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sexbad Dec 30 2012, 1:29pm replied:

Having fast travel would absolutely ruin the survival element. The game is about traversing the town and avoiding danger. It's simple at first, but once things get infected, the game introduces a really dangerous challenge. I think a running feature would be viable if it made you tired more quickly.

+4 votes   game: Pathologic
sexbad Jun 30 2012, 3:29pm replied:

I say to balance it out, you should make the ruins of society very colorful. Burnt is nice, but burn every color of the rainbow!

+1 vote   media: Foliage Tests...
sexbad Jun 21 2012, 7:48pm says:

These are really nice, but I think you should add a bit more kick to the firing animation. At least firing from the hip, I think there should be more upward recoil.

+1 vote   media: XR15 Animations Testing
sexbad Jun 5 2012, 11:38pm replied:

But with games, all you have to sense with are your senses of hearing and sight. While I can run and jump in real life without actually seeing the ground, I can't in a game like this, especially with such stiff controls, because I don't have the sense of feeling/kinaesthetics to make sure that my feet are in the right place. To make up for this lack of realistic sensation (we don't have Holodecks yet, after all) you need to include at least a little handicap. Increasing the field of view will help, but if this is the character's eyesight we're talking about, it would work wonders to make the FOV larger and add softer spaces on the edge with just a little light to help mimic peripheral vision.

I can also see having something like that, which can mimic peripheral vision, helping great with a horror/thriller/morbid atmosphere, since you'd be able to notice more but not actually see it all so well.

+1 vote   news: Playable Demo!
sexbad Jun 2 2012, 11:47pm says:

Okay, you're going to have to at least give me a way to see my own feet if I'm expected to jump over gaps. Right now, it's impossible to tell whether or not I have enough room to keep sprinting while I jump. Flashlights tend to give off ambient light in a certain radius, so I suggest you give at least a little glow around the protagonist.

+1 vote   news: Playable Demo!
sexbad Mar 31 2012, 11:48pm says:

Oddly enough, you don't normally see game mechanics like Ovelia's new Hand Holding ingenuity combined with an art style like this. I say go for it.

Honestly, though, the drawings actually are adorable.

+1 vote   news: Ovelia: The Wake now 175% better
sexbad Jan 12 2012, 3:02pm says:

That's really pretty, and it looks fun as hell to drive the vehicle, but I don't know what you're thinking with the FOV/weapons. You should probably increase the FOV and move the weapons a little further away from the camera so an Uzi doesn't take up a sixth of the screen!

+1 vote   media: Ravaged Trike
sexbad Dec 27 2011, 2:06pm replied:

I was actually ripping on Dear Esther because it is not a game at all.

+2 votes   feature: IOTY Players Choice - Upcoming
sexbad Dec 24 2011, 3:24pm says:

Zombie survival, walking around on an island listening to someone talk, medieval warfare, multiple perspective shooter, ninja rabbit combat.


0 votes   feature: IOTY Players Choice - Upcoming
sexbad Dec 14 2011, 3:57pm replied:

Well bad gameplay is certainly better than no gameplay at all!

-4 votes   media: Release date media!
sexbad Dec 2 2011, 10:45pm says:

I think 3, but with the color of 1 and a more comfortable looking grip would be perfect.

+1 vote   media: Pistol Weapon Sheet First Version
sexbad Oct 16 2011, 5:36pm replied:

The porting from Penumbra to Amnesia so far has been with Frictional's permission. I highly doubt that they'd allow someone to use every single asset and make Penumbra completely obsolete.

+2 votes   mod: White Night
sexbad Sep 18 2011, 5:19pm says:

I suggest you use #2 but give it the color of #4 (keep the glowing blue bit though, it complements the blue feeling of a lot of the concept art).

+2 votes   news: Weekly Update #5: Team Update, and New Assault Rifle Concepts
sexbad Sep 11 2011, 2:31pm replied:

Well you didn't say that, of course, but the predetermined selection of names made me imagine that you just wanted one of those. I shall vote for something slightly LESS run-of-the-mill now.

+1 vote   game: Wake Up Call
sexbad Sep 10 2011, 11:08pm says:

So I can cast my vote for one of 49 unique pale white American men of European descent? I'm so thrilled!

Not that you HAVE to make a character who isn't a pale white American men of European descent, but having a vote on a bunch of names that are all just... normal isn't that interesting. Not sure I want to vote.

0 votes   game: Wake Up Call
sexbad Feb 28 2011, 3:13pm says:

Is there any way you could possibly incorporate the gore from Soldier of Fortune II?

0 votes   media: Hallways Map
sexbad Feb 15 2011, 6:37am replied:

It uses some of the same engine modifications as Paranoia.

+2 votes   mod: Mistake -1
sexbad Feb 13 2011, 8:10pm says:

I fully support the commercialization of your game. It will surely be worth money.

+3 votes   mod: Dear Esther
sexbad Dec 24 2010, 10:50am says:

FEAR: Source gets second place. Good god, it's not even that scary.

-1 votes   feature: Players Choice - Mod of the Year
sexbad Dec 24 2010, 10:44am says:

I enjoy Minecraft but I was really hoping Amnesia would win. Dear God it's an achievement to come in second though.

+5 votes   feature: Players Choice - Indie of the Year
sexbad Dec 11 2010, 12:22am replied:

I'm also wondering if the "Events will unfold that will define humanity" line is just a crappy pickup line, or if there will actually be moral conflict in the story like in Amnesia.

+2 votes   game: The Spire
sexbad Dec 11 2010, 12:18am replied:

I'm not saying that I dislike a gravity gun, but basing an entire game around it is pretty boring-sounding to me. It's already been used enough in its vanilla, Half-Life 2 or Doom 3-like state. But then I saw some pretty cool stuff going on in the teaser, and I'm properly teased. It looks much more fun.

+1 vote   game: The Spire
sexbad Dec 10 2010, 3:25pm says:

It's very pretty, and I like how a lot of the effects work, and the atmosphere is pretty mysterious.

I did notice, however, I could walk through some items in the map such as pillars. There were also missing textures on what I think were supposed to be pipes near the beginning and on the grass in the forest.

Also, (correct me if I'm wrong) you're making a horror game. Why the hell are there quick time events?

+1 vote   download: Victim Alpha 01
sexbad Dec 10 2010, 6:37am says:

At first I was thinking, "gravity gun?" But then I was like, "Oh neat, you can do other cool stuff with it too."

+2 votes   game: The Spire
sexbad Dec 9 2010, 12:39pm says:

rusty hospital chic

I love it.

+1 vote   mod: Mistake -1
sexbad Dec 9 2010, 7:31am says:

Very pretty, a nice model, and the water looks great. Could you remove the crosshair while aiming, though?

+2 votes   media: Looking to the water, searching for the moon...
sexbad Dec 7 2010, 3:26pm says:

Not the scariest game. In fact, there are lots of parts where it's just completely cheap FEAR-like BS, but the atmosphere is almost perfect. I loved the parts where the environment changed when you weren't looking.

+1 vote   mod: Nightmare House 2
sexbad Nov 30 2010, 7:04pm says:

I played through this recently and it's very fun, though quite a bit unforgiving at times (water traps god damn). It's not above all the other games I plan to buy, but certainly something I'll spare the cash for someday.

+1 vote   download: Diamond Dan Demo
sexbad Nov 20 2010, 6:49pm says:

Quick time events?

Confirm y/n

If y I am unsubscribing from this mod.

+1 vote   media: Victim Alpha
sexbad Oct 8 2010, 6:38pm replied:

It's supposed to be that. It's not blood.

+3 votes   game: Amnesia: The Dark Descent
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