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There are some other nuances in there which I won’t get into, but anyway, “rough” yeah? :) I can see some people having a lot of fun with this thing, and I imagine it could get tweaked a bit after playtesting, but there are a good number of levers to tweak with this one.
[link] After adjusting the lighting, Ian then shifted gears to work on addressing some of the minor level-streaming issues we'd pinpointed during playtesting at the Play NYC game convention. Here's a look at some of the issues in action, followed by a clip Ian snagged after fixing one of the "problem child" areas. What do you think?
This screenshot is from a recent run of mine plowing through Armory with a treaded exoskeleton moving at a good clip (84!) Having playtested this new mechanic for a while, I’ve found that it comes with many interesting new strategic considerations, a whole new play style which can be both fun and challenging in its own ways.
In my simulation code, men can have one of five sexual moods: Top, Bottom, VersBottom (Versatile), TrueVers, and Voyeur. Instead I adapted a more abstract "hanky code" , a color coding system most popular among gay men in the 1970s to flag which types of sex acts and roles they enjoyed. These moods must be compatible.
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