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I’m currently developing a game called "Kanzen Chikan"😘 Since I often receive questions in English, this time I’d like to introduce it in English! In this game, the situation inside the train changes with each WAVE as you interact with the girl. I’ve put a lot of detail into...

35,265 views • 10 months ago •via X (Twitter)

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Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,174,409 views • 3 months ago

I have to say that I’m very disappointed by this year’s #vibejam I'm disappointed because the judging process was… weird My game that you can see bellow ranked #94. Way lower than what I was expecting. I put a lot of effort into the game, I wanted to make sure I’d “push the limits on what AI can do”, just like the organizers were pushing to the builders. And in all honesty, I think I delivered that. I got a lot of positive comments about it (appreciate who did) But it was not enough to be even in the top 25. The judging process went like this: > 2 people judged 950 games, selected the top 25 and handed them to other judges Once I knew my game didn’t qualify in the top 25, I reached out to one of the first judges to ask for feedback, trying to understand why my game went so poorly. The response I got was “your game is not fun at all and lack any kind of story. You focused too much on graphics”. I thought it was a bit harsh, but okay. I’m fine with criticism. Then I reached out to a judge (a game dev) that was responsible to rate the top 25 games and asked for feedback as well. The response was completely different, I got “Jesus, this looks awesome! You should’ve be in the top 25” and the rate he gave me would've put me in the top 10 or maybe even top 5! Then I noticed the biggest problem of the jam: > The judges responsible for picking the top 25 has no experience on game development at all, and this completely broke the judging system So all my work focusing on real game development and not AI Slop was pretty much thrown in the trash as this was simply not important for the initial judges All because they just didn’t consider the game fun. Which brings me to another problem: > Fun is subjective I’ve played my game with my wife and we had a blast, and we also played other games that we didn’t find it as much fun. So they decided the results of the game jam that has 50k in prize pool based on their personal experience of fun. I mean, fun is important. But technical depth also should be considered in a game jam. They said that “fun > polish” was the criteria. But this is definitely flawed by the reason above. You can build GTA 6 but if the judge does not like GTA you are discarded. With no regards on the technical complexity of the game whatsoever I’m not here to trash on anyone, I think everyone that shipped a game deserves to be praised. And I think the winners deserved their spot. But the rest was very... questionable. And lots of participants didn’t get the respect they deserved (I've talked to a bunch of them) That’s my take. I'll tag some creators down bellow that should've get more credit

André → andreelias.dev

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🦖Hi DinoXAHur and Ranking Hook for Xahau I bring you a new example that you can use to learn or create new ideas in Xahau, in this case we have put together Xaman® Wallet 🪝 + Hooks in a demo game. DinoXAHur is a copy of the Chrome game of the jumping dinosaur created with Claude AI. The game has been included as xApp in Xaman, Xaman has a SDK to make it easy to integrate it in your applications or services: The game can be played for free or for 1 XAH. If you pay, the game will give you access to a public scoreboard that is stored on-chain in Xahau. If you manage to beat any of the current TOP 5 records, you will appear in the leaderboard. If you reach the 1st place, you may receive a prize in XAH if one is available at that time. The payments of the participants are counted and if someone reaches the TOP 1, they will get this amount if one is available at that time as a prize. Try it today: Ranking and fund management is possible thanks to the Ranking Hook. The ranking is stored on-chain and updated when needed. The game talks to Xahau and the hook and manages these actions. You have the hook code available if you want to use it or understand how it works to make a better version. Github link: If you are interested in the live operations of the game on Xahau, you can follow the XRPLWin explorer where you can see the transactions, the hook executions or the status of the namespaces, where the scoreboard is stored: I hope you enjoy it, I encourage you to build new and better ideas and remember that you can always write your questions here or go to the Xahau Contributors Discord.

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