ASMT 11th Anniversary LP - Hey There Guy
- Leet
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Re: ASMT 11th Anniversary LP - Hey There Guy
the plot coming in at the last second and pretending in complete seriousness that there's been an emotional plot this whole time is, as they say, Very Very Good. i don't really care if it was written with more in mind or not, the way it's used here is exactly how it needs to be
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
Re: ASMT 11th Anniversary LP - Hey There Guy
So yeah uh that muncher boss is the other thing I contributed. I think I made it just as a fun project and asked YCZ if he wanted to add it to his level since it thematically fit. I was really happy about how it turned out back then but it clearly has problems. The timing is very unforgiving and having to play half a level before it doesn't help with learning it. I should've probably reduced the seed falling speed even more (yes they were faster in earlier versions of the sprite) and maybe added a few frames of grace period before they turn into munchers when they hit the ground to make it a bit more forgiving.
I really like the level itself, makes me feel bad it ends like this.
I really like the level itself, makes me feel bad it ends like this.
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Re: ASMT 11th Anniversary LP - Hey There Guy
so um as a psa for all future people reading this thread. i've written my pre-existing thoughts on the House of Turner out for the sake of the thread tomorrow and. i can safely say the bulk of that post is probably going in a spoiler tag unlike all of my "level thoughts" posts so far. why?
...just a hunch ;v;
...just a hunch ;v;
i do kinda like the subplot of demo eventually coming to enjoy con's company but it's really weird how it tries to present itself as the MAIN plot in the world 8 intro in particular when it's. pretty obvious the entire plot is that demo needs her teleporter back.Leet wrote: ↑3 years ago the plot coming in at the last second and pretending in complete seriousness that there's been an emotional plot this whole time is, as they say, Very Very Good. i don't really care if it was written with more in mind or not, the way it's used here is exactly how it needs to be
also spoilers, con never appears again in an asmt game to my knowledge, so sadly we never really got a conclusion to the arc since it was kinda cut short and left ambiguous as to if it was going to continue even in the true ending to this game. #LetConAppearInA2XTEpisode3
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~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
Re: ASMT 11th Anniversary LP - Hey There Guy
oh . no . those . munchers . are . live
I really liked the reaction in the original LP
- Leet
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Re: ASMT 11th Anniversary LP - Hey There Guy
yes. this is the joke that i just described, in that postcamwoodstock wrote: ↑3 years agoi do kinda like the subplot of demo eventually coming to enjoy con's company but it's really weird how it tries to present itself as the MAIN plot in the world 8 intro in particular when it's. pretty obvious the entire plot is that demo needs her teleporter back.Leet wrote: ↑3 years ago the plot coming in at the last second and pretending in complete seriousness that there's been an emotional plot this whole time is, as they say, Very Very Good. i don't really care if it was written with more in mind or not, the way it's used here is exactly how it needs to be
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
- Kilgamayan
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Re: ASMT 11th Anniversary LP - Hey There Guy
I am probably very basic but that cover of SCoM is so adorable <3
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- Kilgamayan
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Re: ASMT 11th Anniversary LP - Hey There Guy
Wow, Perfect Dark and MegaMan Legends music in the same level. It's like I made something!
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Re: ASMT 11th Anniversary LP - Hey There Guy
love to get powerup filtered not just at the start of a level but also at arbitrary screen changes
Re: ASMT 11th Anniversary LP - Hey There Guy
I wonder if you can save Ninshi by creating a disco shell (and then using it to yoshi-fly over the pit).
There were full on yellow koopas after the message, so it should be possible, right?!
There were full on yellow koopas after the message, so it should be possible, right?!
this is getting laundromatic
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Re: ASMT 11th Anniversary LP - Hey There Guy
This would have been the perfect setup for giving that particular level a secret exit. Why flip the player one bird when you can flip them two?
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Re: ASMT 11th Anniversary LP - Hey There Guy
Forgot to mention it when we first got here, but the music for the map here is another thing I remember about this game.
I had seen people mentioning this level here and there, and so I was a bit worried when I walked onto this ghost house and saw the level name, but I actually didn't have too much difficulty here. That doesn't mean I had a fun time though; I died a number of times at the part with the eerie generator in the first half, and having to do all the running around at the beginning of the stage, including waiting out the duration of two p-switches, was really boring. I also want to give some attention to the reset doors, which might as well just kill you since they take you to the start of the level, except that the coins that form walls when you press the p-switches stay collected, which doesn't break the level or anything, it just reveals how pointless those barriers are.
The part with the eerie generator and the bouncy floor... well I don't even know where to begin talking about it. I agree with what raocow said about how it would be hard enough without the generator. Heck, even just dodging a single enemy at around the peak of your bounce height isn't trivial, and this generator makes you do that frequently while also dealing with a swarm of other enemies. There's also the issues with the camera, which could easily have been fixed, or at the very least alleviated, by moving the whole section down. Given that, I see why raocow would get the impression that this wasn't playtested. Personally, playtesting things just seems so obvious to me that the idea that someone wouldn't playtest their own level just seems crazy to me, although it would explain some things. I was too busy wondering whether people that make levels like these think that they're fun while playing through them.
Fortunately I didn't really die in the second half except near the beginning, because I feel like I would not have had a fun time if I did. Although if a level has someone saying something like "good thing I didn't die or I would have had a miserable time" it probably has some problems. I actually liked the puzzle to get the silver p-switch, although I feel like something like this shouldn't be in a level where you could die and have to do everything over again. The same thing applies for the puzzle on the left, which I also liked, except for all the spikes that you can easily brush against and die. The first time I figured everything out I was too slow to keep up with the shell because I didn't want to start going left too soon and run into the spikes. Also, while I'm talking about this puzzle, the part where you go into a room with the four different colours of koopas is another thing I remembered.
Of course, the level isn't over once you solve that puzzle. You still have to bring the p-switch to the door, fight a boss, and do a Yoshi jump that looks very possible to screw up, and if you die you have to do the second half all over again. I'm just glad that the boss doesn't filter your reserve powerup, because I have a feeling I wouldn't have beaten it first try without a cape.
I had seen people mentioning this level here and there, and so I was a bit worried when I walked onto this ghost house and saw the level name, but I actually didn't have too much difficulty here. That doesn't mean I had a fun time though; I died a number of times at the part with the eerie generator in the first half, and having to do all the running around at the beginning of the stage, including waiting out the duration of two p-switches, was really boring. I also want to give some attention to the reset doors, which might as well just kill you since they take you to the start of the level, except that the coins that form walls when you press the p-switches stay collected, which doesn't break the level or anything, it just reveals how pointless those barriers are.
The part with the eerie generator and the bouncy floor... well I don't even know where to begin talking about it. I agree with what raocow said about how it would be hard enough without the generator. Heck, even just dodging a single enemy at around the peak of your bounce height isn't trivial, and this generator makes you do that frequently while also dealing with a swarm of other enemies. There's also the issues with the camera, which could easily have been fixed, or at the very least alleviated, by moving the whole section down. Given that, I see why raocow would get the impression that this wasn't playtested. Personally, playtesting things just seems so obvious to me that the idea that someone wouldn't playtest their own level just seems crazy to me, although it would explain some things. I was too busy wondering whether people that make levels like these think that they're fun while playing through them.
Fortunately I didn't really die in the second half except near the beginning, because I feel like I would not have had a fun time if I did. Although if a level has someone saying something like "good thing I didn't die or I would have had a miserable time" it probably has some problems. I actually liked the puzzle to get the silver p-switch, although I feel like something like this shouldn't be in a level where you could die and have to do everything over again. The same thing applies for the puzzle on the left, which I also liked, except for all the spikes that you can easily brush against and die. The first time I figured everything out I was too slow to keep up with the shell because I didn't want to start going left too soon and run into the spikes. Also, while I'm talking about this puzzle, the part where you go into a room with the four different colours of koopas is another thing I remembered.
Of course, the level isn't over once you solve that puzzle. You still have to bring the p-switch to the door, fight a boss, and do a Yoshi jump that looks very possible to screw up, and if you die you have to do the second half all over again. I'm just glad that the boss doesn't filter your reserve powerup, because I have a feeling I wouldn't have beaten it first try without a cape.
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Re: ASMT 11th Anniversary LP - Hey There Guy
クルルン屋敷
turn is turn blocks
ergo, kururun as in kurukuru block
would have gone with kururu but kururun feels more like a surname
posting this before camwoodstock buries it yooo
EDIT: 𝕺𝖔𝖋.
EDIT 2: The Mega Man Legends music sounds like FPI's jank old custom music for TSRPR
turn is turn blocks
ergo, kururun as in kurukuru block
would have gone with kururu but kururun feels more like a surname
posting this before camwoodstock buries it yooo
EDIT: 𝕺𝖔𝖋.
EDIT 2: The Mega Man Legends music sounds like FPI's jank old custom music for TSRPR
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Re: ASMT 11th Anniversary LP - Hey There Guy
I feel like the main issue with House of Turner is the same as with a lot of the other stuff chdata made: it feels like there was a lot of “ooh, wouldn’t it be cool if the level also had this!” when designing it, and no sense of when to stop (which I guess makes sense if he was that young when he made it). While the level design certainly has problems, especially in the first half, there are some things in it I genuinely like: the block graphics for the enemies are cute, the wall and p-switch maze is genuinely pretty neat, and the Koopa puzzle before the boss is an interesting idea even if it’s kind of a mess to actually execute.
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Re: ASMT 11th Anniversary LP - Hey There Guy
i wish i had that same sense of whimsy in my level designyoshicookiezeus wrote: ↑3 years ago I feel like the main issue with House of Turner is the same as with a lot of the other stuff chdata made: it feels like there was a lot of “ooh, wouldn’t it be cool if the level also had this!” when designing it, and no sense of when to stop (which I guess makes sense if he was that young when he made it).
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: ASMT 11th Anniversary LP - Hey There Guy
i vividly remember the part in the second half of this level with the rip van fish blocks because i thought that was the most genius thing ever
also a lot of parts of this level are great, and also im really really sure that chdata wasn't that young and i wasn't even around then. if you told me a 10 year old made this level i would say it is actually perfect relative to the work of all other 10 year olds on earth
also a lot of parts of this level are great, and also im really really sure that chdata wasn't that young and i wasn't even around then. if you told me a 10 year old made this level i would say it is actually perfect relative to the work of all other 10 year olds on earth
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: ASMT 11th Anniversary LP - Hey There Guy
You have entered the House Of Turner.
well, well, well. we're finally here. the most infamous level of asmt. even people who don't know about asmt know that this level is. generally not liked. with good reason, admittedly? and i'm not about to be someone who says "oh this level is actually neat!". no, it. really is just that bunk. but. it is easily one of the most FASCINATING levels to discuss as a result of all of its misgivings. you could genuinely write a formal essay discussing this level, and as i've joked about in this thread several times, you could probably submit it to an actual professor for a grade if they were lax about the subject. so, lemme talk abt it.
this is gonna be the longest post in this thread, i can guarantee this now unless someone comes up with some even more elaborate House of Turner Essay, or something WEIRD crops up in the final castle(s). giving you an idea as to just how LONG this post is, i'm working on a video script, and this post is currently about a third of the length of the script. as a result, i am putting this in a spoiler box. bar none. i know that may sound just. absolutely bonkers considering my longest posts in this thread aren't spoilered, but trust me. House of Turner is special enough that i have to put my essay in a spoiler tag.
...oh, right, i also do a counter! tabarnak counter x4, i think? there are two cut-off ones this time, but these are courtesy of raocow just verbally stopping himself. i can't tell if the first one was just cut off weird or if he just said "damnit" in a weird way though, if it is then x3.5.
genuinely fr though if this essay i wrote about my thoughts on The House Of Turner is my legacy in talkhaus i will NOT be complaining
well, well, well. we're finally here. the most infamous level of asmt. even people who don't know about asmt know that this level is. generally not liked. with good reason, admittedly? and i'm not about to be someone who says "oh this level is actually neat!". no, it. really is just that bunk. but. it is easily one of the most FASCINATING levels to discuss as a result of all of its misgivings. you could genuinely write a formal essay discussing this level, and as i've joked about in this thread several times, you could probably submit it to an actual professor for a grade if they were lax about the subject. so, lemme talk abt it.
this is gonna be the longest post in this thread, i can guarantee this now unless someone comes up with some even more elaborate House of Turner Essay, or something WEIRD crops up in the final castle(s). giving you an idea as to just how LONG this post is, i'm working on a video script, and this post is currently about a third of the length of the script. as a result, i am putting this in a spoiler box. bar none. i know that may sound just. absolutely bonkers considering my longest posts in this thread aren't spoilered, but trust me. House of Turner is special enough that i have to put my essay in a spoiler tag.
jokes on you! i thought ahead at least on that department! spoiler tag BABEY!!!
genuinely fr though if this essay i wrote about my thoughts on The House Of Turner is my legacy in talkhaus i will NOT be complaining
"dingus prime, the alpha and omega of utter spoons"
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
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Re: ASMT 11th Anniversary LP - Hey There Guy
i just read all that and all i can say is that im finishing up hydlide 2 and it's just as bad (not worse, just as bad)
and i don't mind hydlide 1 too much
gives me flashbacks to my terrible magl2 level in terms of development, but if i decided to make A Literal Nightmare instead of just. bland but laidback
and i don't mind hydlide 1 too much
gives me flashbacks to my terrible magl2 level in terms of development, but if i decided to make A Literal Nightmare instead of just. bland but laidback
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: ASMT 11th Anniversary LP - Hey There Guy
guess the house really did turner
i've honestly never played a video game in my life
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Re: ASMT 11th Anniversary LP - Hey There Guy
maybe, the real House of Turner were the friends we made along the way...???
"dingus prime, the alpha and omega of utter spoons"
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
~camwoodstock | she/he (genderfluid) | | &: Tori (she/her) | The Wall of Turner
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Re: ASMT 11th Anniversary LP - Hey There Guy
also yeah reading the wall of turner
pink's commentary is. unfortunate, in hindsight. the points made are mostly fine but the way they are presented is not
pink's commentary is. unfortunate, in hindsight. the points made are mostly fine but the way they are presented is not
i've honestly never played a video game in my life
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Re: ASMT 11th Anniversary LP - Hey There Guy
Yeah I definitely remember having lots of issues at the end of the first segment where you're on a whole area of bouncy blocks and there's an eerie generator and platforms you have to blindly navigate above the camera. And there's so much waiting to get back to it every time. This is nothing that wasn't said in the video, but I'm sure everyone who played this came to that conclusion. If it wasn't for that, i think this would be a pretty great level overall.
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Re: ASMT 11th Anniversary LP - Hey There Guy
Despite all of the flack that The House of Turner has gotten down the road, what's weird to me is that in the old LP, raocow never really lost his temper while playing that level. In fact, up to that point, he had been pretty happy playing ASMT. Contrast that to when he played SMWCP only a year later, where he seemed to get angry and annoyed at things more often, and even made some sarcastic remarks about the hack. So, I wonder why there was such a big difference? I remember asking myself that question back then. Maybe SMWCP was around the time when raocow started getting more strict with not using savestates and rewinds or whatever, and he felt more pain from dying at the longer, more frustrating levels? Or maybe he was more biased and had a predisposition to liking ASMT more, specifically because it was a Talkhaus production? I mean, both hacks had questionable level design and their own set of problems, but I've always wondered why there was more dislike of SMWCP compared to ASMT.
Anyway, here's the weekend review of the demos for videos 24-27. I tried posting my comment for today's level earlier in the day, but YouTube kept eating it for some annoying reason.
asmt replay - 24 - the boat level with the parrot
asmt replay - 25 - the beige house level and the grey mountain level
asmt replay - 26 - the layer 2 scrolling level and the muncher level
asmt replay - 27 - the level called House of Turner
Anyway, here's the weekend review of the demos for videos 24-27. I tried posting my comment for today's level earlier in the day, but YouTube kept eating it for some annoying reason.
asmt replay - 24 - the boat level with the parrot
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Re: ASMT 11th Anniversary LP - Hey There Guy
I can't speak for him but I think SMWCP was just kind of baffling because after all the years of SMWC holding people to such high standards when it came to quality and difficulty, rejecting submissions for not meeting their rigorous standards, they finally released a full hack with their name on it and it wasn't even that good and didn't really seem to be in line with those standards people have associated with them for all those years.PSI Ninja wrote: ↑3 years ago Despite all of the flack that The House of Turner has gotten down the road, what's weird to me is that in the old LP, raocow never really lost his temper while playing that level. In fact, up to that point, he had been pretty happy playing ASMT. Contrast that to when he played SMWCP only a year later, where he seemed to get angry and annoyed at things more often, and even made some sarcastic remarks about the hack. So, I wonder why there was such a big difference? I remember asking myself that question back then. Maybe SMWCP was around the time when raocow started getting more strict with not using savestates and rewinds or whatever, and he felt more pain from dying at the longer, more frustrating levels? Or maybe he was more biased and had a predisposition to liking ASMT more, specifically because it was a Talkhaus production? I mean, both hacks had questionable level design and their own set of problems, but I've always wondered why there was more dislike of SMWCP compared to ASMT.
You're right that both hacks have questionable level design and their own set of problems, but that doesn't really mean they're of comparable quality. ASMT is just a better game
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Re: ASMT 11th Anniversary LP - Hey There Guy
From what I remember a fair amount of SMWCP levels were long and greuling in a not particularly interesting way. Like just full of repetitive stuff with a serious yet boring aesthetic. Not that I dislike SMWCP that much really (it had varied and memorable levels too!), that's just what I remember about its cave levels in raocow's LP that became frustrating.
House of Turner is frequently annoying and ill thought out but it isn't really like that, it has a ton of variety and a huge sense of playfulness, especially if you've never seen it before. The tight p-switch carry maze, the clock door, the aesthetic, the continuing to introduce cute graphic replacements until the end, and then even an extra joke section after the boss. You can tell the author had fun coming up with all these crazy ideas, which makes it vastly more endearing imo than a 15 minute long cave maze where everything looks the same.
House of Turner is frequently annoying and ill thought out but it isn't really like that, it has a ton of variety and a huge sense of playfulness, especially if you've never seen it before. The tight p-switch carry maze, the clock door, the aesthetic, the continuing to introduce cute graphic replacements until the end, and then even an extra joke section after the boss. You can tell the author had fun coming up with all these crazy ideas, which makes it vastly more endearing imo than a 15 minute long cave maze where everything looks the same.
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: ASMT 11th Anniversary LP - Hey There Guy
SMWCP standards are so low that it makes murder death place zone look like a tempting alternative. a bad temptation that will make you even more miserable, but a temptation nonetheless
man i don't remember anything about SMWCP except that one cave level that was like twenty minutes long
man i don't remember anything about SMWCP except that one cave level that was like twenty minutes long
i've honestly never played a video game in my life