[Vinesauce] Vinny – ADACA



ADACA on Steam ► https://store.steampowered.com/app/1765780/ADACA/

ADACA on Itch.io ► https://siris-pendrake.itch.io/adaca

Vinny plays ADACA for PC on Vinesauce!
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Recording date: Aug 6th, 2022
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50 thoughts on “[Vinesauce] Vinny – ADACA”

  1. I had something sort of similar happen with a save bug in the campaign, it didn't save me in some endless death loop though luckily and I could progress easily enough.
    Solo dev project so still pretty impressive!
    Initially I was most excited for the linear HL2 inspired campaign, finished the 2 episodes in like 8 hours, episode 2 ended in a fairly decent place. But when I started up that Zone Patrol, man, that's a really extensive and interesting open world experience, you gotta explore and investigate and follow clues and keep track of your journal, surroundings, no hand holding, just learn the roadsigns, look at your compass and map in journal, remember to write down things in the journal, all the while you're in an oppressive STALKER-esque effed up exclusion zone, finishing that one took me over 20 hours, probably 24.

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  2. As for why we can be harder on some media versus another when they're essentially the same, for me, it comes down to budget. Call of Duty has tens if not hundreds of millions of dollars spent on it for basically nothing to change. Whereas something like this that's obviously a budget title can be enjoyable because you can see the passion behind it.

    Same with movies. I'm harsher on big budget mega blockbusters versus lower budgeted indie or streaming movies that at least have heart.

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  3. Hey Vinny im sick too rn and I've had weird tastes. Best way to describe it is rotten cabbage or like, dead vegetable? in general. Its only with stuff like ketchup or dipping sauces. Had some beijing beef the other day and it didn't taste like it but it sure did smell like rotten cabbage. Very strange.

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  4. I think if this game were to get a sequel or expansion that emphasizes better level design and an overhauled AI, it could really have something going for it… but that's a tall order for a single-dev project since both of those generally take some pretty specialized skills.

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  5. Certainly it leans on Half Life a little too much, if the dev(s) are going for that there's nothing wrong with that, but if they want to stand out, it sure could use some innovations, I liked the extra modes for example, there are some neat ideas here and there

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  6. I think the guy impersonating Vincent in TF2 is trying to get his fans to give away scrap or their unusuals. Not everyone watches all of Vincent's streams or the streams/VODs where he warns people about the impersonator. Or maybe someone is trying to ruin Vincent's reputation because he said their game or overpriced gamer mouse was stinky poopy live in front of thousands of people.

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  7. I feel weird about this game; it reminds me a lot of Half-Life 2 (intentionally), but it makes me feel like this is very generic as well, which, in turn, makes me think Half-life 2 is even better than I remember. That's good, but it doesn't make me want to complete the game.

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  8. This game looks badly designed, I hate games where enemies are huge bullet sponges and your weapons feel just empty and weak. Weapons should be chunky and feel awesome to use, a pistol should blow people up like a deagle splitting heads in two making it extremely fun and satisfying and not break immersion every time you hit someone.

    Of course that goes for the enemies too, you break them in half but so can they do that to you if they hit you. Why cant people make games like that anymore? Everyone has to make this arcady trash over and over and over and over and over

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  9. The thing about Half Life 2 is that it had amazing graphics for the time and was bigger and more expansive than your typical shooter of the time and these things offset the very generic combat that wasn't in itself a draw.

    This is that same generic combat but in a tiny indie game with none of the other benefits. It's boring.

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  10. As someone who's never really had any truly original game design ideas, I'm perfectly fine with mixing and refining conventional gameplay elements from a number of games you really enjoy. Eventually, you can end up with something that feels personal and unique, and some of the best indie games were just the best elements of 2-3 other classic games but highly condensed and with all the fat trimmed (like Shovel Knight).

    I'm just not seeing an awful lot of variety of mixed and refined elements in this though. It seems a little bit more like someone remaking something more as a proof-of-concept or a learning experience. It doesn't look bad, it just looks redundant. Also, as a big audiophile, I get slightly disappointed when I already possess in my personal library, nearly 100% of the sounds that are used in the game.

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  11. I don't understand the world design of this game. You're on a terraformed planet hundreds of years in the future, and yet people are building Old West style saloons, driving 1970s Soviet cars that run on gasoline, and building mid 20th century style roadways, railways, and power infrastructure. Like, sure, some of that stuff looks cool on it's own. But when you mash it all together it looks very wrong and not at all cohesive.

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  12. Personally I think this game looks pretty neat and I wanna check it out. Just because it's like half life 2 and just because it doesn't really innovate much doesn't mean it's bad or not worth your time. Aside from vinny's passive, the game looks really polished and just plain fun.

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  13. I’ve seen this polygonal human/props model assets in so many indie games. It doesn’t mean that the devs are lazy/it’s an asset flip, just funny people use same assets in makes games look the same. Heck stray use a stock animation in one of its robot talking

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  14. A lot of games I heard being compared to Half-Life don't have the qualities I look for in Half-Life; specifically the continous, uninterrupted level design, the lack of cutscenes and the general way the story is told and presented.
    Gameplay is one thing, but adding a gravity gun to your game won't make it like Half-Life. Not saying this game is bad, it's just something I wanted to say.

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  15. I see that the game pays homage to a lot of different FPS games. I see a bit of Halo, Half-Life, S.T.A.L.K.E.R., Serious Sam, etc. It's not doing anything revolutionary, but not every game needs to. Only complaints are that it needs more fun set pieces (the train level seemed fun, but the rest was just okay) and I wouldn't mind seeing if you can mod it in the future, if that's possible.

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  16. Looks mostly like a fan of alot of early 2000s games. Got a sight remebecent of a halo sniper, and the gun sounds, and enemies, and health are all mimicry of half-life.

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  17. It does feel like it borrows too much from HL2 but it has a very pleasing artstyle, IMO. I'm fine with it ripping off the gravity gun because I love that mechanic and would like to see more games letting you use the environment as a gun. Vin definitely seemed bored by this game and maybe that's not entirely fair because it does seem like a good shooter, it just needs work. It needs to stop pretending to be HL2 and be it's own thing in many aspects. It does borrow ideas from other shooters, too, but it does so too obviously. I think it could be really good if it found its own personality. The combine enemies get old very quickly and it needs more variety both in enemy type and enemy tactics.

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