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  • True, False, Maybe
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Found 175 results

  1. Tactics Ogre like game

    Hi there, I am looking for team members. Anything from programmers to concept artists. I would like to make a game similar to "Tactics Ogre". It would have an open world where you navigate your character like in any other rpg, and upon encountering a monster a battlefield would be created. Battle would be tactical and turn based. The game would be a part of a franchise. My dream is creating an MMORPG, so I thought I will start with a little rpg game which will take place in the same world. If the game is successful, we can expand from there, and hopefully at some point create an MMORPG. If you are interested, drop me a message at k.sawejko@gmail.com Cheers!
  2. Hello there, I am new to the forum and in game development in general! I am currently building a simulator for some game, and I am having a few problems already, and I am using the libgdx framework. I have an isometric map drawn, where each tile is a spot that only one entity can be at. An entity can either move left, right or just forward in a straight line. Now this is what it looks at the moment: As you can see, my ship entity is located at 1,1. I want to start with adding a function that moves the ship in a straight line, so I need to move this ship to 1,2. So I have a Vector2 that represents the ship's position, I made a dummy one in the local class where it paints entities, and the map and it's set to isometric coordinates of 1,1: r = new TextureRegion(texture, location.getX(), location.getY(), location.getWidth(), location.getHeight()); local = new Vector2(getIsometricX(1,1, r), getIsometricY(1,1, r)); "r" is my texture region, which is my sprite image off the spritesheet. Now I have set a target position to 1,2: target = new Vector2(getIsometricX(1,2, r), getIsometricY(1,2, r)); So now my question is, how can I make that ship move to the target position? If i add 1 to x and y every tick, it will just move too much to the right. This is how I paint everything: @Override public void render() { batch.setProjectionMatrix(camera.combined); batch.begin(); // Render the map renderSeaBattle(); // Render ships renderEntities(); batch.end(); } And the map painting: private void renderSeaBattle() { // The map tiles GameTile[][] tiles = map.getTiles(); for (int i = 0; i < tiles.length; i++) { for(int j = 0; j < tiles[i].length; j++) { GameTile tile = tiles[i][j]; Texture texture = tile.getTexture(); int x = (i * GameTile.TILE_WIDTH / 2) - (j * GameTile.TILE_WIDTH / 2) -texture.getWidth() / 2; int y = (i * GameTile.TILE_HEIGHT / 2) + (j * GameTile.TILE_HEIGHT / 2) -texture.getHeight() / 2; batch.draw(texture, x, y); } } } And the entities: private void renderEntities() { batch.draw(r, local.x + location.getOffsetx(), local.y + location.getOffsety()); } location is an instance that contains the offset position for that specific sprite, because not all sprites are the same size, so to center it on the tile, each one has set offsetX and Y. And this is my coordinate conversion methods: public int getIsometricX(int x, int y, TextureRegion region) { return (x * GameTile.TILE_WIDTH / 2) - (y * GameTile.TILE_WIDTH / 2) - (region.getRegionWidth() / 2); } public int getIsometricY(int x, int y, TextureRegion region) { return (x * GameTile.TILE_HEIGHT / 2) + (y * GameTile.TILE_HEIGHT / 2) - (region.getRegionHeight() / 2); } After I do the straight line, how can I create left/right movements in curves? Thanks!
  3. Lost Temple

    An ancient temple arose right out of the ground, it's a miracle! It hovers in the air, delighting all in its majesty. What does conceal within its walls? Perhaps the greatest knowledge of our ancestors, and perhaps the future of technology left to us from the past? I am Anna the archaeologist, and my goal is to explore the temple. At the temple out of thin air there were some crystals, and probably they are the key to unlock the temple. Download https://falcoware.com/LostTemple.php
  4. Tapocalypse

    Post-apocalyptic world. The entire planet is a hell. Our hero - a young guard trying to survive in difficult conditions together with his group... ... A few months ago you find out that somewhere in the desert "scumbags" invented an artifact that allows receiving unlimited supplies of fuel. It’s definitely big trouble to happen, while that thing being in ‘wrong hands’. Your group managed to steal the artifact, and now you have one task only - to bring your convoy back to the main camp. There is probably the last action of this world is taking place in front of us, and only you to chose how it will ended. Features: - More than 50 unique enemies including powerful bosses; - More than 30 legendary artifacts; - More than 10 different territories; - Dozens of different tasks; - Endless fights for life and death. Download http://falcoware.com/Tapocalypse.php
  5. Danko Treasure Map

    Small fairy-tale creatures Runics who love to search for treasures got a treasure map and started their journey for treasure. In the ruins of an old town's labyrinth, Runics got caught in a trap. Only one of them escaped. He came to his friend Danko (who was a well-known rescuer and a treasure hunter), handed him the treasure map and asked him to rescue his friends. Avoiding falling rocks, Danko must collect all diamonds on a level and find a way out. You can also collect various bonuses and save your friends. Also, Danko can find three partucularly precious artifacts (A crown, a bowl and a necklace). The game will be interesting for all fans of arcade puzzles. In three different zones along 90 levels there are different dangers: predators, a snow cannon, fire, water, ice and plenty of falling rocks. But you can overcome all of that using your quick wits and items: a helm (protection from rocks), a rock-breaking hammer, a diving mask. The adventure is waiting for you! - 90 levels on 3 different zones - collecting various jewelry - rescue his friends - addressing various puzzles - 4 bonuses, giving additional opportunities Danko - beautiful graphics and nice music Download https://falcoware.com/DankoTreasureMap.php
  6. a hidden spring

    From the album The Story of Little Fire (WIP)

    One of my favourite rooms that I've designed so far (also the smallest). Samus is a stand-in for my protag until I get a proper sprite, but everything else is mine.
  7. Hello GameDev vets, I use to program when I was younger (few college courses as well) and as I got older I got away from it. I've now been really taking learning programming very serious. I bought Sam's Teach Yourself C++ to learn the newer stuff added to C++ and refresh myself of all the basics. I am looking for the next book to help me actually start on a simple rogue RPG. I wish I could find a book (recent date) that covers heavily DirectX12 or 11 and RPGs. Especially procedural generation and tiles. I assume my book on Isometric programming still has relevant ways of doing tiles. Can anyone help me pick out 2-3 books that will help make me a comfortable windows programmer. 3D is probably my LAST stop. I just would really enjoy non outdated books regarding 2D RPG games (and eventually 3D). But I am trying to go through the stages in a more practical way. Price is not really an issue. Any other sources are great as well. Thanks everyone! I have the following books: Sam's teach yourself C++(8th Edition) |Beginning C++ Game Programming by John Horton Beginning C++ Through Game Programming (4th Edition) by Michael Dawson Game Programming Patterns The Art of Game Design Level Up (Also own a kindle version of 2D programming by I forget who, it was great during its time) OLD OUTDATED BOOKS: Programming Role Playing Games with DX9 Programing Isometric Games with DX7 (maybe 9) Programming Multiplayer Games
  8. Who are you? We call ourselves Dobbey. Our team currently consists of two people. We are both early 20's and come from Germany. At the moment this is our hobby. What's the name of the game and what is it about? The game is called Insane and it is a 2D adventure puzzle game with horror elements. Insane is about a scientist who has been doing human experiments for years. His most successful experiment is number 73, which seems to be mentally labile. This experiment manages to flee one day but can't distinguish between reality and imagination. In this game you will find a creepy atmosphere with difficult and varied puzzles. What inspired you? The style of the game is inspired by Limbo. But we were also inspired by Jump 'n' Run games and movies. Of course, we have also our own elements like an inventory system, butterfly effect, the "INSANE" effect, using a QR-Code.. Which program do you use to develop the game? We are programming it with Unity. In our opinion, it is the best program for indie games. And of course we are working with Photoshop to create the graphics. What platform will Insane be available on? For PC. How can I support you? Twitter: http://bit.ly/20POkfM YouTube: http://bit.ly/2rLXoM0 Instagram: http://bit.ly/2qwU2bl Facebook: http://bit.ly/2p3nwRQ Website: http://bit.ly/2s8buqU Here you can see some of our screenshots. (You can find the animation on Twitter/Instagram.) (You can find the animation on YouTube.) What do you think about it? Yo can see more screenshots or videos on Twitter, Instagram or YouTube.
  9. Hello forum people. So after years of being an independent developer with a degree in computer programming, I can safely say that I can't find a single resource that thoroughly scours and glosses over every single aspect of game resolution. I have loads of books on the subject, coding knowledge, and a repertoire of games I've made in the past - but these projects have always used fixed resolutions or workarounds to support other resolutions. After posting on various forums and asking around, people seem to just redirect me to resources about resolution which are still incredibly lacking and bare-bones, not teaching me more than I already know. Since resolution is such a huge and inherent part of game design, and since there is not a single game **EVER** developed that doesn't use a resolution, I am so surprised that there seems to be such a lack of material on the subject! It is a fundamental part of every single game in history. So this post will be asking a load of questions all about resolution. What I am also proposing is that if I can gain enough ground on the subject, I'd like to create my own video/page/tutorial which brushes over every single aspect of game resolution, aspect ratios, etc. **So with the introduction out of the way, here is my current project and the tasks I could use help with:** ---------- So I'm currently working solo on a 2D platformer, called DEA, which uses pixel art for the main game stage, and a mixture of raster-based (but not "pixel looking") assets for the far background. The genre/style of the game isn't important, but if you're interested, the blog link is here: DEA Game Blog Anyway, I wanted to just go through how the camera works and then what doesn't work and should work. Firstly, my camera does not scale the main stage based on resolution, so increasing or decreasing the resolution simply increases the camera size and gives a bigger or smaller view of the game world, centering on the player. Below is a hypothetical screenshot at a lower resolution: and shown here the same still of the game at a higher resolution: Now the forum formatting actually scaled the images and made them look out of proportion, but they remain the same level of zoom, and no images are scaled. I believe that the Terraria developers take the exact same approach to their game resolution, giving players with higher resolution monitors an advantage. This essentially means that at higher resolutions, a bigger slice of the game world is basically displayed on-screen, like so: However, because of the nature of Terraria's genre, it doesn't seem to be a huge problem. My game has a competitive multiplayer element, but it's couch co-op without online play, so people with better monitors won't be given a competitive edge. From my understanding, games that use vector-based graphics (or even rasterised graphics with high resolutions) don't give a larger screen view. Instead, they simply scale all of the graphics to always fit within the same proportions regardless of resolution. My understanding of this is like so: So with this, the game is displayed in the same proportion on every resolution, but a higher resolution simply gives a much crisper image, meaning more "image pixels" are displayed per "screen pixels". This is nice, because regardless of screen monitor size, everyone will get the same experience. ---------- So from my understanding, is it easy to change the zoom levels to allow for this proportioning when using vector-based graphics, because the graphics will scale accordingly, and maintain a "clean" look when stretched and transformed. Pixellated graphics or "8-bit" style graphics can't be stretched using float values because of their strict 1x1 pixel ratio, so when applying a zoom effect to games using pixel art, the zoom has to be in uniform whole numbers (i.e. 1x, 2x, 3x, 4x, etc). I've detailed this out below with examples from my game: This means that we can't recalculate sizes of pixellated sprites to accommodate every resolution, surely? It seems that the actual viewport size of the camera can be changed, and zoom can be manually changed (maybe in the options menu) in whole number intervals. However, is there no truly "smart" way of handling resolution in games that use pixel art? ---------- This brings me to my next problem. I've seen that a lot of modern "retro-style" games use other tricks to handle varying resolutions. The most common I see is the toss-up between "true" resolution and letterboxing, giving the player the option to either play the game in a distorted-looking aspect ratio, or to play at the intended aspect ratio, but to have the game "letterboxed" to look like a widescreen film. As an example, I tried loading up Owlboy (amazing game btw) and went straight to the options: The first thing that I noticed is that if I enable letterboxing or disable it, nothing actually happens. My monitor resolution is 1920x1080, and the game seems to run in that resolution, as the Steam overlay fits in the clearest and densest resolution. The graphics seem to be scaled absolutely perfectly with no distortion. My only guess as to why this is happening is that the game was developed with resources for a 16:9 aspect ratio, meaning that any resolution of the same aspect ratio will not distort the image, and any resolution of any other aspect ratio will adopt letterboxing to maintain the same ratio. My understanding of this is as follows, but I'm not sure if this is correct: Judging by all of the complications and horrors that come with managing resolution-independence, the Terraria-esque approach seems to be the easiest by far, giving players the option to choose a "zoom" level, and allowing the resolution to represent the amount of screen coverage. However, this seems to leave on huge, gaping problem in the game's design - A good rule of game design is to direct the player's attention using correct framing. You want to draw the player's attention in a certain direction using lighting, colours, movement, etc, but if the level is all displayed, this really draws this power away from the creator. In addition, if the resolution is too low, this will lead to the player maybe not having enough time to react to an upcoming trap or enemy, as their screen view doesn't encapsulate the thing ahead. Finally, on the converse, players playing on high resolutions will simply be able to see everything ahead of them, removing any element of surprise from your level design. Should resolution really be this complicated? I feel like it's melting my brain into mush. Also, I haven't even begun to start with the problems that arise with parallax scrolling... With my huge, confusing rant in mind, my questions are: Is there a smart way to handle aspect ratios with pixel art? It seems like art can only be stretched in a 1x1 ratio and zoomed in intervals of whole numbers, meaning that every resolution cannot be "truly" supported. Is it better to create art for the most common aspect ratio (such as 4:3 or 16:9)? Would this be neglecting other audiences with different aspect ratios, or would letterboxing fix this issue for different aspect ratios? Is the "Terraria" way of doing things much simpler and more accessible to all developers? If so, how would one go about "framing" a scene, so that people with lower resolutions won't miss part of the scene? Would the developer be limited to creating smaller levels that always fit within the smallest possible resolution? Is it simply better to say "f*** it" and develop the game in one resolution, and let people with large, high-resolution televisions suffer and have to deal with a pixellated mess to save buckets of time? Does this not exclude the couch-coop audience who prefer to play in a living room? ---------- Any and all advice and correction would be greatly welcomed, and hopefully this can all eventually be collaborated into the "Ultimate noob's guide to resolution and aspect ratios".
  10. Hello fellas I created this character a while back using Ibuki from Street Fighter as my inspiration. That aside I recently decided to animate her using Spine animation program. and I was hoping to get a few critiques from fellow artist and animators. Let me know what you think and thank you for any help you might bring.
  11. In just 7 weeks till steam version has to be completed. Tomorow we will be implementing last enemy (gif). This skull/zombie/spider will be the easiest enemy to defeat (no attack ability). But I guess it is the crepiest one Here are other enemies from single player mode: Bouncy Bob steam page: http://store.steampowered.com/app/680620/Bouncy_Bob/
  12. Rainbow Diamonds - Second planet

    From the album Rainbow Diamonds

  13. Rainbow Diamonds - First planet

    From the album Rainbow Diamonds

  14. Rainbow Diamonds - Menu

    From the album Rainbow Diamonds

  15. This is a self-made game maker. I made it create games for myself to run but wanted to share it with you. In this video I show how I can create the game Flappy Bird using the editors and then play it! The programming of the sprites use a language called Francois DIY Script. I stream development and gameplay on Twitch as francoisdiy. Video Link: Video My Twitch Channel: http://www.twitch.tv/francoisdiy I tend to stream in the evening after 7:00PM.
  16. Hi everyone, I've shared my 2D Game Engine source code. It's the result of 4 years working on it (and I still continue improving features ) and I want to share with the community. You can see some videos on youtube and some demo gifs on my twitter account. This Engine has been developed as End-of-Degree Project and it is coded in Javascript, WebGL and GLSL. The engine is written from scratch. This is not a professional engine but it's for learning purposes, so anyone can review the code an learn basis about graphics, physics or game engine architecture. Source code on this GitHub repository. I'm available for a good conversation about Game Engine / Graphics Programming
  17. Proof of Concept

    Greetings everyone! I finally managed to put together complete system that will be used as a backbone of my new game. The game itself is supposed to be a mix of Kerbal Space Program and Space Engineers in 2d, maybe with some added influences from other games. I'll get back to this later, when gameplay is more fleshed out. Right now what the game needs is: orbital physics of planetary system, large deformable terrains with rigid body simulation and transitions between those two. tl;dr; There is a video. Orbital physics This part was relatively easy. I choose simulated n-body system over fixed orbits with patched conic approximation. It's simple to write and supports all phenomena like Lagrange points. My system uses Verlet integration with fixed time step (64s) for planets and adaptive time step for small entities (artificial satellites, asteroids). The only drawback here is that plotting trajectories requires to know positions of all planets ahead of time, so it's best to evaluate whole system many steps to the future and just playback current position from history. (You can see these in video when debug drawing is enabled) Planetary physics I modeled planet's surface as linear space located around planet radius, with wrapping around when traveling sideways. Since I want my planets big (not real live big, not even KSP big, but still), each one is split into spaces that span around 4km. Those spaces are all linear and centered around origin. Rigid bodies can move from one to another, can have joints across spaces, but will never collide or interact in any way. Of course the problem is when some body wants to leave one space and enter another. We could simply teleport whole rigid body, but it would miss some collisions. My solution is to clone whole body at new location and link them with teleport joint. It's similar to fixed joint, but maintains relative offset. (don't forget to split mass in half between two bodies) In order for this to work, you need two bounding rectangles: tight and fat. When tight intersects space boundary clone body (2). Destroy cloned body only if fat stops intersecting boundary (4). For all this to work I made some changes to Box2D library, you can find my fork on github. Stitching it together Moving from planet surface space to orbital space is using simple teleportation with conversion from local space coordinates to global orbital one. I sill have some quirks to iron out, but hey, you can fly to the moon!
  18. So the application itself is 2D and layered but I want to build the background bitmap from a Blender 3D model. When I make an appeal to Saint Google there seem to be an awful lot of ways of getting to the desired result. The process I have in mind is to do the following. Please comment on the practicality or otherwise of this approach. Use a background thread to: Load the model Create a 3D buffer for rendering into Render into the buffer Copy the 3D buffer to a 2D buffer somewhere The main loop will Blit? copy the 2D background to the backbuffer of the swap chain Overlay the background with various sprites Swap buffers Which leads to the following questions. What is the best option for exporting a Blender model for use by DirectX. Which API should I use to create a 3D buffer for rendering the model into? As it only gets rendered on scene changes, every 10-20 seconds, am I correct in assuming it shouldn't be part of the swap chain? In managing the background buffer is it best to, or must I, use a "dummy" device of some kind? How do I turn a 3D buffer into a 2D bitmap for load into the 2D swap chain? What is the best way to set up the 2D buffer so asto minimise the cost of the copy for every frame by the main loop?
  19. Computer gaming has been my main hobby ever since I got a used Odyssey 2 when I was six, and even though I'm now a programmer by trade, I've yet to finish a game project of my own. I've definitely done game programming - I've followed Unity tutorials, started a couple of roguelike prototypes and messed around a bit with a shooter using Google Cardboard at a company hackathon. I even joined an on location game jam, but I encountered some technical problems with my idea and quickly realized 48 hours wouldn't be enough. I had also decided to sign up as a one man team, which meant I had no one else to motivate me to keep going. I have been thinking about applying for some game programming jobs at some point in the future, which has me motivated to work on my skills again. A friend recommended getting into Lua and Love2D, so I decided to try them out. You can get started with Love2D and have something on your screen very quickly, which made it attractive to me after having worked on a C++ project for the last few months. Since Lua is often used as a scripting language for other game engines, it seemed like a good road for me to go down. I started developing a simple shooting game with Love2D as I was learning the language and the framework. This turned into a series of blog posts that I plan to post on this site as well. While writing my tutorial series, I had also registered on itch.io and noticed their massive game jam calendar. I decided to join a jam called My First Game Jam: Summer 2017. I logged onto their Discord server and found a very active community discussing ideas and assembling teams. I talked to a few people and ended up agreeing to work on a project with another person. They would design and write and actually already had a pretty fleshed out idea. I would do the programming. We talked some more about the idea, and we both started getting excited. We decided this would be our first game under the name Micro Brood Games (we are both craft beer enthusiasts). The basic idea of Walk and Talk is that the player is walking with a friend while carrying on a conversation at the same time. If you pick too many incorrect answers, you lose. If you bump into too many obstacles or walk out into the street, you lose. The walking part of the game is controlled with the WASD keys and the answers to questions are picked with the arrow keys, forcing you to keep track of two parts of the screen at once. Since I was still on the Lua/Love2D kick, that's what I decided to use for development. The features I managed to implement before the deadline are: Movement and collisions between you and your friend / environment Randomly generated sequence of screens that scroll vertically Reasonably realistic movement for the friend AI Fail conditions for touching the top of the screen, answering questions incorrectly or not at all and for not using the sidewalk when crossing the street Win condition for reaching the end of the last screen Meters for friend annoyance level and time left for the current question The features I plan to implement before announcing the "Release" version of the game: Moving pedestrians to collide with Obstacles on the ground to avoid More variety in environments Gamepad support Configurable controls Splash screen and menus Better sprites and UI I will be writing a few more posts about Walk and Talk as I develop these features. After we are satisfied with this game, we will move on to the design phase for the next one! Here are some screens of the game jam version, which you can download here.
  20. Team Members Wanted

    Team Members wanted 2D Artists Environment Artists Engineers/Programmers Been working on a project for 6 months now and looking to expand the team. Fans of MOBA's this may appeal to you. Project Details Once the initial demo is completed a Kickstarter campaign will be created. Contact info is in the flyer, if interested please email me
  21. About game Mini casino game in which you can games like: Clicker (Beginning game in which you can earn your first diamonds and experience points) Roulette (Spin roulette and win!) Towers (Try to reach the top and with every level double your winnings) Crash (riskiest game, fast way to the top) Dices (Roll the dice and double your bet, set winning chance or use automatic betting) Blackjack[21] (Play the most popular casino game, try to win against dealer) Try to complete all quests, buy all upgrades and don't forget to spin lucky wheel everyday! Information Trailer video: CLICK HERE! Android (Google Play): CLICK HERE! Website: CLICK HERE! Game screenshots You can find us at [TWITTER] [FACEBOOK] [INSTAGRAM]
  22. Mad Heads

    The physical game "Mad Heads" immerses you in a fantastic platform world, where strange, but amazing head-shaped creatures live. Despite the strange appearance, nothing human is alien to these creatures, including love. Unfortunately, in the world of the head-shaped there is a place for the villains who are trying to pull off some kind of dirty trick. Here and there were misadventures – this time villains kidnap the bride of the main hero! However, the main character is not at all timid and he is able to give a worthy rebuff to representatives of the robber elite. Managing the protagonist with the mouse, help him wrestle the bride from the grasping paws of the kidnappers. Destroy all green-skinned villains at the current level to open the cage with the captive, and move on to the next stage of the game. Try to make the minimum possible number of moves and score as many points as possible. Download https://falcoware.com/MadHeads.php
  23. Steam Page

    Few days ago we have published Bob's steam page. It is quite popular, and lots of people is subscribing to wishlist. Take a look for more details about game, and dont forget to subsrcibe as well if you like it: http://store.steampowered.com/app/680620/Bouncy_Bob/ Ok, some advertising for today is done, and now im going back to level polishing
  24. Can you draw characters, can you draw swords, can you draw.. cucumbers? Then there is a good chance I could use your help! So basically guys, my weird little mind decided to have some fun so has a hobby project mapped out called "That's Not A Weapon" - the overall theme being a multiplayer brawl style game with a rather.. fun weapon set, in terms of overall arty style thats going to really come down to the artist because its something totally undecided as of yet. In terms of requirements, what needs to be created is obviously a range of about 8 unique characters (Again, giving some creative freedom here though will chat through ideas and such), a range of weapons.. and then some backgrounds and tilesets for the creation of the levels. Overall goal of the project so far is really just looking at a fun yet kinda odd portfolio piece, though who knows.. may take it further if it turns out well. Feel free to get in touch if you're interested - Discord is Gibbon#9230 and email is Anthony@Gibbon.codes
  25. I saw someone else post their Patreon here, and he was not punished for doing so. So Im taking the chance as well I have created a Patreon for my game OMEGAz to help me develop the game. The current budget is actually just my welfare, wich makes development tricky https://www.patreon.com/Drakensson I went indie in 2015 after working as a game-director in a local corporation for various specialists. My project there was cancelled so I left in the end. OMEGAz synopsis: You take the role as Kinsaku who infiltrates the headquarters of her city's security force named Proioxis, after they attacked her at home for not conforming to their rules. Proioxis is an army built up by delusional and hostile fanatics, who have been allowed by the government to oppress citizens by silencing offensive speech, and punishing those who live lifestyles considered "damaging" and counterproductive to their ideals. The politicians running the country, approve of this political correctness policing. Kinsaku was attacked because of her "sexual" clothing and for not promoting feminism. Features: You can control each bullet individually, or fire normally (selective fire mode) The game will have stealth segments A transgressive epic. A rebel of a game! Absurd surreal humor like in Rise of The Triad (2013) Large HQ anime sprites, no pixel or retro visuals Starring: SJWs, White Knights and YOU The game isnt meant to be a political message, just a crazy satirical and absurd experience. I am going to admit though, I do expect to recieve death-threats because of this game.