cney.stream
I play (and sometimes speedrun) video games, and sometimes cover their music.
See links and stream projects at cney.stream! (The site is 100% self-coded; I am a web developer by day.)
725 posts
88 followers
17 following
Regular Contributor
Active Commenter
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Yup, me too. I begrudgingly moved over to here when gaming folks were actually clearly getting off of the hellsite somewhere else, after having been on Mastodon for over 2 years.
At least people didn't choose Threads, which definitely would have been an exponentially even worse choice.
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...or we'll have technical difficulties because twitch refuses to connect, followed by technical difficulties with the config file. Hopefully up in a few minutes...
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Moreover, there's no way to recover lost gems after death, and most upgrades are gated behind shop items that cost 2000 or 3000. This means players who have trouble with the mechanics don't have any way to make the game more forgiving. The game isn't advertised as a soulslike, but maybe it is one?
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The biggest issue is the level design, which constantly trolls the player with high places only reachable by pogoing off of enemies. If you kill them too early, they do not respawn until you fully restart the level, or intentionally take a death, and the latter costs you a _lot_ of gems (currency).
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There's already been feedback on the forum; hopefully they can be tuned, and the demo already received some updates, which is promising.
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I'm a little mixed on it, mostly because of a few specific rooms that soured the experience (one being the demo's final boss). Fighting enemies can get to feel old fast. A couple of mechanics might have some issues, e.g. the double-jump upgrade nullifying coyote time.
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I often wonder if I wouldn't hate driving if I lived in Europe because they actually tend to sell smaller cars there, more EVs, etc.
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They say "live service" but I sure seem to be hearing "unfinished product"
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Holy crap they really did it. Anomaly 2 would've had a field day with this if it were possible at the time.
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Looks like the Yellow Trouble demo has gotten an update that tries to resolve a bunch of stuff regarding balance, and Quest Mode particularly: steamcommunity.com/games/309152...
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Tokyo Underground Killer (2/2): If your "artistic vision" is unnecessarily and irredeemably seizure-inducing in 2025, you have a problem, and you're inevitably costing yourself a significant number of would-be players.
(End of thread)
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Tokyo Underground Killer (1/2): I wanted to give this a chance, but frequent unnecessary full-screen flashes in the intro cutscene and tutorial, and non-stop rapid neon jump-cuts in the opening video, led me to drop this before I even finished the tutorial.
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VOID/BREAKER (2/2): They did release a patch later during Next Fest which mercifully allows you to disable bloom and some fog effects, but there are still myriad issues hampering visual clarity, such as muzzle flash and lack of contrast between bright red hairline hazards and light backgrounds.
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VOID/BREAKER (1/2): Apex (gunplay, item boxes), meets Control (aesthetic), meets...Goddess of Victory Nikke (enemy design)?
I really want to like this, but the visuals are egregiously inscrutable, and it's UE5-based so you can guess how abysmally it performs.
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Star Gun (2/2): The UI even warns that the beginning of the game can be rough, and that text may become too small at high resolutions. These should not be warnings to the player, but to the developer: balance your game, and implement proper UI scaling! (Don't count on it; it releases next Tuesday.)
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Star Gun (1/2): severely disappointing. I was hoping this might be a proc-gen Raptor- or Tyrian-like, but the execution is not at all enjoyable or satisfying. Amassing funds for even ONE meaningful upgrade requires clearing 4-5 levels, and they become unmanageable before then.
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Unit Down Charge (2/2): The settings UI doesn't fully support gamepad/keyboard input, and doesn't expose all controls (e.g. jump is also bound to W/up, and the call for health seems to be hard-coded to right-click and not listed at all). Also lacks toggles for screenshake, flashes, and bloom.
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Unit Down Charge (1/2): Don't let this game's looks fool you: it is more Cabal shooter than Star Fox. I felt like only one of the three characters was anywhere near reasonably-powered, but I must've been playing it wrong, because the character that seemed the least useful had to be nerfed?
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Magical Girl Critical DELUXE: This is a PC port of a mobile game, and it sort of shows. The graphics are charming, but the mechanics can feel very slow and/or stiff at times, and I felt completely under-equipped in terms of mobility for the boss fight.
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I would argue that Easy is a more reasonable difficulty for getting used to the game. This explains why the balance felt so harsh this time around. Rapid fire rates + fast heavy-hitting projectiles that are often barely audible = goodbye health. (I've left the dev feedback about sound cue volume.)
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Dialogue boxes have been added (only for the titular hero) at a few points. There may have been subtle changes to maps, particularly the jungle. Most importantly though, difficulty options have been displaced: what was Medium when I played last September is now Easy.
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(I haven't uploaded my playthrough of this demo because it'd probably be boring to watch, since half of it is watching me fail to figure stuff out; puzzle game playthroughs don't necessarily make for the best VODs...)
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(I haven't posted a video of this one yet because they added more levels to the demo near the start of the actual event, right after I'd played it. I'd like to get back to it sometime next week if it's still playable.)
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I do worry how unforgiving the orb mechanic in particular might pan out to be, as you don't seem to recover your bones (which double as currency _and_ exp) until after you _defeat_ the enemy holding it... which I imagine means repeated deaths on bosses translate into unrecoverable losses?