Hah, this poor guy is reviewing a demo as if it's a game, and sounds hilariously clueless in the process.
"I'm amazed they didn't finish this game, this plays really well."
To be fair, a legitimate review would have just been "Holy shit, this is 96k. Holy shit. Just 96k. Jesus. That's less than the space taken than a single screenshot. Wow."
EDIT: Oh, I see what happened. He thought "demo" referred to a game demo, as in a limited edition of a full game.
The archived site emphasizes that "this is a beta version, and there are a lot of known bugs." It's not unreasonable to assume they intended to do more with it.
True, but I like how impressed he is by certain parts of the graphics/meshes :) The procedural generation technique, apart from saving tons of space, also allows for some pretty good+realistic tree trunk and rock objects (or "effects" as they'd be called if this had been a regular demo instead of a game).
I do agree with him about the lack of gore. It doesn't necessarily have to be bloody per se, but there's a great short gamedev presentation called "Juice it or lose it"[0] with loads of basic little tricks to make a game "juicier". They already hit a bunch of them, but there could have been some monster bits flying from the explosion.
Hah, this poor guy is reviewing a demo as if it's a game, and sounds hilariously clueless in the process.
"I'm amazed they didn't finish this game, this plays really well."
To be fair, a legitimate review would have just been "Holy shit, this is 96k. Holy shit. Just 96k. Jesus. That's less than the space taken than a single screenshot. Wow."
EDIT: Oh, I see what happened. He thought "demo" referred to a game demo, as in a limited edition of a full game.
The archived site emphasizes that "this is a beta version, and there are a lot of known bugs." It's not unreasonable to assume they intended to do more with it.
True, but I like how impressed he is by certain parts of the graphics/meshes :) The procedural generation technique, apart from saving tons of space, also allows for some pretty good+realistic tree trunk and rock objects (or "effects" as they'd be called if this had been a regular demo instead of a game).
I do agree with him about the lack of gore. It doesn't necessarily have to be bloody per se, but there's a great short gamedev presentation called "Juice it or lose it"[0] with loads of basic little tricks to make a game "juicier". They already hit a bunch of them, but there could have been some monster bits flying from the explosion.
[0] https://www.youtube.com/watch?v=Fy0aCDmgnxg (15 mins)