Making my Stupid FPS even FASTER

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  • Опубликовано: 1 фев 2025

Комментарии • 158

  • @Kavukamari
    @Kavukamari 7 месяцев назад +232

    imagine playing this in VR with one of those controllers that senses each finger

    • @ayogh2435
      @ayogh2435 7 месяцев назад +12

      That has to exist some day. It's perfect.

    • @MiningJack777
      @MiningJack777 7 месяцев назад +7

      This game with index support would be epic

    • @EMan-xj5cz
      @EMan-xj5cz 7 месяцев назад +4

      When this gets released I really hope someone makes a vr mod

    • @drone_ultrakill
      @drone_ultrakill 7 месяцев назад +1

      this game would be both terrible and awesome in vr

    • @digaddog6099
      @digaddog6099 7 месяцев назад +1

      What finger would you press "fire" with?

  • @tenokats
    @tenokats 7 месяцев назад +262

    this game is like if ultrakill and pizza tower had a love child... im obsessed with it

    • @idkjfuff
      @idkjfuff 7 месяцев назад +1

      me too

    • @mimismojo
      @mimismojo 7 месяцев назад +16

      to me it looks more like KARLSON, but Ultrakill is fine too i guess

    • @losdrew
      @losdrew 7 месяцев назад

      Check out Neon White

    • @PraiseTheLamb
      @PraiseTheLamb 7 месяцев назад +1

      I KNOW!!!

    • @iconica9516
      @iconica9516 7 месяцев назад +5

      the karlson in the corner

  • @Jo-de3st
    @Jo-de3st 7 месяцев назад +87

    I dont know if this is already the case, but making the sniper only slow you when youre walking but let you keep momentum while in the air would be sick for tech.

  • @bigtimber5555
    @bigtimber5555 7 месяцев назад +59

    A passive mechanic for all of the other finger combinations would be interesting. Maybe if you hold a “non-weapon” combination you increase the juice recharge rate.
    This would reinforce the importance of switching fingers around, make players choose between a speed boost from “The Bird” or faster juice recharge, and give all of the other combinations some more screen time.
    I love this game and am so excited to see where it goes!!

  • @tuckermatis1572
    @tuckermatis1572 7 месяцев назад +74

    There should be a Boss/Miniboss that's a Master-Hand type enemy, a disembodied hand with a ton of health that can also switch weapons by changing the fingers it holds out.

    • @toadude
      @toadude 7 месяцев назад +4

      Yep, I also had that idea. I mentioned that on a stream and I recall Seth said maybe. So, we'll see.

    • @BABABABABANCHAN
      @BABABABABANCHAN 7 месяцев назад +2

      ooh and after that you continue meeting hands but they've got cut fingers and therefore can't do the same weapons (and they have less health)

  • @Tonixtony
    @Tonixtony 7 месяцев назад +46

    Enemy type: Guardude
    Spawns 1 projectile that chases the player & passes through matter.
    Guardudes always avoids the player but will be stunned in disbelief if you destroy their projectile or said projectile hits another enemy.
    They can be color & pattern coded to tell which projectile belongs to which Guardude.
    Will make design concepts later.

  • @kantackistan
    @kantackistan 7 месяцев назад +22

    I feel you might need to indicate whether or not the current hand gesture is a usable weapon or not. (Unless you eventually make a weapon for each possible configuration, in which case by all means go nuts!)
    As it stands, it might be tricky for anyone who hasn't spent hours with the game to know why their shotgun isn't working, not realizing that their thumb is in the wrong position. Even just a subtle white glow around a the hand when a weapon is active would go a long way.

  • @Kavukamari
    @Kavukamari 7 месяцев назад +15

    i almost think it might be a good idea to change the bomb guy to red and his indicator to red, and let the player bomb be blue, because red traditionally signifies caution, players might be surprised by their own bomb and not really pay the blue one any heed in the heat of the moment

  • @ODISeth
    @ODISeth 7 месяцев назад +2

    As someone who loved the gameplay of Neon White but wasn't keen on the aesthetic and story, I have a gut feeling this is going to be FANTSTIC and embrace all the great parts of those kinda games while resolving my problems with Neon White

  • @swagaligaloreo
    @swagaligaloreo 7 месяцев назад +19

    man i love hibernating until friday and tuesday to see seth post

  • @cattymations
    @cattymations 7 месяцев назад +3

    Honestly, this game is going to be one hell of a banger. You're an absolute genius game designer.

  • @Dastankbeets9486
    @Dastankbeets9486 7 месяцев назад +1

    Little bit of feedback, from this footage I found it hard to tell when an enemy was killed… there might be a distinct sound effect, but there weren’t any visuals that stood out enough to me. Maybe have some particles which are significantly different from the hurt particles appearing? Like making the default hit particles white, and the large orange explosion only when they die. Thanks for listening!

  • @eliamorris1619
    @eliamorris1619 7 месяцев назад +16

    It's always so cool to see projects like this come together into something really special. This whole thing is right up my alley.
    Small piece of feedback: I think there should be a sound that plays when killing an enemy or maybe make their death animations quicker and flasher to make it clear to the player that they actually killed them.
    As it stands, (from my outside perspective,) I didn't even realize you killed half the enemies in your run-throughs, since you turned away from them so quickly.

    • @sethnewlin6350
      @sethnewlin6350  7 месяцев назад +7

      They do play a sound and have death animations, but if it's hard to tell I can add something to make it a bit more obvious like a specific death particle or somethin

    • @zoinkerspoinker4326
      @zoinkerspoinker4326 7 месяцев назад

      something ultrakill-esque, where the enemies splatter juice everywhere might be cool (I don't know the lore, so if enemies don't have juice in them forget I said anything).

  • @bocetintv6904
    @bocetintv6904 7 месяцев назад +1

    The game is looking great so far! Tiny suggestion: Maybe the sprites for the hand positions that do nothing could use a darker shade of blue to tell them appart more easily

  • @Frugthereal
    @Frugthereal 7 месяцев назад +1

    Quake + pizza tower in a good way, very excited for it

  • @8-bitaxolotl
    @8-bitaxolotl 7 месяцев назад +2

    i cannot wait to watch speedruns of this game

  • @TheGreen_Banana
    @TheGreen_Banana 7 месяцев назад +2

    On the topic of clunky controls, I think one thing that would significantly help this potential problem is a separate button(s) to put all fingers up, and/or all fingers down. This would mean that you could easily swap to a specific weapon without having to pay full attention to what weapon you currently have, by 'resetting' the fingers.

    • @SupreMamaco
      @SupreMamaco 7 месяцев назад

      Inverter kinda does this but I think having both would be nice

    • @TheGreen_Banana
      @TheGreen_Banana 7 месяцев назад

      @@SupreMamaco I was thinking the same thing, it is *similar* to inverter but the difference is that to use the inverter you still have to know what weapon you have out at the moment.

  • @Mythraen
    @Mythraen 7 месяцев назад +3

    I'd just like everyone to know, this is Street Fighter III: 3rd Strike. I don't care if you don't think it is. At the time of this writing, RUclips has assured me that it is that, and RUclips would never steer me wrong on something like that.

  • @IlSharmouta
    @IlSharmouta 7 месяцев назад +4

    loving the art style of the hand and enemies, wondering how the environment art is going to compare, if there are any plans for that.

  • @EMan-xj5cz
    @EMan-xj5cz 7 месяцев назад +1

    5:08 so I know this sounds stupid (and this would probably work best as a mod) but maybe you could have a separate enemy that lets you stand on the projectiles rather than just your bullets being blocked

  • @yeah_boi321
    @yeah_boi321 7 месяцев назад +1

    Dude, this is looking great so far!

  • @torstonvodesil6709
    @torstonvodesil6709 7 месяцев назад +2

    Hyped for this game release, looks like so much fun to speed run

  • @a_pi_guy
    @a_pi_guy 7 месяцев назад +2

    good level design with shortcuts 👍

  • @dinklestein
    @dinklestein 7 месяцев назад +4

    Dude, I’m always a sucker for 2d drawings in 3d games. Also a sucker for movement shooters so, yeah this is cool

  • @Gmanrocky
    @Gmanrocky 7 месяцев назад

    This is so creative and cool, more power to you dude

  • @HaydenTheEeeeeeeeevilEukaryote
    @HaydenTheEeeeeeeeevilEukaryote 7 месяцев назад

    only just realized the sniper looks like a sniper, youve got the little scope and then the barrel. So creative, i love this game’s everything

  • @sleeplesss1
    @sleeplesss1 7 месяцев назад +2

    Looks great!

  • @AveryAnimations
    @AveryAnimations 7 месяцев назад

    I am very excited for this, can't wait to play it.

  • @namenull6388
    @namenull6388 7 месяцев назад +1

    I was wondering if maybe there could be some overflow/overjuice system like if you kill on max juice you go over your normal amount but is slowly draining or removed when you take damage rewarding agressive, fast but also precise gameplay

  • @theonlymanever3216
    @theonlymanever3216 7 месяцев назад +5

    I left a comment on your last post but I don’t know if you saw it. You could add something so that somehow you can brake or sprain a finger and you can’t use that finger for gun combinations. This would promote players to experiment with other guns and not just stick with the same weapons. Anyway, great video and I am really excited for the demo!

    • @sethnewlin6350
      @sethnewlin6350  7 месяцев назад +3

      I do think it can be fun to limit your options, but I'd rather let the player use all weapons at all times and encourage players to use their different weapons just because they're useful and fun

    • @lennystudios3.14
      @lennystudios3.14 7 месяцев назад +2

      @@sethnewlin6350maybe breaking a few fingers for the speedrun-locked or bonus levels you hinted at could be a cool way to experiment without affecting the main games vision, could be cool
      Ps. Love how the game is coming along, can’t wait to play it, might join the discord :)

    • @justamicrowave5297
      @justamicrowave5297 7 месяцев назад +1

      @@lennystudios3.14that would be really cool actually. Having a challenge where one finger is broken so you can’t use weapons that use that finger is a really unique idea.

  • @newman_real3079
    @newman_real3079 7 месяцев назад

    I know this will probably be difficult to implement but the colour of the stage changing or at least having a tint depending on the rank will be so cool design wise

  • @justamicrowave5297
    @justamicrowave5297 7 месяцев назад

    Since the weapon switching mechanic is difficult to use I would recommend going for a hard but rewarding to master style system. For example: using one weapon could slowly reduce the amount of damage you deal and/or juice you get, forcing player to switch between multiple weapons kinda like ultrakill’s weapon fresh rating but making it actually affect gameplay. Weapons can start out with bonuses increasing their stats (those being juice gain and damage assuming you decide to implement this and use one or both of those), but as you use them, those bonuses decrease. (the drop off rates for weapons with different fire rates would likely have to be adjusted that way they’re balanced). This would encourage players to swap between weapons more and force them to master the weapon swapping system to get better use out of their weapons.

  • @dreamer964
    @dreamer964 7 месяцев назад +1

    wait .... was that street fighters 3 at ps2 i remember that song you have a great music taste

  • @skul656
    @skul656 7 месяцев назад +1

    dunno if i said this in last video but cant find a record of me saying it but it’d be cool if your combo multiplier affected the speed at which your detonator recharges, to reward skilled play

    • @skul656
      @skul656 7 месяцев назад

      also it wouldn’t have to be a 1:1 multiplier since +25-50% is kind of a lot, maybe you’d get +10% recharge speed for every bonus 0.25 in your multiplier

  • @MANGONDRAS
    @MANGONDRAS 7 месяцев назад

    a bit of ultrakill or karlson, a bit of pizza tower, a bit of smiling friends, and a bit of goty

  • @TheRainWorldCreature
    @TheRainWorldCreature 7 месяцев назад

    Cant wait to see what the fully complete level (mostly just the texture and everything to help it fit the artstyle)

  • @sloejin
    @sloejin 7 месяцев назад +1

    maybe having a button that completely opens and closes your hand could be cool? it could make switching between weapons feel a lot smoother. either way lookin good!

    • @spoon3141
      @spoon3141 7 месяцев назад +2

      a home key, basically?

  • @katsoupman3218
    @katsoupman3218 7 месяцев назад

    I love how this is looking, reminds me a lot of Neon White too!!

  • @emerybrown6145
    @emerybrown6145 7 месяцев назад +1

    i liked that one red enemy being able to push the player so what if you add like a fan enemy that could like push the player away from a larger distance

  • @jamesonsmoogle7407
    @jamesonsmoogle7407 7 месяцев назад

    Totally reminds me of neon white. It's lookin great so far dude

  • @ThereAreErrors
    @ThereAreErrors 7 месяцев назад

    THIS GAME IS REALLY GOOD! My only critique is you can really tell when enemies die when your playing, maybe add a effect that stands out to show that?

  • @thatonedumbe
    @thatonedumbe 4 месяца назад

    3:45 from control conventions to innovations

  • @epoxylung
    @epoxylung 7 месяцев назад

    idea: thumb down, open palm facing forward. it absorbs projectiles, which builds up power until it gets full, then it unleashes a large expanding explosion like a spirit bomb. the drawback is that this attack requires commitment, as switching to any other gesture resets the power gauge, or maybe just lowers it a certain amount

  • @PraiseTheLamb
    @PraiseTheLamb 7 месяцев назад

    I can't wait for this to get released, I wanna play this so bad

  • @PredictableIQno_cap
    @PredictableIQno_cap 7 месяцев назад

    Hi! ive been watching the devlogs for a while and I'm not sure if youre taking suggestions atm, but if you are here are some of mine! I think that two new enemies which could be cool would be one that fires a slow but homing projectile, this on its own wouldnt be that bad of an enemy, but it could def create some tension if you are often maneuvering back and forth or are in a room where movement is limited. I think one other enemy could be something like your generic sniper enemy - you would see a line following you, and after a couple seconds, a bullet will follow the path of the line, taking out anything in its path. I think in a fast paced game like this, an enemy like that is perfect, because it would encourage new players to not just stand still, they would need to be on their feet, which would result in learnign the mobility mechanics faster.

    • @SwizzleMix
      @SwizzleMix 7 месяцев назад

      Imagine if that sniper could friendly fire enemies as well, so the player can maneuver behind enemies for the sniper to accidentally take them out, that sounds sick as hell

    • @PredictableIQno_cap
      @PredictableIQno_cap 7 месяцев назад

      @@SwizzleMix YEAHH I WAS THINKING THE SAME THING TYSM FOR ADDING THIS

  • @dan20247
    @dan20247 7 месяцев назад

    definitely see the neon white inspiration!

  • @toadude
    @toadude 7 месяцев назад +2

    Dam, im kinda late. Looks great though.

  • @cloud2811
    @cloud2811 7 месяцев назад

    Maybe make the time for voltaic tighter on the level? There was a pretty big time difference between the first and second runs but still the same grade. This game looks really fun and I can't wait to be able to play it!

  • @barrupa
    @barrupa 7 месяцев назад

    I'd love if it had movement mechanics similar to those of the old Quake and Half Life engines, with strafe jumping, bunny hopping and the likes. It'd reward experienced players as the speed of movement would be directly influenced by their skill while adding another layer of mechanical depth and strategy.

  • @yeahpng4957
    @yeahpng4957 7 месяцев назад +1

    You should add quake style b-hopping while wielding The Bird

  • @scroomy6441
    @scroomy6441 7 месяцев назад

    just a thought but it might be cool if you could add the ability to parry by switching to "the bird" just as you are about to get hit. rewards players for timing things right and you could make it replenish juice or make you move faster for a short burst to add more depth to speedrunning. Although a parry mechanic might be too strong/not fit level design tho so idk

  • @IAmPancake
    @IAmPancake 7 месяцев назад

    it'd be neat if you could have the buttons for the fingers be bound to buttons you could hit with all 5 fingers on one hand, thus making it as intuitive as making the gesture with your actual hand, but idk how possible that is in a n FPS. cool thing to look into tho

  • @tduazo1229
    @tduazo1229 7 месяцев назад

    Other than the enemies playing a little animation on death, it's kind of hard to see when they die. I feel like if the particle effect changed when you kill the enemy it would make it easier to see that you've killed the enemy.

  • @GrilledCheeseSandwichReal
    @GrilledCheeseSandwichReal 7 месяцев назад

    This looks really good, but the movement doesn’t feel like it has any weight. I think adding a slide mechanic, to help maintain momentum, as well as a down dash, or some way to lose height quickly would make the game feel more… heavy

  • @Jeykit0
    @Jeykit0 7 месяцев назад +1

    what about a laser shooting type weapon using the hand symbol 🤏
    where in the little gap it would shoot out a long ranger red colored laser that lasts for only 7 seconds, slows you down and holds you in your place (making you unable to move), and has a cooldown of 20 seconds after the usage.

  • @Vinnyc11
    @Vinnyc11 7 месяцев назад

    Yooooooo Necro theme

  • @5upertnt_ng73
    @5upertnt_ng73 7 месяцев назад

    We're still waiting for that bull chargw thingy

  • @JaclynFox
    @JaclynFox 7 месяцев назад

    This game looks super fucking cool.

  • @rebornwoshua78
    @rebornwoshua78 7 месяцев назад

    Taking a page out of ULTRAKILL's book, maybe you could do a tutorial level or something like that where you get one finger at a time. I just think easing the player into the mechanics would be better than throwing them all at them at once.

  • @aurnknight2813
    @aurnknight2813 7 месяцев назад

    This is such a cool idea, such a cool game inspired by the likes of neon white

  • @MysteriousPotatoe
    @MysteriousPotatoe 7 месяцев назад

    Im always up for one of these videos

  • @austinpollard3009
    @austinpollard3009 7 месяцев назад

    Idea: gun hot keys once someone discovers a gun they can set a hot key for it to quick swap

  • @justadude450
    @justadude450 7 месяцев назад

    This game seems like a goofier Neon White. It looks sick.

  • @fdaiclock
    @fdaiclock 7 месяцев назад +1

    idea: add rotation sprites to the enemy’s similar to doom or wolfenstein 3d

    • @emerybrown6145
      @emerybrown6145 7 месяцев назад +1

      eh I like them always facing the player

  • @solsoman102
    @solsoman102 7 месяцев назад

    i haven't tried the game out yet so idrk if this would actually be viable or not but what i sometimes do in games where you need to use the number row a lot i end up binding them to the buttons around wasd just so theyre easier to reach

  • @kardrasa
    @kardrasa 7 месяцев назад

    I thought this game would be uninteresting dookie poo, but I kinda see the vision now.

  • @electriclord101
    @electriclord101 7 месяцев назад

    With all the focus on hand shapes, have you thought about incorporating sign language some how?

  • @iliakatster
    @iliakatster 7 месяцев назад

    Could you make the open hand a halo style energy sword? I'm very partial to melee combat

  • @octofig286
    @octofig286 7 месяцев назад

    you should add a little bar that tells you which hand you are using and what number does what

  • @JanManRow
    @JanManRow 7 месяцев назад

    3:38 an ed player? do you have the desync combos with the level 2?

  • @V0IDWARE
    @V0IDWARE 7 месяцев назад

    Make a ground pound weapon, after uppercutting, you can immediately get on the ground, while damaging and/or kill enemies below you!

  • @NoahTheRobinson
    @NoahTheRobinson 7 месяцев назад

    i think it would be good if you could pre-set a couple configurations so youre not fumbling to get the ones you like to use

  • @theshmethan3792
    @theshmethan3792 7 месяцев назад

    There are already gonna be players better than you can imagine 5 minutes after you release your game, and the clips from it are gonna be awesome, be prepared 😂

  • @ReverseFlash.
    @ReverseFlash. 7 месяцев назад

    man i wish i could make games like you

  • @CDgrill
    @CDgrill 7 месяцев назад

    Will there be any hints about short cuts? (Just like in Neon White)

  • @Gmann2021
    @Gmann2021 7 месяцев назад

    please make some sort of bounce pad mechanic, it would work so well with the game!

  • @santa_with_a_gun
    @santa_with_a_gun 7 месяцев назад

    i know this is trivial but i feel like the juice meter should feel juicier. like make it bubble letters instead of the overlapping ones

  • @thega.merdude
    @thega.merdude 7 месяцев назад

    I’d like to suggest a chain lightning gun with the pinky and index extended.

  • @K1DTHEHORIZON
    @K1DTHEHORIZON 7 месяцев назад

    Ramdomly generated levels could be cool

  • @wextor05
    @wextor05 7 месяцев назад

    I think the middle finger would be better as a short range high damage, speed boost weapon but with reduced health

  • @dragonslayerornstein387
    @dragonslayerornstein387 7 месяцев назад

    Failing but faster! Speed is Key!

  • @MysteriousPotatoe
    @MysteriousPotatoe 7 месяцев назад

    What if we used the dash on the stair they could act like ramps

  • @andreamaffei872
    @andreamaffei872 7 месяцев назад

    i think bullet damage and speed should do more damage based on the character velocity

  • @Lukie-Boy
    @Lukie-Boy 7 месяцев назад

    can you do the shocker?

  • @beffyjeffy21
    @beffyjeffy21 7 месяцев назад

    What if you had like the other hand make a telescope shape for the sniper

  • @pax2293
    @pax2293 7 месяцев назад

    Third strike 👌

  • @MDS2763
    @MDS2763 7 месяцев назад

    2 hands.
    That's it.

  • @chickenfarmer321
    @chickenfarmer321 7 месяцев назад

    I'm confused on the control scheme, how many hands do you need? 1 for the hand numbers, 1 for the mouse, 1 for wasd?

  • @MysteriousPotatoe
    @MysteriousPotatoe 7 месяцев назад

    I like the new crosshair

  • @fireblastershelton8404
    @fireblastershelton8404 7 месяцев назад

    What if there was a motorcyclist in the game who's fast but quite weak in knockback, and when he dies you get to steal the bike?
    Why not be able to use broken motorcycle bits to damage enemies?
    Ok maybe that's too much to ask for.

  • @roll5d100
    @roll5d100 7 месяцев назад

    you should make the 5 fingers be a gatling gun and do the hand movements a-la Kazuma from konosuba.

  • @Zachary-di9io
    @Zachary-di9io 7 месяцев назад

    Needs Grapple hook to unlock after boss

  • @73bugs
    @73bugs 7 месяцев назад

    i love cubiod

  • @DriftWare
    @DriftWare 7 месяцев назад

    how do you use wasd and hold the number keys down?!

  • @butterscorch9591
    @butterscorch9591 7 месяцев назад

    you could use the middle finger to deal emotional damage

  • @TheNewMaxico
    @TheNewMaxico 7 месяцев назад

    What engine do you use?

  • @AT-og6rk
    @AT-og6rk 7 месяцев назад

    neon white?

  • @bloob1734
    @bloob1734 7 месяцев назад

    Don't say "earlier than you're intended to" also can you make like a goomba stomp weapon I saw you got more vertical than the enemies but it would be visually difficult to shoot downwards at a 2d sprite

  • @Neukend
    @Neukend 7 месяцев назад +1

    I really disagree with your approach to the combat system. See, it not bad, its just not suited for your game (IMO!).
    The main problem i see is that the time-to-kill is incredibly slow for what aims to be a fast past speedruning game. In your gameplay footage you frequently stop to kill just one single stationary enemy. Thats not good.
    Im no game developer, but here are some ideas ive god.
    1)Dramatically reduce the amount of enemy hp. For more buffed enemies go not for an increased hp pool, but rather adding impenetrable armor. That would keep the ttk low, while making the fight more challenging: the player now has to make a precise shot to kill the enemy.
    2) Reduce the hp pool for the player. 10 hits is a very generous amount, especially given the fact you can replenish them mid battle. There are really lots of different ways to keep the cell refill mechanic, but its certain it needs do be hidden behind a more challenging action than just killing a guy with explosives. Having less hp would force the player to move a lot more and take the enemies out as fast as the can. Its really nice that you have the enemy projectiles as, well, physical projectiles.
    That would be the two biggest gripes i have with the game. I apologize for being too critical to the game. I wrote this with the biggest respect to the developer, its just that i would wish for the game mechanics to work better as they are now. And again, i dont develop games, i havent played the demo, my suggestions might be completely inapplicable to this game.
    That said, i have two more "wishes" i guess.
    It would be cool if the shotgun would have a knockback that would charge the player in the opposite of the firing direction. That would make it a little bit dangerous to use, as you could fall of a cliff now. Also it would be yet another speed booster, with the ability to change your direction of movement mid-air. So there would be an ability to gain height (bomb jump, fist attack) and there would be a weapon to propel one in a desired direction.
    And the second small ask would be to give the pistol the ability to double/triple tap. Just make the recoil stronger. That would again lower the ttk, as the weapon now fires multiple rounds per use, also it would make the gun less forgiving for being not precise, as atleast one of the 3 bullets will hit something, right;) And at last it would differentiate the pistol from the sniper a bit more.
    Sorry for big post, sorry for bad grammar. Best of luck!
    P.S. Will the demo be distributed trough discord or through steam?

  • @rielzedrielzed
    @rielzedrielzed 7 месяцев назад

    rocket jump?