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Jesse Hamm

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A member registered Nov 03, 2016 · View creator page →

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Right back at you, you moronic shithead:  Your feedback is so dumb that it physically hurts. 

Let's try dissecting the inexhaustible list of disingenuous bullshit that you managed to pull out of your ass in the generation of your post.

First of all, you idiot, the entire point of the gamejam was simply to implement an authentic representation of a PSX aesthetic with an ocean-themed premise, so the storyline is not meant to be anything more compelling than your average console-related action game.

"Why is a Vietnamese woman a mercenary?"

For your information, shithead, the protagonist (Thuy Moc) is NOT Vietnamese. She's an American of Vietnamese descent, and there's no fucking rule in the goddamn universe that forbids an individual of such background from becoming a mercenary. Why the fuck do you think she's speaking English, asshole?  And she's not wearing pants for the same reason that a scuba-diving Lara Croft never did.  Sure it's an unrealistic angle geared toward prioritizing a game's "sex appeal" at the expense of authenticity, but's that's what Playstation games were all about, during the 90s.  And thus, that particular creative decision was explicitly designed to emulate that aesthetic. 

"Why is she in the North Sea of all places?"

Why the fuck do you think she's in the North Sea, you fucking idiot?  Because that's where the U-boat happens to be situated, and such a region happened to be prominent area for submarine activity during the Second World War.  

" Ignoring the major imbecilic nonsense like dark matter drives, auto gun turrets on a submarine."  

As opposed to the imbecilic nonsense that pervades the entirety of your idiotic commentary, shithead?

As for your idiotic whining about dark matter drives and auto gun turrets: What kind of disingenuous idiotic bullshit is this? Games of this type are naturally intended to integrate historical and sci-fi themes together, and automated/remote control turrets were actually something developed by the Luftwaffe during World War II. Experimental components of this technology were incorporated into aircraft, like the Messerschmitt Me 410.  And again, the idea of harnessing dark matter as a power source for a submarine is just another hypothetical infusion of science fiction and historical themes, in a mish-mash of elements which have been emulated in God-knows how many books, movies, and video games. 

Seriously, have you been living under a rock your entire goddamn life?

"You didn't even use a basic spell checker on the text"

Here's a sliver of insight to bolster your shallow bit of introspection, motherfucker.  Games which were generated in a matter of weeks for a hastily-conceived gamejam are not predisposed to eliciting priorities toward grammatical correctness.   This game is not intended as a commercial release, and thus spell-checking every goddamn thing did not factor highly into the equation, nor did it for anybody else who participated. If you look around, you'll find plenty of grammatical errors to characterize a significant number of entries for this jam.  As we were merely creating these games within a short period of time for a festival that was intended for relaxed and leisurely purposes as opposed to pursuing professional ambitions, the process of attempting to impress such nitpicking litte shitheads as yourself (and who quite frankly are completely incapable of spelling any multi-syllable word correctly without the aid of spell checker) factored very low on our list of priorities.

Anytime a talentless fuckface like you wants to shit on the state of indie gaming on account of little indignities which you choose to fret about, indicates nothing more than the fact that a scatterbrained dipshit like you is prone to shitting on other people's work in order to bolster your own ego and assuage the fact that you'll never managed to create anything of worth in your entire life.  Go figure that you feel an insatiable urge to project your status as a pathetic loser onto anyone and everyone who isn't as shallow or dysfunctional as you.  (Not to mention the fact that a narcissistic keyboard warrior like yourself is obviously too much of a spineless coward to spout off any of your idiotic bullshit to my face.)

Incidentally, your pretentious attempts, and downright ineptitude, at being a professional game critic only rivals your historically illiterate propensity for assuming the role of a self-styled expert in matters you know less than shit about. 

In the meantime, try seriously contemplating the only manner in which a pathetic little dipshit like you can possibly make the world a better place; go hurl yourself off the nearest pier in sufficiently deep water, and then proceed to take solace in the fact that the world is better off without you. 

Yeah, sorry.  I've been meaning to get to that.

Wow!   Thank you:)

I'll definitely be considering it.  I've had a lot of fun creating games in this type of format, so far.:)

Thank you:)

Wow!  Thank you very much!:)

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Thank you!:)  Excellent playthrough!

Wow!  Thank you:)

Thank you!:)    Yes, Zaxxon has always encompassed one of my fondest memories during my early days in the arcade:)

Thank you:)  Yeah, I had forgotten to implement the altitude indicator.  I'll probably get to that ASAP:)

Cool! Congratulations:)

Thank you:)

Hey, thanks:)

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Thanks for the suggestion.

I'll see what I can do about implementing a raycast system in order to better    determine what the player is precisely aiming at.

However, I will not be  deviating from the isometric perspective as this again was explicitly designed to invoke the orientation and gameplay style of the original Zaxxon.  I will also be keeping the Y-inversion controls as this is both an accurate invocation of Zaxxon, and an authentic representation of aircraft pitch controls.   It may take some getting used to, but it's easily manageable, once you get the hang of it.

Thank you!:)

Thank you:)  

Yes, there should be keys within the game.  The first one is located at the end of one of the corridors, while the remainder are contained within each of the locked rooms.  To reach the first key from the start of the game, head down the hallway to the left (past the octogonal pillar), this path should wind a bit until it comes to a dead-end with a skeleton and one of the   intact grandfather clocks.

One of the other problems that I was unable to rectify prior to the deadline was the camera system, which had a tendency to wobble during  encounter with the transparent ghosts, due to constant over-corrections with the lock-on system.   Hopefully I'll be able to remedy this so that the display becomes more stable. 

I'm glad you liked the game, and I'll do what I can to fix the issues:)

Wow! Thank you:)

Awesome work, guys!:)

I hope you guys continue with this project.  I can't wait to play more of this game:)

Thanks:) Yeah, I gotta admit I have quite the affinity for "Nightmare Creatures".  It was also the main inspiration behind my PS-themed title, "SNAILS".

I'll see what I can do.

I won't be permitted to institute any further downlaods until after the rating period is over, but I'll give it a try:)

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Thank you:)  Nice playthrough:)

Thank you!:)

Yeah, the volume is pretty harsh, at this point.  I should be able to apply the appropriate audio sliders after the rating period for the jam is over.

Wow! Thank you:)  

I can't wait to participate.

Thank you!:)

Yeah, I'll definitely get on revising the game page, so that the text is more legible ASAP.


Thanks again for the feedback:)

Thank you:)

Thanks!:)

Pretty much a   flawless entry.

Excellent use of music, sound, visuals and gameplay!  

The steep difficulty level keeps players on their toes at all times, but then, again, that's what bullet hell games are all about:)

Perfect!:)

Pretty much a   flawless entry.

Excellent use of music, sound, visuals and gameplay!  

The steep difficulty level keeps players on their toes at all times, but then, again, that's what bullet hell games are all about:)

Perfect!:)

This game is awesome!

Excellent blend of great soundtrack, gameplay, visuals and sound!

Top marks across the board, well done!:)

This game is awesome!

Excellent blend of great soundtrack, gameplay, visuals and sound!

Top marks across the board, well done!:)

This game is awesome!

Excellent blend of great soundtrack, gameplay, visuals and sound!

Top marks across the board, well done!:)

Thank you!:)

Yeah, I definitely need to incorporate changes in terms of bullet speed and particle duration, which I will definitely be implementing after the voting phase is over.

Thanks for the feedback.  Cheers:)

Really fun!

I especially love the intricate and otherworldly design of the creatures  and textures, while the upgrade mechanic and progressive difficulty make for some really addictive gameplay.

Excellent job:)

Wow! Thank you:)

Well, technically yes.  

Although nothing much, at this point.  Just some revisions to the existing control configuration so that it's hopefully more intuitive than before, and some additional bug fixes.

Maybe.  However, I was originally envisioning it as a tribute to the old Descent games. (i.e. 360 degrees of freedom FPS).

Some of the areas I have in mind will  be   considerably more open  with various inter-connected paths and corridors, so I would prefer a shooter that enables  considerable   freedom in terms of player movement.

Yeah, I'm still attempting to revise the control issues.  If this ever goes formal, I'll be applying options for the player to manually tweak the Mouse Sensitivity options.  In the meantime, I'm still tweaking the controls so as to apply a reasonable default setting.

The  model of the player's aircraft was originally rendered in Material settings in blender, which applies solid colors rather than texture maps.

OK, good.

OK, that's weird.  The Nieuports were already utilizing textures, so that shouldn't have been a problem.

Perhaps the issue is with the shaders.

I've just uploaded another update labeled: pfalz 1_12.zip   which replaces the standard Vertex shader with the Mobile equivalent.

The original VertexLit was exclusive to Unity version 4 so it's possible it's no longer compatible with later system types or    operating systems.

You can try this update.  Hopefully it will work, but again, I'm not sure.