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Comment History
streak1
streak1 - - 21 comments @ Possible Visual Changes!

I like the original plan, starting with the plain and progressing into a more realistic style. Like Portal 2, starting with overgrown and progressing to a fixed aperture.

This way, you could even add a story line to it, if you wanted. A changing art style could be translated to improving testing software or something. The labs get more realistic, in addition to more testing mechanics. Could be cool.

Good karma+2 votes
streak1
streak1 - - 21 comments @ Bold colours on the Lunar Colony

Cool color schemes. Though, I kinda feel that the stair room is too bright. Maybe swap the solid orange with a white wall w/ a thick orange stripe or something?

Good karma+2 votes
streak1
streak1 - - 21 comments @ PUNT: Rebirth Switch Gates

Interesting idea with the art style. I wonder what the in-between levels would look like.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Surface

Sweet logo. Is that supposed to reflect the 40-50's version?

Good karma+4 votes
streak1
streak1 - - 21 comments @ Logo Idea

Might be cool if you incorporated a gemini symbol in there somehow, but it is good where it is now.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Don't Be Patchman - Trailer

I have a little criticism about the game. While I like the art style of the actual game and wouldn't change anything in it, there are various other screens and stuff that seem really out of place.

For instance, the purple guy who pops up in the win/lose screens, the game logo, the circle particles when the sheeple are awakened (to a lesser extent), etc. Basically, most of the things that aren't pixelated.

Generally speaking, pixel art and regular assets don't really go together, and I think that the regular assets should be replaced with things that are more jagged. Maybe replace the purple guy with poses of Patchman in the same pixel art fashion. Maybe make the circles rough like the other shape particles, and the same for the logo.

That said, the game itself looks pretty good. The concept looks interesting, and I can't wait to see some full gameplay footage of this in action.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Synth Soldier Final

Oh, that's good to know. Might be a good idea to mention that in the description, if possible.

Good karma+2 votes
streak1
streak1 - - 21 comments @ Synth Soldier Final

IDK, I'm torn between the green ones and this one. The green ones look better (imo) and more faithful to the original concept art, but the peach on this one is more consistent with the other synth creatures we have seen, IE strider, ships, and other things.

I think that this one is probably better from a story perspective, but the old one is right there with it. Also, I think that this version would look a little better with the addition of the groin cloth thing.

Good karma+3 votes
streak1
streak1 - - 21 comments @ Distance

Not quite. Distance is more of a spiritual successor to Nitronic Rush. The two games, while very similar, are completely separate from each other. Distance was never Nitronic Rush.

Nitronic Rush was a project that Team Nitronic did while they were still at DigiPen IT. After they left the institute, some of the members of Team Nitronic and other teams formed Refract and are making this as their first game.

Good karma+2 votes
streak1
streak1 - - 21 comments @ Vertigo mod

The mod was ok, I guess. The map design itself was pretty good, but the rest of the map was kinda plain. The weapons didn't have crosshairs, and the beta AR just felt like a reskinned SMG. It also had a pretty boring ending, just fading out into a hallway.

What it needs is more variety. More types of soldiers would be nice, and a sniper encounter might fit in somewhere. It would also be cool to see the weapons redone to use their sights instead of using the crosshair, which is a system from the past that I liked quite a bit. It could also be a means to separate the beta AR from the SMG, as it could use an night vision scope of some sort. A finale would be nice too, battling the strider with some Gas mask rebels, and some more floors to close the gap between the too. The only other thing I can think of is to add more ammo throughout the map, as I was forced to resort to the crowbar quite a few times.

It's a sub-par mod ATM, but it can definitely be improved to make it great.

Good karma0 votes
streak1
streak1 - - 21 comments @ Obligatory Bow

The mod is not done yet. There is no download.

Good karma+6 votes
streak1
streak1 - - 21 comments @ Swingy Bridge

Maybe it's just me, but the bridge seems like it has a little too much hazard striping. It might be better to just have it on the top and bottom.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Rough Super Soldier Model

Nice match to the concept. I wonder what it uses to see it's surroundings.

Good karma+2 votes
streak1
streak1 - - 21 comments @ Wasteland Plateau

Is there any chance that we could see pictures of the actual maps any time soon? I'm a little curious to see what these concepts would look like in game.

Good karma+4 votes
streak1
streak1 - - 21 comments @ CrossCode

The only OoBs that I would say are a problem are the ones I mentioned secondly, as those are pretty easy to run into by accident. I can't really see the pillar ones done on accident, and only feel as though they could branch off into other problems.

Oh, and just in case, when I say barriers, I mean the sort of grey lines that surround the various areas, not the colored ones. Not entirely sure what you meant by "correct", but it definitely doesn't seem like it would be intended.

Good karma+1 vote
streak1
streak1 - - 21 comments @ CrossCode

I see what you mean with the elements, and it looks like it would be pretty cool.

Will those trees be something that you have to unlock, or will you have access to them by default?

Good karma+1 vote
streak1
streak1 - - 21 comments @ CrossCode

Anyway, everything in the demo was great. Story mode and puzzle mode were short, as expected, but seemed fairly solid. The art style is very good for what is there, and leaves me curious to see what the rest of the game will look like. And, after you learn to use to the various upgrades you decide to get, the combat is pretty fluid, and is very easy to understand. The only thing left to add is more variety.

As for the exploration mode, it was also fun, but it felt like it lacked some things. It didn't feel like there was a whole lot of variety in what you could equip, and the scenery got repetitive after a while.

Also, unless it hasn't been implemented yet, I was unable to customize anything but the default element. The idea of the elements is good and all, but it feels a little pointless if you can just as easily do without them. If it were me, I would reduce customization on the default element a little, or make the upgrading universal. The element should also be made weaker in comparison to the other elements. That way, you have a good reason too conserve your elemental energy, as an overload would be something to that you want to avoid.

Good karma+1 vote
streak1
streak1 - - 21 comments @ CrossCode

I noticed a few glitches with various area gates in the Exploration mode. It seems that in some areas you are able to jump on top of the gate pillars Doing this allows you to go slightly OoB and walk on parts of the area barriers, though I haven't found any usable exploits. I also noticed that if you walk along the walls that connect to these area loading zones, you can clip through the map, though this also doesn't seem to have any use for exploits.

There is also a quick way to move around, which may or may not be intended. You can dash 3 times in the wanted direction, pause slightly, and start dashing again as normal. If one were to keep dashing without the pause, you would dash slower, so the technique essentially lets you skip that slow down. It doesn't really harm anything by leaving it there, though, so I would suggest leaving it, or replacing it with some sort of speed-enhancing armor or weapon.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Research and Development

Despite this, I was still able to finish the game, aided with noclip. I essentially had to solve all of the puzzles before I got to them. Conveniently, it gave me a vehicle after I entered the garage.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Research and Development

Anyone else having problems with Mr. Whirly? I keep trying to leave the vehicle, and whenever I do, my controls screw up. Leaving lets me jump, but all of my movement buttons are still bound to the vehicle.

Good karma+1 vote
streak1
streak1 - - 21 comments @ Black Mesa: On a Rail Uncut

I don't know about a full inclusion. After all, the BMS devs probably like their maps the way they are, hence they released them in their current state. However, this may be a notable mention to put on their wiki.

Good karma+1 vote