Hey @TeamYouTube, maybe instead of censoring your creators you'll finally take a look at things that really turn your platform into an advertiser-unfriendly platform?
https://t.co/CBGqzofTjj
#animal#abuse#YouTube
Transgenders are oppressing lobsters rights in new campaign #clawsoutfortrans. The problem out of thin air. You really are a bunch of resentful kids aren't you? "Mommy I wanna my emoji, please?" Pathetic. You guys have real problems, yet you're silent about them.
So why are these games dead? One of the major issues is a feel of a game. Every game that I make I don't enjoy playing because I made it and I know everything about it. How will it start and end. This makes it hard for me to understand how to make it fun or interesting.
And the latest dead game called Chainbreakers. It's a Barbarian clone for CPC-Retro Jam. I stopped working on it because it has no difference from Barbarian except for heavily pixelated photos for backgrounds and silly rotoscoped animations.
For quite some time I had an idea to remake one of my 2014's games. The gameplay is simple: you can teleport trough 1 block walls. Using this mechanics and limited ammount of warps you should've complete levels as fast as possible. Every level had 2 and more ways to complete it.
Speaking of addons. Constellations was abandoned after I almost made the visual overhaul. I've redrew every unit and building in the game and added 3 groups of clouds for atmosphere. But the biggest challenge was to implement your tipical rts ui+tooltips. It took me like 2 months
So let's start with recent one. Submorphia had to have addon with new levels, color palette and new gameplay mechanics. But quickly I realized that the game in itself is too boring and I can't figure out how to make it better. Also technical difficulties made me abandon it.
@johanpeitz@matthughson Some pop-up tips suggestions: "You've just opened a door. Wow." or "You died. Dying is bad for you". I know what keys are for. Why give me a tip about it? I will not swallow it or loose, I promise. It looks kind of silly when you teach players clearly obvious things.