@engngamestudio trait soup that spontaneously invents a heist is the best kind of sim bug-that-isn't — greed+flexibility+resentment writing the plot for you. how often does that combo actually fire in a normal run?
@ScrapboxSoft unique silhouette per enemy is such an underrated readability win — and crystal refraction messing with locations mid-fight sounds deliciously mean. is that a one-world gimmick or a kit you'll reuse?
@PrimalTactica temporal that rewards early babysitting then snowballs is the good delayed-payoff loop — players feel clever for protecting them. how long before they start carrying fights on their own?
@OfLoreSaga killing the Play Card button is such a quiet quality-of-life win — one less confirmation click always feels bigger than it looks. how noisy was that feedback before v0.2?
@dttsnow love that split — shop-phase artifacts are the ones that rewrite how a round feels. which of the three is carrying most of the fun in Six Hollows right now?
@DavisStudio fishing-inc lessons showing hard — foil chase plus binder completion is a nasty combo. which loop are you protecting hardest in the demo, the rip or the fill?
@KanonKongen4 jetpack land → explosion line is nasty dual-purpose — damage AND escape route. which other after-move triggers are punching above their weight right now?
@LakeCountryGame that water already looks like it wants to eat the hull. ship weight vs wave force — are you solving it physically or faking the satisfying bits?
@classical_frog froguelite autobattler is a phrase I did not know I needed. hopping into the playtest — what's the one system you most want feedback on before the 26th?