Lungless" run might also be entertaining too. As are any other runs that either overdo one particular vital organ, or that don't feature it. I would love to see a "No organs" run where someone literally doesn't bother having any organs at all, only guns and ammo, lol.
you made the sound effects for eating by eating celery? such a lazy dev. any dev who'd put actual effort into it would record sounds of them eating actual human corpses
I really like the idea of using your body as an inventory system, its super duper cool in a gruesome kind of way. It's a lot like the Resident Evil style inventory system with its slots. I think my favorite part of the video was really just hearing the thought process. For someone like myself who really wants to get into game development but lacks the current drive to really get started, it's encouraging to see someone explain the process to a layman who views these sorts of things as almost magic. It's really easy to gloss over the simple things, but its quite nice to look at something like getting the arm to return to the grip position being a lot more involved and technical than it seems on the surface. Its kind of got that 'wow' factor to it where the process to get the mechanic to work is almost more interesting the mechanic itself. I'm happy this was recommended to me. Thank you for sharing your thoughts.
If you go out and add a deep rpg-aspect with organs with different stats etc. i would be totally hyped for this game! Looks really good and feels really satisfying! Keep it up!
Projectile weapons are my fav to use personally and I think that goes for a lot of people. Every time I see a rocket launcher in a game, the first thing which goes through my mind is: "Hmm, I wonder if I can rocket jump". Also the ability jib enemies with a powerful rocket shot is always satisfying
Making the "only lungs" thing have the additional effect of lowering enemy accuracy even further could make it an interesting, possibly even balanced play style.
It would be cool if you could stick things like, enemy scanner, map, compass in your body. Basically, items that take up space that once you get skilled enough at the game you won't require and really separates the new players and the good players. Forces people to take risks like not having a scanner but having the space to really modify their organs.
Super cool. Since the environment is so large and the gameplay is so fast, I would consider making bigger bullet sponge enemies kinda like the bigger demons in DOOM
I like the idea of the drug from a lore perspective; in normal doses, it makes you move better in microgravity. In enormous doses, it makes you a GOD OF MOVEMENT but will scramble some parts of your brain not used for movement.
I think the only ones who understood the Halo design were its original creators. You are the first gamedev I've heard actually say those magical words in that sequence. I am confident that you can make a rock solid game.
I loved the idea and lore and stuff for the game before, but the graphics hurt my eyes and it didn't seem to have much polish, this looks way more fun and unique, and I still love the lore and all the gross organ stuff, really excited to see where this goes!
PS1 graphics feel satisfyingly "crunchy", it that makes any sense. To correct the difficulty in aiming you could add some delay to the enemy's decisions so there is a longer time when the enemy is lined up with your sights
While the PS1 graphical style is usually very overplayed, I think here it works excellently. 2.5D pixel art (like in the original Doom) would be a bit lacking in detail, but hyper realistic 3D graphics would probably be a little too gross. Very nicely done.
I noticed you have to be pretty far away from the enemies in order to have space to avoid their shots, I have always been against making the player run away. Maybe add some time between bullet frenzies, that way aiming gets easier because you can go towards the enemy, and not the opposite. Halo ended up being quite an inspiration, I recommend going towards that style too. Of course, keep it original, but have some moments (only sometimes) where the player feels actually cool and not like its runnning away. Even if thats the point of the game, it might take away some of the fun. I am loving your progress so far and you are a big inspiration for me
Idk if this is dumb or not but for the like holding 2 weapons thing maybe make it like you holding the other one in the off hand and swapping makes you use your left side and back and forth idk if thatd look good with realoading and all but hey maybe just everything has a flesh sling
I do hope you consider the 3rd person mode. 1st person mode gives me motion sickness and i had to stop watching the video after about 6 minutes. If it's a pain it could be an update after release. Anyway the change to 3D is absolutely worth the pay-off.
I feel like part of the difficulty of aiming comes from a really high sensitivity, it seems like you almost can't move the crosshair just one pixel at a time, it flies like 5 at a time.
modern democratic game engines are to the game dev world what typewriters were for the novel and playwright world. we are living in a bohemian, experimental, golden age of indie game development. and unlike with the first typewriters, we don't NEED to go through publishers to get our work out, so it's even more of a creative explosion.
If you ever need a good 3D Artist hit me up. I am willing to create anything you need to make this a successful game. For free. And I am very good just saying. I love the concept. I LOVE IT. It really takes me back to the times when nothing had to make a single bit of sense in a game for it to be infinitely fun. Your concept is NUTS. I fucking love it. Keep up the great work!
I wonder if it'd be worth changing how certain organs, etc. perform in different environments? Encourage the player to alter their 'loadout' to survive in harsher climates.
i think the first person shift really suits it. odd suggestion, but maybe some physics-based momentum going up and down slopes so that you can slide and gain speed as a skill-based movement element? it seems like the landscape has plenty to play with in terms of hills and such, so i feel like that would add a new layer where the player is constantly thinking about where to slide and how to reach peak momentum. maybe i just want tribes: ascend back, tho
There will inevitably be a tiny bug with movement that's hard enough to replicate, let alone exploit, but it will be the core mechanic of any serious speedruns. Yeah, speed boosts from slopes sound cool.
A few suggestions: Add some variation to the monkey sounds and maybe pitch them all down so it feels a bit less like you're shooting monkeys in space suits. Add a "Streamer Mode" that gives your player a loincloth and some fabric wrapped around their chest, just so people who live with their parents don't feel embarrassed and streamers don't get TOS'ed (this primarily affects the UI, but if there are third-person cutscenes there too). The 'killfuck' lore is exactly the kind of shit I love, please keep that!
@Smattless it's annoying but having a game of yours streamed can help get that sweet dosh. Gotta strip for them dolla bills Lucy! Or in this case not strip...
Im pretty sure if the primary focus of the game is not based on characters being nude its not against any platforms TOS. Conan exiles and rust feature full on nudity and are fine as long as streamers dont try to highlight these things. Graphics in this game are way too simple to be even falling under problematic in-game nudity so this wouldn't be a problem at all. And having a character wrapped in some cloth piece would not really fit the "vow of nudity" rule.
@@AndrewRedW If I remember correctly, Rust has an option to censor the nudity. And while it's *probably* fine, Twitch is notoriously inconsistent and touchy about what's allowed and what isn't so even if it breaks the lore a little bit, I think it's better to have than not.
Wow that's great, you did several interesting things, that gives a lot of authenticity to your video game, adding more content, you could turn it into a commercial product, I have always admired you, you are a very talented video game developer
I love how you solved the "I don't want them to sound like generic army guys" problem by just coming up with a drug called killfuck. It's such a you thing to do, but what if you could siphon the drug out of the bandit's corpses? Either when you're eating them or looting them. It'd increase your movement speed but decrease your accuracy or something?
The enemies are rarely larger than your aiming reticle, move fast, and somewhat randomly. The three together makes it really hard to aim, because AI doesn't need to "think" like humans do. It's not uncommon for both shooter and fighting fans to have more trouble against ai than they do other high level opponents. I would say to slow them down a bit, rather than buff the guns. Less wrist strain too from flailing the mouse around.
Funfact about Halo: at least for most of the pre-343 games, ALL weapons fire projectiles... it’s just that certain weapons like the UNSC’s fire incredibly fast projectiles that give the impression of hitscan, while the Covenant’s weapons fire much, much slower projectiles. I think one of the games went away from that before going back to all projectiles, but I know for a fact that Halo CE and Halo 3 are projectile-based.
@@metalhurtstopunch3696 Generalkidd did a video proving that the BR in Halo 2 is a projectile weapon. I could be wrong, but even the weapons you would expect to be hitscan like the Spartan Laser and the Focus Rifle are all actually projectile.
@@SirLTkdog now that you mention it. That I'd actually pretty interesting that projectile based weapons that travel THAT fast. Kind of a fine balance in a way between these two types of systems.
@@Deliveredmean42 I believe projectiles actually make a raycast check as they travel along their path. I might be misremembering from one of the many viDocs, but I'm pretty sure.
@Dylan L Visual graphics aren't proof that the game logic isn't using a simple ray check, though. There are many games that have fake tracers to add to the visual flair but they actually use instant rays. The Spartan laser is technically a damage-over-time weapon, it doesn't apply all of its damage instantly, but rather over a really short period of time. That might be why some people might think it's not a ray or "hitscan."
The issue with aiming isn't surprising, those enemies are EXTREMELY tiny on screen! It's hard to be accurate when even a bunch of enemies on-screen is a very, very small target.
I echo the suggestions from some to alter the enemy aggro sounds. The lore and the screams are a really cool idea, but right now they just sound like monkeys. I'd say it's more aesthetically appropriate to have more human sounding screams, especially if they were really intense and deranged sounding.
I think that wouldn't work with the Idea that It is suposed to be a no-requirement way to kill enemies, but i think it would be cool to add together with a stealth mechanic maybe, like, since you're out of ammo, your body makes less noise so you can sneak behind a isolated enemy to kill him with your hands and then take the ammo, but i don't know if It would quite fit the gameplay
IT LOOKS SO FUN! The visuals and combat remind me of Half Life 1, but your game looks even more fun to play because you can actually dodge the bullets, and the possibilities with different organs that actually changes the gameplay is great too (also it opens a lot of room for me to fry my mind thinking about different builds). Great work, man!
A “lungs only” run sounds like a fun speed running challenge
That's what I was thinking!
its so fun lungs only, its honestly actually easier
The Hotline Build
@@politeghost6214 It's like a new take on bullet time
A "Lungless" run might also be entertaining too.
As are any other runs that either overdo one particular vital organ, or that don't feature it.
I would love to see a "No organs" run where someone literally doesn't bother having any organs at all, only guns and ammo, lol.
you made the sound effects for eating by eating celery? such a lazy dev. any dev who'd put actual effort into it would record sounds of them eating actual human corpses
Nom nom nom
As a sound designer I can confirm that.
They had us in the first half, not gonna lie.
IKR I was like 😑🙄 really
If you want I could probably record the souls of the damned eating each other
I really like the idea of using your body as an inventory system, its super duper cool in a gruesome kind of way. It's a lot like the Resident Evil style inventory system with its slots. I think my favorite part of the video was really just hearing the thought process. For someone like myself who really wants to get into game development but lacks the current drive to really get started, it's encouraging to see someone explain the process to a layman who views these sorts of things as almost magic. It's really easy to gloss over the simple things, but its quite nice to look at something like getting the arm to return to the grip position being a lot more involved and technical than it seems on the surface. Its kind of got that 'wow' factor to it where the process to get the mechanic to work is almost more interesting the mechanic itself.
I'm happy this was recommended to me. Thank you for sharing your thoughts.
Awesome! I really love those ui backpack stuff and how everything fits well together! Can't wait to see more about it
inventory is in your body? absolutely sick design. completely enlightened.
This is pretty cool. Like legitimately cool and I hope you have a great time making it as I'll probably have playing it when it comes out.
"can only scream like a monkey"
It's planet of the apes! Quick, add a half sunken statue of liberty somewhere in the desert as an Easter egg! xD
If you go out and add a deep rpg-aspect with organs with different stats etc. i would be totally hyped for this game!
Looks really good and feels really satisfying!
Keep it up!
Wow it's impressive how much work you get done. I will follow this new version of the game closely!
Projectile weapons are my fav to use personally and I think that goes for a lot of people. Every time I see a rocket launcher in a game, the first thing which goes through my mind is: "Hmm, I wonder if I can rocket jump". Also the ability jib enemies with a powerful rocket shot is always satisfying
Making the "only lungs" thing have the additional effect of lowering enemy accuracy even further could make it an interesting, possibly even balanced play style.
This is actually the first game I have considered supporting on Patreon. It looks like a stupid lot of fun. Good job my man.
It would be cool if you could stick things like, enemy scanner, map, compass in your body. Basically, items that take up space that once you get skilled enough at the game you won't require and really separates the new players and the good players. Forces people to take risks like not having a scanner but having the space to really modify their organs.
Corpse shield is a stroke of genius (and a great band name)
Never give up bro, I think you might have something interesting here!
Super cool. Since the environment is so large and the gameplay is so fast, I would consider making bigger bullet sponge enemies kinda like the bigger demons in DOOM
I didn’t expect this game to have so much lore in it
I like the idea of the drug from a lore perspective; in normal doses, it makes you move better in microgravity. In enormous doses, it makes you a GOD OF MOVEMENT but will scramble some parts of your brain not used for movement.
This looks sick! Great work! A good resource for sound is Zapsplat. Royalty free and actually free
I like it way more in the first-person view. The graphics, controls and ai look great.
I think the only ones who understood the Halo design were its original creators. You are the first gamedev I've heard actually say those magical words in that sequence. I am confident that you can make a rock solid game.
God that monkey scream just made me BURST out laughing and i'm pretty sure i woke up EVERYONE in my house
I just found this and holy shit its a cool idea. Ill watch your project with great interest
I loved the idea and lore and stuff for the game before, but the graphics hurt my eyes and it didn't seem to have much polish, this looks way more fun and unique, and I still love the lore and all the gross organ stuff, really excited to see where this goes!
:O it looks awesome. pls keep working on it
I really like the PS1 graphics. Awesome that this now becomes a retro art style. I still love to play PS1 games, so many happy memories.
Great video to watch in the morning with my Coffee in my hand ;) Hats off to you sir great job!
oh sick man! Congrats!
That's very good. I'm impressed.
This is easily something I would buy, amazing work
Imagine a multiplayer version, where you can eat your friends organs.
At first I thought they were just monkies in space suits. Kinda gave it a planet of the apes vibe to it.
wow! I love this project 😍
Sseth is sure gonna have fun with this one
I can already see the speedrun videos "ONLY LUNGS W/ FINGER GUNS NO DAMAGE RUN"
mmm I really like the lore of this cool and funny new game !
I personally dig the look of this a lot more, eager to see where it goes!
use the "shade smooth" in the humanoid models in blender
PS1 graphics feel satisfyingly "crunchy", it that makes any sense.
To correct the difficulty in aiming you could add some delay to the enemy's decisions so there is a longer time when the enemy is lined up with your sights
It would be pretty easy to make a shader to replicate the swimming pixels which occur because the PS1s GPU had no FPU.
this is great! if you need a hand with the sound design or music i'd love to do something for free
this looks pretty rad
This idea an concept is worth a billion bucks! Keep working on it!!
Isint it weird that this guy is doing a better job with a handmade game made with love than triple A devs with millions of dollars?
play at 480p for maximum immersion
those hair physics are epic
Looks amazing. Is the name just a working title?
Kenshi melts my laptop so I'm excited to play this.
I know what I’m buying when it’s ready
This is so much better.
While the PS1 graphical style is usually very overplayed, I think here it works excellently. 2.5D pixel art (like in the original Doom) would be a bit lacking in detail, but hyper realistic 3D graphics would probably be a little too gross. Very nicely done.
My nightmares are all biopunk.
I love the setting
DAAAAAMN, that looks really cool.
This one wayyy better. RELEASE THIS KRAKEN!
I noticed you have to be pretty far away from the enemies in order to have space to avoid their shots, I have always been against making the player run away. Maybe add some time between bullet frenzies, that way aiming gets easier because you can go towards the enemy, and not the opposite.
Halo ended up being quite an inspiration, I recommend going towards that style too. Of course, keep it original, but have some moments (only sometimes) where the player feels actually cool and not like its runnning away. Even if thats the point of the game, it might take away some of the fun.
I am loving your progress so far and you are a big inspiration for me
Yes, I know one of my games is literally just about running away, but thats because I only used 8 hours to make it and it was bad xd
This is why you are my favorite
I wasn't into the game before but this looks really interesting
Idk if this is dumb or not but for the like holding 2 weapons thing maybe make it like you holding the other one in the off hand and swapping makes you use your left side and back and forth idk if thatd look good with realoading and all but hey maybe just everything has a flesh sling
This looks a lot better with PS1 Graphics!
Here I thought they were monkeys in space suits.
I do hope you consider the 3rd person mode. 1st person mode gives me motion sickness and i had to stop watching the video after about 6 minutes.
If it's a pain it could be an update after release. Anyway the change to 3D is absolutely worth the pay-off.
I think someone playing your game without hearing the lore will just assume those are apes in space-suits. Which is cooler
The previous “isometric” perspective is not isometric. It’s simply a 3D top-down view.
I feel like part of the difficulty of aiming comes from a really high sensitivity, it seems like you almost can't move the crosshair just one pixel at a time, it flies like 5 at a time.
What...kind of game is this? And why does it look amazing?
modern democratic game engines are to the game dev world what typewriters were for the novel and playwright world. we are living in a bohemian, experimental, golden age of indie game development. and unlike with the first typewriters, we don't NEED to go through publishers to get our work out, so it's even more of a creative explosion.
RIP opengameart.com
Truly this is the end of an era
finally some fucking delicious food
If you ever need a good 3D Artist hit me up. I am willing to create anything you need to make this a successful game. For free. And I am very good just saying. I love the concept. I LOVE IT. It really takes me back to the times when nothing had to make a single bit of sense in a game for it to be infinitely fun. Your concept is NUTS. I fucking love it. Keep up the great work!
Is there any chance that you’ll add other biomes or area types? I’d love to see some kind of swamp or frosty wasteland
yeah was planning to add an oasis type area, but frost is great idea too
I wonder if it'd be worth changing how certain organs, etc. perform in different environments? Encourage the player to alter their 'loadout' to survive in harsher climates.
this is dope
Game Design God! sry I just really like bio punk I wonder why it isn't more common.
hella cool
I think 🤔thats how the bullets come out in bf5 😂😂😂
i think you should change the monkey sounds to only being able to say killfuck
really craving a tutorial for this ai
Okay this game got 200% cooler with the FPS implementation
The far away looks would work for a small mobile game
taking finger guns to the next level.
I love this so much, keep up the good work man.
Robocraft Man right here
omg real gromek
*Taking...
Start your sentence with an uppercase letter next time.
["Fingerbang" from South Park intensifies]
Me: *switches out organs for better stats*
Everyone at the operating table:
so everyone just makes a devlog of their sick ass psx-style rpg?
“I’m sure this will work”
*insert 2 emoji eyes and mouth in between*
I mean, that is basically what irl transplants are. Taking out diseased or nonfunctioning organa and replacing them.
@@michaelbatashov2468 but the thing is that your body will reject any organ that it wasn't born with, thinking it is a danger to the body
i think the first person shift really suits it. odd suggestion, but maybe some physics-based momentum going up and down slopes so that you can slide and gain speed as a skill-based movement element? it seems like the landscape has plenty to play with in terms of hills and such, so i feel like that would add a new layer where the player is constantly thinking about where to slide and how to reach peak momentum.
maybe i just want tribes: ascend back, tho
will probably look into that, sounds fun but idk how difficult would be to implement
@@Miziziziz if you add a dash you could potentially implement trimping from TF2. idk if you would want that but it's definitely fun in TF2
There will inevitably be a tiny bug with movement that's hard enough to replicate, let alone exploit, but it will be the core mechanic of any serious speedruns.
Yeah, speed boosts from slopes sound cool.
@@Miziziziz Compare inertia and velocity vectors, accelerate when they are within x% match and going down.
Sweet baby Jesus, yes please, I need something to fill the void that Tribes: Ascend left in me
A few suggestions: Add some variation to the monkey sounds and maybe pitch them all down so it feels a bit less like you're shooting monkeys in space suits. Add a "Streamer Mode" that gives your player a loincloth and some fabric wrapped around their chest, just so people who live with their parents don't feel embarrassed and streamers don't get TOS'ed (this primarily affects the UI, but if there are third-person cutscenes there too).
The 'killfuck' lore is exactly the kind of shit I love, please keep that!
@Smattless it's annoying but having a game of yours streamed can help get that sweet dosh. Gotta strip for them dolla bills Lucy! Or in this case not strip...
@Smattless Maybe not call it streamer mode, maybe just a checkbox for nudity.
Im pretty sure if the primary focus of the game is not based on characters being nude its not against any platforms TOS. Conan exiles and rust feature full on nudity and are fine as long as streamers dont try to highlight these things. Graphics in this game are way too simple to be even falling under problematic in-game nudity so this wouldn't be a problem at all. And having a character wrapped in some cloth piece would not really fit the "vow of nudity" rule.
@Smattless What's wrong with a streamer mode?
@@AndrewRedW If I remember correctly, Rust has an option to censor the nudity. And while it's *probably* fine, Twitch is notoriously inconsistent and touchy about what's allowed and what isn't so even if it breaks the lore a little bit, I think it's better to have than not.
Wow that's great, you did several interesting things, that gives a lot of authenticity to your video game, adding more content, you could turn it into a commercial product, I have always admired you, you are a very talented video game developer
I love how you solved the "I don't want them to sound like generic army guys" problem by just coming up with a drug called killfuck. It's such a you thing to do, but what if you could siphon the drug out of the bandit's corpses? Either when you're eating them or looting them. It'd increase your movement speed but decrease your accuracy or something?
I can imagine players role-playing with that idea pretty well.
"Zydrate comes in a little glass vial..."
This is actually really cool, it looks a lot more fun than the old version. Kinda reminds me of Dusk in a good way, I like the art style
The enemies are rarely larger than your aiming reticle, move fast, and somewhat randomly. The three together makes it really hard to aim, because AI doesn't need to "think" like humans do.
It's not uncommon for both shooter and fighting fans to have more trouble against ai than they do other high level opponents.
I would say to slow them down a bit, rather than buff the guns. Less wrist strain too from flailing the mouse around.
Funfact about Halo: at least for most of the pre-343 games, ALL weapons fire projectiles... it’s just that certain weapons like the UNSC’s fire incredibly fast projectiles that give the impression of hitscan, while the Covenant’s weapons fire much, much slower projectiles. I think one of the games went away from that before going back to all projectiles, but I know for a fact that Halo CE and Halo 3 are projectile-based.
The battle rifle in Halo 2 is hitscan as if it wasn't OP enough lol
@@metalhurtstopunch3696 Generalkidd did a video proving that the BR in Halo 2 is a projectile weapon. I could be wrong, but even the weapons you would expect to be hitscan like the Spartan Laser and the Focus Rifle are all actually projectile.
@@SirLTkdog now that you mention it. That I'd actually pretty interesting that projectile based weapons that travel THAT fast. Kind of a fine balance in a way between these two types of systems.
@@Deliveredmean42 I believe projectiles actually make a raycast check as they travel along their path. I might be misremembering from one of the many viDocs, but I'm pretty sure.
@Dylan L Visual graphics aren't proof that the game logic isn't using a simple ray check, though. There are many games that have fake tracers to add to the visual flair but they actually use instant rays. The Spartan laser is technically a damage-over-time weapon, it doesn't apply all of its damage instantly, but rather over a really short period of time. That might be why some people might think it's not a ray or "hitscan."
The issue with aiming isn't surprising, those enemies are EXTREMELY tiny on screen! It's hard to be accurate when even a bunch of enemies on-screen is a very, very small target.
And they run zigzack and jump its honetly not suprising
This^^^
Small, fast-moving targets are naturally gonna be harder to hit
I echo the suggestions from some to alter the enemy aggro sounds. The lore and the screams are a really cool idea, but right now they just sound like monkeys. I'd say it's more aesthetically appropriate to have more human sounding screams, especially if they were really intense and deranged sounding.
You could make it necessary to have a heart in order to use the blood finger gun
I think that wouldn't work with the Idea that It is suposed to be a no-requirement way to kill enemies, but i think it would be cool to add together with a stealth mechanic maybe, like, since you're out of ammo, your body makes less noise so you can sneak behind a isolated enemy to kill him with your hands and then take the ammo, but i don't know if It would quite fit the gameplay
Get all hearts and destroy your enemies with turbo pressurized blood
This whole landscape is so strange and desolate, some rare ruined structures would be so awesome to just randomly find
I agree, something like the giant desert hand in atacama desert in CHILE. That would be sic.
Seriously, this game screams New Blood. They'd love this shit.
FACTS
Imagine Big John popping out somewhere in this game with his signature "COME ON! KILL ME!"
I was moreso thinking Devolver Digital.
yo this look AMAZING
maybe you could add some variations to the monkey sounds? some pitch variations would be cool :D
yeah that's a good idea
Gotta love those sound effects. Reminds me a lot of Quake.
My thoughts exactly (with a little serious sam flavor added to it). Getting nostalgic here :)
*a lot of quakes
this game has some of the coolest mechanics I have ever seen.
loving the hair physics, maybe you could make it so your hair grows longer depending on your max hp
"Hairless speedrun" is created
*laughs in Metalhead*
IT LOOKS SO FUN!
The visuals and combat remind me of Half Life 1, but your game looks even more fun to play because you can actually dodge the bullets, and the possibilities with different organs that actually changes the gameplay is great too (also it opens a lot of room for me to fry my mind thinking about different builds).
Great work, man!
Half Life 1 isnt about "Gun Fun", it's about atmosphere and strategy.
That said, this game looks awesome.
7:19 I've never laughed harder from a game devlog. I love the change from isometric to FPS! Looks a lot better. Awesome work.
LOVE the organ ripping and mixing element.
Man... THIS is a game I want to buy, and I'm a very cheap dude
First Person, RPG, Skill movement, Old-School graphics? I'm in.
I just hope he compiles the game for 32bits otherwise old PCs aren't gonna run it