>>58706922yeah i think that's mostly accurate
>Rejuvenation: skip this piece of shit. Every single possible mistake of a game developer managed to manifest within this gameyeah on that note i'll just link a full video playthrough of everything that tries to make sense of what goes on in that dumpster fire
https://www.youtube.com/playlist?list=PLELtnLhWXsLGa8S3APpxjNN_VL-wzOp__no joke, every single TWA video goes over at least one thing that's done in rejuv in some way
and i'm not even gonna go over its game design clusterfuck because that'd take an entire threads worth of posts to go over the surface of
the tragic thing is that rejuv could actually be good if someone who knew what he was doing was in charge of it but in its current state and direction it's far, far less than the sum of its parts.
https://www.youtube.com/watch?v=2i2_BUffRmMvideo almost related (iirc no pets were killed during rejuv's development) but it goes over applicable enough game design theory
>rebornplayed through its main game and it wasn't really any edgier than absolutely necessary for its story to happen
and honestly it's pretty tame by "edgy" fangame standards
gameplay's fine beyond the difficulty spiking a bit at the end and the puzzles + victory road sucking ass
>desolationfor the love of god those new mappers they hired better prove their worth because desolation's maps are singlehandedly holding it back from being enjoyable. 95% of the route/dungeon/etc maps i've played can all be summed up with this page
https://developer.valvesoftware.com/wiki/Bounce_(level_design)and the other 5% is blackview city which caused me to give up twice because of how user unfriendly it is to navigate
virtually everywhere in there looks the same, there's too much chokepoints for random roaming NPCs to lodge themselves in, points of interest barely stand out, all on a huge map with a mostly monotonously grey and noisy tileset. walkthroughs didn't help.
the lead writer leaving does concern me however