It can be a noun or an adjective depending on the context.
Toasty isn't 'only' a noun in this game, either... been to any cafes recently? The English language is adaptive.
electricshrock
Recent community posts
https://dictionary.cambridge.org/dictionary/english/toasty#google_vignette
Toasty IS an adjective, meaning: "Comfortably and pleasantly warm". You could say "toast mushroom", and that would indeed be correct. But by that process, the mushroom is literally made toasty. So to say "make toasty", in reference to the mushroom, is absolutely valid.
Loved:
- The environments, especially the lighting design. Seems authentically messy, if that makes sense.
- The voice acting. Perfect balance of clarity and emotion, IMO.
- The maps. The hand drawn notes are a genius way to help the player without breaking immersion.
Would change only one thing: PLEASE allow for first-person perspective when using a gun. Being bound by the fixed camera angles when shooting is not an aspect of those old tank control games that was ever regarded fondly. Had it not been for technical limitations of the time I don't think it would have ever been a thing.
I am blown away by how great this game is in every respect. Charming, quirky graphic style. Really unique deck building mechanics. A perfect difficulty level that hits the sweet spot of 'easy to play, hard to master'. Really rewards thinking carefully about card synergy, and how to approach each battle in order to win the war.
Just one thing - having 2 creatures in a battle that can cast spell shield should be prevented, as it is unbeatable with almost all possible deck configurations.
Great work!
- The blocks concept is really novel - not sure if it's ever been done before but definitely not in a P & C game.
- Great puzzles where lateral thinking really pays off.
- Strikes a really good balance between making the player anxious and disoriented while still giving them a challenge they can overcome.
Looks good, nice atmosphere.
This version is showing logging info including FPS and missing assets.
It's also missing a comprehensive controls screen - had to guess it was "i" for inventory.
I couldn't find any way to progress in the room with the music box. Turned out the lights but was there supposed to be writing on the ceiling? The doors are not responsive.
Looks great but there's many problems, most of which should be easy to fix but made it too hard to get into for me:
- Invisible borders galore, hard to tell where you're 'supposed' to go.
- Doesn't capture mouse properly in multi-screen setups (mouse leaves frame and games loses focus frequently)
- Could not pick up weapon with action key
- Could not get back to game from options screen
Did you study film or drama? I ask because the cutscenes in this are beautifully done; the subtle animations, the timing, the angles - really beings an emotional weight rarely seen in games.
That said it was pretty hard to figure out what to do or what was going on in the game proper so you have some way to go. I'm tipping you 10 bucks because I want you to get there.
Great concept for a side scrolling shooter and really charming art style. My only complaints are a) the movement is too slow to maneuver through some of the tighter gaps between projectiles (as well as to respond to the projectile speed of the second boss) and the maximum powerup state makes it impossible to dodge literally everything.
On the plus side you have engineered the scares very well, and the environment is quite good. And while it is fine that it's essentially a walking sim with no meaningful actions to be undertaken by the player, there is a bit too much aimless wandering involved before you find the room you're supposed to go in/door you're supposed to walk through.