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bsd.network/@cev/114127617423140497

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Finished Cosmic Star Heroine tonight; I really enjoyed it.

The developers were clearly going for a 16 bit RPG aesthetic & I think they nailed it. The graphics in particular were on point in that regard. Even the menuing and character movement felt right to me (you could do the wiggle-while-running like in Chrono Trigger!). Also it felt like there was a lot of music in the game, I was surprised to hear unique area and character themes all the way to the end. (And most of that music was pretty good).

I played through most of the game on its second difficulty setting - Agent - and I feel like I've only scratched the surface of its battle system. Next time I'll have to play one difficulty up & see how I do.

The story was humorous and maybe a little slight - some things happen kind of abruptly - but I think that's in-line with that they were trying to do, the games they drew inspiration from. It was cliche but in a satisfying way, if that makes sense.

The whole thing felt like a labor of love & was a blast to play. Really good game. Cheers to Zeboyd Games, I'll have to check out their other titles.




bsd.network/@cev/114102316803563464

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I'm continuing Cosmic Star Heroine (PC, 2017) tonight at twitch.tv/andreaen.

I'm at the end of chapter 7 (I think) & just about to start chapter 8.

going into chapter 8 (CSH first playthrough pt. 4)

chapters 8, 9, and 10

Twitch




bsd.network/@cev/114097232470986992

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good news: I can detect player movement prediction errors in my Quake mod's CSQC code now

bad news: I noticed my clientside code microstutters somewhere (easy to see at high speeds)