Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 40 of 104 · Next page · Last page

Tutorial stalls out after you collect the five bits of salvage.

Hi, I'm not sure what you mean.

on top/right are you not able to click the mission to complete the task?

Oh duh my bad I had no idea I was supposed to click that. Works fine! Sorry to trouble you.

Okay this game is pretty cool so far, great visuals, interesting approach...playing further. Thanks for making it!

Thank you!

no problem at all. And thanks for telling me that. I need to make it mroe obvious

I have never understood the point of the "upgrade" that makes the bullet "orbit" once before firing it.

I feel like there is supposed to be some kind of upgrade synergy with that, but I haven’t found any that works good, especially when enemies stay at long range away.

(+1)

It'sa suppose to rok in tandem with other augs. I'm also working on adding some more items to the game. Keep in eye on the next update. I also would appreciate if you could leave me review on steam demo page to help me out with the algo

https://store.steampowered.com/app/4387330/Void_Salvage_Demo/

(+1)(-1)

would love to lvoe this game but it sjut feels like a grindfest for the msot part.
like eahc round I basiclal aim to geht the assault dron, shield drone, repair dron, decoy dron, maybe salvage drone even thogub i dont feel any chnage form it.and keep rather eaisly beating enemies till the boss kils me. or , evne if I beat him, his like 10 goons that have spawned till then willw reck me.
also weird:in game I have like 2.5k .but onc ein the next round in the core ugprades, I only got a misrable 200.
makes you wodner where tf the credits disappear too...
too much not explained, including why i shoudl even bother wasting ANY credits on buying stuff in game or care for experience when I will VERY likely be shredded to bits by the boss and lose all drones , augmentions and stuf anyways?any credit not ollected and saved for after the round for core upgrades sounds like money wasted on temporary upgorades that will disappear on the rounds end anyways.
that aside, game could really use a totaorial with like soem explanations on the currencies what eahc numbers mean, the different gui stuff, etc.
like the basic basic I already figured out, by now even guessed what the 3-4 different number on eahc POI relate to (no clue what top right letter like "R" mean though).
but yeah in the end it is sjut about grinding few bucks aka credits each round for ugprades after each round.where you make 2.5k credit sin game, only get like 200 form thso for whatever reason after the round and the ugprades costs by now qabout 500-600 minimum eahc, so 2 rounds per ugprade.and there are curently like 700 out of 850 upgrades left for me to buy, bought "only" 100 core ugprades so far

Hi thanks for the feedback.

I'm aware thatthe drones are lacklusters right now, and I'm working on changing it. Any suggestions would be appreciated

I just did a small test with the WEB Demo in a VM, to test without a separate graphics board or hardware accelerated graphics. I found some very high CPU and memory usage demands on Chrome browsers.

I suggest adding a note for recommended requirements, to have a basic graphics board and to enable hardware acceleration for in-browser game play. 

thanks!

(1 edit)

Win Demo v0.8.1

Error in Core Upgrades tree, Drone rate of fire upgrade is overlapping with another upgrade.

Getting stuck in some combats with the movement of enemy ships. Often I find I need at least 60% accuracy to hit them enough to be survivable, and stll on occasion they actually dance circles around my shots.

I otherwise like the concept and the mechanics!

(1 edit)

Hi, Were you able to verify if this still an issue in 0.8.2?

I just realised the WIN demo and WEB demo are different versions?

After an hour of runs with the WEB demo, I saw different mechanics compared to my previous WEB runs from about 2 weeks ago? Should I regard WEB Demo or WIN Demo as the latest version?

WEB Demo not showing the Core Upgrades error. WIN Demo v0.8.1 still has it.

WEB Demo, Accuracy is less of an issue. Sector 1 seems balanced and is easier. Sector 2 seems a big jump in difficulty but mostly when fighting groups of enemy or lots of reinforcements. A few times some enemy movements were a frustration but not as much as previously.

The experience changes, including gaining experience from salvaging, I find this rebalances things very good.

They should be the same version. Check the version at the bottom of the screen in main menu

By the way 0.8.2.4 just released

Redownloaded WIN Demo, now it reports v0.8.2.4.

(+1)

cool! Enjoy

(+1)

The balancing seems a bit off. I got hard stuck on 1st boss for like 3-5 runs forget how many. Then as soon as I beat the first boss every other boss was a complete joke until the demo was over. Felt like their power didn't scale at all, basically.

Thanks, for the feedback!

Deleted 21 days ago

Really enjoyed the UI

Thank you!

Keeps going into fullscreen mode. I don't want it to be fullscreen.

Hi there, this was addressed since 0.8.2.1. 

I posted some comments about this game around a month ago and its amazing how far its come (even though a month is a lot of time). all of the exp and credit scaling felt massively balanced, shield and hull felt better, fuel became relevant, the graphics and UI look better, the story is cool, I could go on for a long time! I wasn't able to find any bugs in the two or three runs I did, and Im grateful to the respawn and leveling changes they really make me want to continue playing more than one continuous run. I cant really express how much I enjoy playing this game even though its so simple, and I'll definitely be opening a steam account to support the full release. thank you so much for making this! 

(also love how it works perfectly on Chromebooks I've had quite  few performance issues with any sort of project on them before but not this one!)

wow, thank you so much for this lovely feedback

(+1)

Continually forced into fullscreen mode and then locks up; didn't bother playing after the fifth screen that happened on.

yikes, thanks for telling me that. 

Hi I've fixed the fullscreen bug with added feature to change the window size. I hope you find it within your heart to forget what you've just experienced and start anew :D

uh, game locked to sector 5...what? so, unless I buy a windows machine, neither can I join the playtest nor keep playing here. I...sigh.

what operating system are you in?

MacOS (15.7.4 to be exact).

thanks, I sent you a link in discord. it should work now. theoretically

(+1)

join me in my Discord so i can send you the web version in zip

https://discord.gg/esDXJQ6TFQ

Awesome game! Wishlisted!

Hi Thanks!

___________________________________________

############################################################################################

ERROR in action number 1

of Alarm Event for alarm 0 for object obj_logs:

Variable obj_logs.ENEMY_FACTION_UNKNOWN(101191, -2147483648) not set before reading it.

at gml_Script_scr_log_deaths

############################################################################################

gml_Script_scr_log_deaths (line -1)

gml_Object_obj_logs_Alarm_0

This occurred after a death with version 0.7.3.

 

Thanks, that's been addressed in 0.8.1

(1 edit)

___________________________________________

############################################################################################

ERROR in action number 1

of Alarm Event for alarm 0 for object obj_logs:

Variable obj_logs.ENEMY_FACTION_UNKNOWN(101182, -2147483648) not set before reading it.

at gml_Script_scr_log_deaths

############################################################################################

gml_Script_scr_log_deaths (line -1)

gml_Object_obj_logs_Alarm_0

Got this with v0.8.1.  If I try to load the save it immediately displays this error and exits.


 

(1 edit)

Hi spaceclick,

In my older build I didn't change the version from 0.8.1 to 0.8.2. which mean I did small update without changing the version. so it was like 0.8.1.1 which is what I meant to say in my previous response.

In 0.8.1 there was a typo in my variables it was set as 

ENEMY_FACTION_UNKOWN instead of ENEMY_FACTION_UNKNOWN missing the "N" which has been resolved since 0.8.1.2.

I'm curious, Is this error coming from the itch Demo or the Steam playtest?

The build we're currently on is 0.8.2 on both the Steam playtest should be 0.8.2 and I think it's the same for the itch Demo.

It was on the itch version before it was labeled as a demo.

(1 edit)

why does lightning arc/jump only trigger sometimes and not every shot that hits?

There's 60% on-hit chance which can be increased with Proc Amplifier socket

(+1)

seems to be an issue, i can only get level one nodes for the last 3 respawns. Is there a bug with something? Only thing different i can think of is that I've got 2 missions completed but haven't clocked them in yet for a reward.

Do you mean like threat level? 

I must not have added it in the update,  but the threat level increases with sector level, then after sector 2 its random 1-3. This is to allow new players to get the feel of the game before going wild. 

When playing in Roguelike mode, I'm stuck before the first boss for multiple runs until I get enough upgrades from XP. Keeping the threat level at 1 for the entire sector makes it much less fun to play because there are no threat level 1 ships that I have to collect augments/drones/whatever to kill and the only other threats are the elite, level 4, and the boss at the end of the sector, which is unlabeled but probably 4 or 5. So the only fights in the game for me after the update are too easy and too hard. And it takes a very, very long time to get enough XP for an upgrade from fighting nothing but threat level 1. The game was much better when sector 1 had threat levels from 1-3.

I do get what he was going for though, maybe it is worth capping to threat level 1-2.
And i do kind of appreciate what he was going for - seeing a sea of 3's as a piddly little guy is knowing you're up sh*t's creek without a paddle.

(+1)

Threat level 3 is too much at the beginning of the game but it's the appropriate difficulty after about halfway through the first sector. It's harder to balance the first sector than the others because the ship goes from a bunch of empty slots to having a bunch of components installed in it very quickly. Later on, its components get replaced with similar components of just barely higher quality. Going from 0 evasion -> 20 evasion is a much bigger difference than going from 20 evasion -> 25 evasion with no drawback on the component.

This is what I've implemented for the next update. Let me know if this sounds good

  • Sector 1 is 75% threat level 1 and 25% threat level 2
  • Sector 2 and above, is random 1-3
  • On each Enemy Interception or Enemy Flag (when fuel reached 0)
    • POI Area threat increases
    • Enemy Hull increases, (resets to base on next sector)

ah, that might be it, i'll pay more attention.

It seems like the integrity value of augments goes to zero very quickly after getting hit.  Seems like this value should go down slowly over time, not drop so rapidly.  Perhaps I'm doing something wrong?

Thanks for telling me,  I've just made significant adjustment. Let me know how it feels

I feel like this could be more fun with a less linear progression, that you could bounce around in the level until you feel like you're strong enough to defeat the end guardian.
This would let us pursue different non-optimal upgrade paths, instead of ALWAYS have to consider exactly one question: "Which upgrade will make me most likely to survive the boss encounter at 5, 4, 3, 2, ... jumps?"
Instead we could CHOOSE to explore this <?>-nebula, because there are NOT just 1 jump left & the other option is the Trade Nexus & I have 500 coins... Instead I can go to both.
It would be nice if the POI was also detected by ACTUAL distance, so if you drive back to where you came from, you can find the same POI again, BUT this can cause the same problem as increasing the detection duration = saturate the area with POIs of no interest, like only lvl1 POIs when you're lvl 20.

I've capped the detection range to 3 from the previous update, so even if you have more detection it will only increase the amount of poi but not the detection

I have 5 fuel & the nearest POI requires 6 fuel, It feels like I should be able to deploy a beacon now, if I want?
Apparently I DO have that tech available at the ship, because I will be able to deploy it in mid-space when I'm eventually guaranteed to be stranded.
Does it matter? probably not much, but it feels strange as it is now.

I've added a couple of items to counter the fuel problem.  One is at the beginning you are given the options what Boosts you want.  2 is a new upgrade branch where you can increase fuel max, 3 is you can now also convert the salvage to fuel while also having increase the chance of lootin fuel also if not in conversion mode

(2 edits)

Quick Patch on 0.7

  • POI Detail each unlocks reveals POI's details
  • Also fixed the Derelics bugs
  • Incremental Upgrades now feels like.. incremental. still WIP

7.0 version - Auto salvage only works for a few scraps, you still have to manually click on them to collect them all, also when you do click on them, they react differently then they did previously, you have to keep clicking on them to harvest them completely, also the line that used to appear connecting to the scrap you were clicking on is instead displayed in a "random" location instead of connecting to the scrap.

Not sure if any of this was intentional or not.

I see what you mean, I think it has something to do with Salvage Efficiency. thanks for bringing it up

(+1)

FYI: The current 7.0 download includes Steamworks_x64.dll which makes the game not start (on machines wihtout Steam installed, I assume).  If I delete/rename that file, it starts fine.

(+1)

Oops. I thought I've deleted it already before uploading. Thanks

(+1)

Fuel isn't reseting between runs. That doesn't feel intended.

(1 edit) (+1)

It is but Im not feeling it either, I might just remove that fuel part in progressive mode and refill also

Hi, I just updated it and remove the annoying fuel punishment

I have not checked for the other options but for at least hybrid mode the upgrade tree is totally broken, I cannot buy past level 1 of the command core and the free upgrade at the end of the stage is not actually free.

I've just patched it up. Thanks for the heads up!

(2 edits)

WIN062 Been playing and modding (cheating) this last couple of days. - Mostly I’ve tweaked the logic so that I could ‘[f]lag enemies’ using the beacon (because it was too difficult to keep full low); And similarly broke the scanner logic so that I could deleberately alarm waves of enemies with extraneous scans.

And now have a couple of small suggestions I haven’t seen others mention (thoughts out of order.)

I like that you can self-destruct by installing enough (Modules and Drones) with a negative hull penalty while HULL INTEGRITY IS [very] LOW. But the “you were destroyed by” message unfairly blames the last enemy encountered instead of the misuse of the mysterious stranger’s offerings.

Normally players are incentivised to keep hull integrity high; But enabling a distressed ship able to act as bait created a rapid ‘action’ loop (and with it a slow trickle of that delicious XP).

Along those lines, crudely enabling the scanner to go loud instead of stealthy, (and be pointed at any poi) causes a random number of waves of alarmed enemies to be summoned in rapid succession as each wave is cleared. Interestingly these waves also draw on a systems’ reinforcements, though the counter resets with each cleared wave.

These alarmed units arriving in sets of ~three are able to sustain the action unlike normal reinforcements which seem to be dispatched only one at a time.

… This alternative combat loop could be implemented intentionally to draw in a poi’s reinforcements; and/or to cause a target system to increase it’s threat level (if upgraded to do so, etc,).

Also scaling the wave-size to the damage-output of the player?

(+1)

Thanks! There's a lot to unpack here, I'm loving some of the suggestions

(1 edit)

I tried to add an O[FF]ENCE button (w/ keyboard binds) that either summons reinforcements one at a time during combat, or all of the remaining survivors at the same POI as a single wave (to restart SPACE_COMBAT / collect XP ). I tool tipped these as “- AMPLIFY REINFORCEMENT SIGNAL” and “- SEND REINFORCEMENT SIGNALS” respectively. And noticed:

  • in the HUD Draw code, var mid_btn_h, mid_btn_w are separated from their values by the if(global.space_view) logic. This was synchronized with the `if(reinforced_area) logic that depends on these values being set not to crash.
    • Moving these the values together (instead of nesting reinforced_area into space_view ) allows the modified [reinforced] HUD to become interactable behind the loot menu(s) with ‘entertaining’ results:
      • =D it is exceptionally easy to get into this state by spamming [FF] to rush enemies in as the combat phase ends.
      • the ship’s main weapon stays inert after disposing of the loot.
      • XD while in this state space_view does not get set, disabling the option to [E]SCAPE.
      • This state does not end until either the drone(s) or the enemies win.

Which leads me to this suggestion:
If allowing players to O[FF]END all of the defenders at once using a button in the sidebar; Please intentionally reset the [E]SCAPE cooldown to a value between its upgraded and longest default delay =3 And also keep it hidden it if O[FF]END is activated while the loot-screen is open … … For a time proportional to {the player’s ship and drones} versus the predicted damage output (simple triangle formula?). The idea is to startle players with a ‘good’ scare, dropping shields and at maybe triggering a hull alert. >:3… with a chance (ofc) of an ‘Elite’ making a guest appearance if the player is predicted to trivially defeat the normal reinforcements. ( Maybe unlock another upgrade path that trades a faster-recovering [E]SCAPE for a greater probability that an Elite will pop in.

(Lore-Justifiy by saying that its abusing the tactical-escape subsystem to contact the reinforcements? )

Also noticed:

  • other puns in the code following the explicit pattern _x = max(0, ...); if (_x <= 0) { _x = 1; };
  • ( bug from my modding attempts ? ) Freelancer upgrade is reset to 0 on loading save after restarting but not on main-menu bounce.
  • POIs are regenerated after reloading (bounce from main menu), useful when I can’t find the jump gate, (or other specific POIs).
  • (edit:) “ENEMY ALERTED” by running scans don’t interrupt jumps.
(+1)

Thank you for all of this. I've made a lot of corrections based on your feedback. The masochist in me is also liking the idea about the escape abuse punishment, but I want it to have predictability, to be a litteral escape jump, especially in the next update I've added a roguelike mode. You'll see what i mean when I upload the update tonight.

(13 edits)

WIN070 I see what you mean about the Roguelike, Progressive and Hybrid modes.

I’ve yet to gain traction in the roguelike state, but will report if prestige has significant effect.

=== meow:

Been using [C]ANCEL to run down the fuel and generate extra fodder to [F]LAG.... This (combined with the menu bounce) seems to be my preferred way to complete more missions/jobs in a sector than normally possible.

Noticed that while I may run out of fuel before arriving, I can coast into the POI anyways (and [F]LAG extra enemies in while the locals are jumping in (if I’m quick). but…

If I [F]LAG ENEMIES immediately on arriving at a POI, the interesting part might be lost -(not yet duplicated)- . Apparently this ended the asteroid hazard, dunno if bug caused by crudely modding out the Steam dependancy/entanglement.

=== bugs and oddities:

While spamming the pause key (imitation slow-motion/bullet time) with the [E]SCAPE engaged to get out of the asteroid hazard POI, I encountered a temporary glitch state when the emergency jump fired in during a pause. – I’ve not characterized -(or duplicated)- this state, but have had PAUSE emblazoned across the screen during a battle.

I had to mod out the Steam integration to run the game (outside of the mod/dev tools), because it kept loading (or focusing on an already loaded instance of) Spacewar instead, after it insisted on me logging in to install Spacewar (default appid). (I dunno if this is a specific anti-piracy response by Steam as Spacewar was used/abused by previous Steam DRM unwrappers.)

The integrity system does seem to encourage swapping out modules/drones/augments frequently, leading to more variety.
Were tier upgrades intended to add integrity, or is there no mechanism to recover it?

Also; I guess the Derelict Ships refilling with salvage when they loop around the screen wasn’t intended as a minigame. :I

edit 5: sometimes the POI icons stop being clickable. bouncing from the Main Menu works around this by replacing them with new POI’s. ( Also exploitable )

Suggestions:

Change “Your first upgrade is free.” to “Your first upgrade was free.” after spending the {voucher/coupon/garuntee/instrument/bonus (?)}. And maybe lightly-shadow/hint the most expensive item avail.

Edits 3+:
[ALT] to toggle between {level} and {cost or unlock requirement) in upgrade screen?

If a player enters an unidentified “tier upgrade” POI without an upgrade-able drone or module, instead offer them the least effective weapon upgrade (by “-wins- DPS above replacement” ?)

(1 edit)

the tier+ wasnt suppose to appear if there's no upgradable item. I need to check that out. 

There chance to restore derelicts, I added the floating text for visual feedback. 

I've added both level and cost on core upgrade I might need to reposition some of the nodes(weapon branch)

My save got reset (i havent played in around 7 days as i was on a trip)

So sorry about that. While the game is still in very early stage please expect major changes. The upcoming update which will probably be available on Monday might become the baseline for save variables. I hope the new features makes up for it

Thanks, my save had only gotten to sector 3 (very lucky run) so it wasn't that far!

goodluck on your next run

(1 edit)

hey so, in the later stages or just after the first couple, unlocking more slots should be tied to mastery of certain skills. it can either be pure mastery of that skill or an unlock to buy like you have now. 

Around sector 5, I'm able to go on a min-unlock spending spree on all the cheaper skills and collect all 51 by sector 7. That might have something to do with having prestiged 7 times.

On that note, prestige giving so much xp boosts via repeat-prestige def shortens the lifespan of the game. I normally hate nerfs, but prestige needs a major nerf. Maybe instead of current, it allows a +1 max tier on a module if that module is collected again - and the next time you prestige you can select a different module. Like say choosing the global cooldown module first and then the evasion module.

On the note of the evasion module, the evasion skills is so broken. Coupled with the evasion module, I get hit like 1 out of 20 times. With everything else I have stacked on top of that, I feel like the villain.

thanks,  I'll take note of them

(+1)

It is insane how fast the updates for this game are coming, and it is so cool to see how many of my and others' suggestions made it into this update and are on the roadmap. I just finished the entire upgrade tree in one sitting, at sector 70, and with only prestige 1 and as my first run past sector 2.

As is tradition, I have some more thoughts:

Being able to prestige so early can put you in an uncomfortable situation; where you have the beginnings of a good run, it may be more efficient to just throw it away for one more prestige, because the rewards won't be any better later. Perhaps if prestige could not be found in a mystery location, and could only be done with the black hole unlocked sector 10, and if prestige was a little stronger, it might make the system make more sense.

It is possible that this won't be as good of an idea once other ships are added to the game, but I think it would be useful if when you over your mouth over the ship in the top left corner, it would show you detailed information about other stats like your exact evade chance and your damage reduction, similar to how hovering over the weapon gives you its stats.

The xp donation random event is almost completely useless at nearly every stage of the game, it might be better if instead of being a flat rate, the options would take a percentage of your coins and convert then to xp, like 10%, 50%, and 100% for example.

For this next one, I will admit that I did not check whether this was changed in the newest update, and once again this may conflict with future roadmap ideas, but I think it might make the weapon system more engaging for the player if the weapon type that you chose persisted through death, but not its stats.

You should definitely be able to swap out components on modules and drones, and it would also be nice if the mechanic had a chance to sell +1 component slot in the place of +1 tier.

Some of the POI icons get very jittery when they try to overlap.

I am not sure if this is just a me thing, but even after playing many many hours of this game, I do not fully understand what lose detection in x jumps means, and I would much rather it just say how many light years away the POI is on the info screen and leave the detection to the alt info, and you could even do away with light years entirely and just say how many fuel points it takes to jump.

It would be incredibly nice if there was an upgrade that sped up the travel time between POIs.

The key to cancel out of a shop and to salvage should be the same key, as they serve effectively the same purpose.

Overall, I'm super excited for the future of this game, and I will continue to check in for any new updates on the regular.

(also I wrote and tried to post this two days ago but the itch severs were not responding for some reason)

(+1)

and as usual, very much appreciated. Thank you

(+1)

turning minimal ui on should also show distance to target so you don't strand yourself trying to get somewhere.

(+1)

I actually just finished implementing the fuel cost prediction. It'll be up on the next update

Whats the benefit to not killing the player off after they take a black hole somewhere - like back to the start (prestige)? Leaves ship so weak, it is basically trying to search for Level 1s and 2s, else dies. It doesn't even get the benefit of a new run start's module/drone/augment selection, and it even takes away the new weapon you might have bought.

Increase xp gain,  HP, SP, fuel, and also unlocks future stuff

no no, i get the prestige aspect of it, i did it multiple times for that. I mean not starting them off with the new run benefit

(+1)

i might be unpopular saying this, but the fact that the drawbacks don't scale really makes them feel inconsequential in the later game.

Also, because they can spawn with low tier drawbacks, for example store cost +, once you optimize for the right drawbacks, you don't even feel the impact on the game.

A possible fix could be: certain upgrades locked to certain drawbacks, and drawbacks scale. To countermand that increase in diffucilty, allow sockets to be punched into items, and allow for socket swapping.

all suggestions and feedbacks are welcome here. so don't be afraid to say what's in your mind

Where do we buy new weapons after we unlock the proficiencies?

in the Unknown

Also, (not implemented) I plan to include for you to be able to switch weapon on the first jump after death included in the Mysterious helper

  1. MYSTERIOUS WEAPONRY
    1. Can choose weapon loadout
    2. Unlocks upon reaching level 5 on all weapon proficiency

here's the road mapfeel free to add feedbacks/suggestion

I think I won the game

lol, but the game is not finished

(+1)

replacing a drone with the same one should heal the drone (because it is a new one, hence should have no damage on it)

You're absolutely right.  Thanks

a reload fixes it

(1 edit) (+1)

the bullets draw lines to the sides of the screen

(1 edit) (+1)

Yikes,  that looks insane 

(+1)

that looks like a feature, not a bug. How do i get my bullets to do it XD

(+1)

Nvm, figured it out. Once a battle goes on for long enough, (ie, lead ship keeps calling for reinforcements fast enough that i can barely get a shot off on him), the bullets start doing that themselves.

(2 edits)

Bug:
Got to the end of sector one after 2 black hole prestiges (for a total of 3)...no POI for the boss or any other POI for that matter. Stuck.

Thankfully, a reload fixed it.

I need to check it out

(3 edits)

Some of the drawbacks need some work for next version?

(+1)

Ah, never mind, I get it. in case we don't want to take a negative effect in anything else at all except this, because we can mitigate it by leveling it up

I should still prevent drawbacks on the same effects.  Thanks for bringing this up

I keep misreading the game name as Void Savage and it just sounds so awesome, lol.

That does kinda sound cool

Viewing most recent comments 1 to 40 of 104 · Next page · Last page