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now that gachapons are a thing, in hindsight, i could have seen a mechanic where you could get coins for playing minigames at the arcade, and you get stickers out of the gachapon machine.
though that assumes the minigames are in a playable state that doesn't murder your pc (though it sounds like that's a me problem).
it's been a long month but can't wait to see how it all ends.

EDIT: for some reason the cinema isn't showing any of the movies anymore? it's just a black screen for me (though it still lags just the same as before when you get close to the screen lol)

squidly responds:

I wanted to put collectible coins around the map sooooo bad

Bleak-Creep responds:

Yeah, I really like this idea. Maybe you could even earn coins by getting golden marshmallow roasts too.

adding this for anyone trying to grind money in the future.
turns out there's a bug you can exploit (at least while playing the game using ruffle):

if you spend money in the shop, try to play again, then close the page while it's still loading, the next time you continue the game (after your run) and get to the shop, you'll keep the upgrades you bought, and get refunded for the money you spent on them (on top of keeping the money for the current run).

this means once you get about 2000 coins total, you can simply spend them all, play game, close the window, then continue and only use one boost so you fall immediately, to get your money back and buy out all the upgrades you need.

updating my entire review because i went through a couple of the gimmicks with the creator and it's a lot, so i'm just listing my final findings and trimming out unnecessary information:

- fight 1: D-ray
turns out this fight is both the easiest (if you know what you're doing) and the hardest (because it's hard to telegraph unlike the other 2).
the TL;DR is that it's a gimmick fight, which can be ended as soon as phase 1.
for starters, he'll try to hit you with really quick jabs which can't be "reacted" to; you need to dodge them already knowing they'll be coming your way.
once you dodge he'll be open to be hit in the face 6 times before going into recovery, then he'll try hitting you again. dodge again and hit him another 6 times and he'll switch his pattern to left charge-up punches, which can be countered by a left punch (which will give you a star).
if you counter his first one, then use an uppercut on his second one, the fight ends immediately, which should get you obliterator, as well as most of the non-character specific achievements.

if you don't feel like cheesing it, here's how to go through all his 3 phases.
first phase is the same as before, except you can't uppercut him.
once he starts doing charge-up punches, just keep countering them and he'll go down. if you land all 4 you're good, but if you accidentally miss one he'll also do some right charge-up punches. it's not really a problem since even if you don't predict them you can keep mashing left punch so he blocks it, until he switches over; it's just something to keep in mind.

on phase two, immediately start jabbing him until he blocks. if you try to dodge him (or not), he's programmed to perfectly counter you (either with a charge-up if you dodge, or a quick jab if you don't). once he blocks your attacks, he'll start going for charge-up punches just like on phase 1, except the window to counter them is more narrow. again, you can git gud, or you can just keep using left punch until it actually lands.

phase 3 is a bit confusing since he will both use quick punches and charge-up ones, and i haven't exactly figured out the pattern; he'll also immediately lay you down if you accidentally hit him while he's guarding, so you can't mash through his defenses like before.
however, there is another pattern to exploit:
if you do an empty dodge (as in, just dodge without predicting anything), he'll put up his guard (covers all 4 attack angles) and then put down one arm revealing one of his eyes. punch-up accordingly when he does to break his guard and deal damage.
eventually you should be able to take him down. or you can just gimmick him on phase 1, idk.

- fight 3: Jason Mike
yes i'm skipping 2 because, while straightforward, turns out it's way more nuanced than initially surmised.
as for fight 3, it's understandably hard but each phase is perfectly telegraphed, regardless of what you do:
on phase 1, he attacks left, right, middle, right, uppercut, then loops.
on phase 2, he attacks right, middle, left, middle, uppercut, middle, then loops.
on phase 3, he attacks with uppercut, middle, left, right, then loops.

you can either counter or dodge each one of his attacks.
to counter them, use low-left punch on his left attack, and low-right punch on the other 3.
to dodge them, dodge in any direction except where he's attacking from (duck or right for left attack, duck or left for right attack, left or right for middle attack).
uppercut can only be dodged by ducking; you also need to dodge way earlier than other attacks, and if you fail you get downed immediately.

countering gives you stars to perform uppercuts, but you can't deal additional damage.
dodging gives you an opening to deal 2 punches, or 6 when he's panicked.
speaking of panic: when you attack or dodge without getting hit by him for a while, he'll become "demoralized" and start attacking faster. while demoralized, all his attacks will come out faster, and you can't counter his uppercut (you can counter his middle but it's barely possible. you can counter his side attacks, but you'll get more mileage out of dodging them).

they can all still be dodged (although it's harder), and you should because it will give you more chances to deal damage. it's pretty much required to learn how to dodge his attacks while he's panicked because to get obliterator you need to defeat him as quickly as possible without getting hit. additionally, if you beat phase 2 without getting downed yourself, he'll go down without entering phase 3.

pediatrician is really difficult and should be attempted as its own objective. you need to beat him without putting him in a panicked state, and that involves getting hit on purpose while also dealing as much damage as you can, before timer runs out (yes timer is the real problem for this one).
i haven't exactly figured out how the value until he's demoralized is accounted for (sometimes he'll get scared as soon as you land an uppercut, other times he won't), but i do have more or less a strategy to offer.
for starters, you don't want to counter anything (so no uppercuts); the strat is dodge, do two punches, rinse and repeat until he goes down.

as for how i did it, for phase one you dodge his whole first cycle, then get hit by his left punch.
then loop this until you go down first, then keep going until you hit phase 2.
on phase 2, same as before. dodge (and hit) all his attacks except his left punch. once again, you should go down before him, but you should be able to get to his last phase with your last life.
on phase 3, dodge (and attack) until his first left punch. get yourself hit from that one, then on the next cycle dodge it instead (and deal damage), then get yourself hit on the next one.
basically the idea is to attack through 2 of his cycles instead of one for the last phase.
if done correctly, you should down him before he downs you, with a few seconds left on the clock.

the reason i'm using the left punch as reference on all 3 phases is because his side punches are the ones that deal the least damage, and it's also easier to telegraph what to do by keeping the reference point consistent between the phases.

- fight 2: Labria
ok, so this one's the most difficult. and i'm only saying that because i still can't figure out how to get obliterator on it.
the whole gimmick is simple: he'll do a tell before he attacks, you dodge, then punch him (up to) 6 times to deal damage before he recovers his stance.
if you attack him at any point while he has his guard up, you'll be downed immediately.
basically you have to really think before you decide to punch him.

he only has 2 attacks, right punch and left punch. you can dodge his right punch with any direction, and you can dodge his left punch with either side dodge (except ducking).
his first phase is straight-forward. dodge after his tell, deal damage, repeat until phase 2.
you have to do an up-punch once he misses is attack because a low punch will still be blocked, so my advice is to just mash up-punch 6 times when you have your window to maximize damage (only the first one must be an up-punch, but there's no reason to attack low).
while he always regains his stance after 6 hits, if you're too slow with your attacks he may recover before you land them all and down you (because you hit through his defense), so if you're worried you mashed too slow, just take it easy and wait for his next attack.

on phase 2, he'll start mixing in feints. his right feint can be countered with specifically an up-right punch, while his left feint can be countered with specifically a low-left punch. additionally, you can uppercut his right feint but you can't uppercut his left feint (you will be downed if you try to).
starting phase 2, he'll do a left punch, then a right feint.
if you don't hit his feints, his phase 2 loop is left attack, right feint, right attack.
if you do hit his first right feint, the phase 2 loop ends up being all feints. it's 2 right feints, followed by a left one (he takes a bit of time to go into his left feint; you can only counter him while he's crouched with his stomach exposed).

phase 3 is more of the same, so even if i don't list the exact pattern, the easiest way to consistently beat him is to simply dodge every tell (feint or not) and attack when he's not feinting.
you can also counter his feints if you want, but it's unnecessary (you can go for Courtesy achievement)
he only has these 4 attack patterns, so defeating him isn't the hard part.

now here comes the gimmick: turns out, if you counter EXACTLY 10 of his feints, your uppercuts will become able to down him immediately once landed.
that means starting on phase 2, once you land 10 feint counters, if you instead do an uppercut, he'll go down immediately.
the same applies on phase 3 (he starts with a left feint, which you can't counter otherwise it'll be 11) so just wait for an opening and uppercut him again to end the fight immediately.

there's another issue here; apparently there's some way to end the fight on phase 2, except i cannot figure out the exact trigger for it. while trying to down him as fast as possible with the previous strat, i ended up knocking him out on phase 2 if i did the 10 feint counters as soon as i had the chance, followed by an uppercut (didn't even get to phase 3).
but this only got me a B rank.
this also happens when going all the way to phase 3. as long as i counter his feints and don't get hit, i keep getting B rank at best.
if i don't exploit feints, or somehow get hit while countering them, i can get up to A, but never obliterator.

this is really the only reason why i left the Labria fight break-down for last, as i have yet to figure out a winning strategy to get obliterator. will update this when i do

EDIT: finally found the breakthrough! turns out i ENTIRELY MISSED that his regular attacks (not just his feints) can be countered in the same way.
the timing is way stricter so you're better off just predicting what he's going to attack with and then act accordingly. right punch is countered the same as right feint (up-right), left punch is countered the same as left feint (low-left).

his phase 1 loop is right, left, right, right, left, left, then loops.
the idea is to counter his first cycle, the counter the remaining four to get to 10 counters.
when he's about to start his next left punch, dodge, punch him (in the face, or you'll be downed), and immediately uppercut.
he'll go down and phase 2 is pretty much the same: dodge, punch high, uppercut.
he should go down immediately and the fight ends there on phase 2 with obliterator rank

i'm not complaining because it's still possible thanks to infinite continues, but i feel like pacifist mode is the perfect example of a challenge that isn't fun.

i'm not good at bullet hells by any stretch of the imagination, but i did manage to beat the main game with every character without continues (with a lot of bombs lol).
i completely forgot continue was a mechanic until i tried pacifist, and then i had to use 4 of them, and half of them on the last stage alone because the last few kirky spells are just "random bullshit go!" lmao. definitely not the way games like these are intended to be played, for sure.

also i swear at some point it said somewhere that pacifist was supposed to have spells last half as long specifically to balance out not being able to shoot or bomb, but i guess i must have imagined it because i can't find it stated anywhere;
also the whole time a spell was going on i couldn't stop thinking "when is this going to end?!?", so they definitely aren't.

i really like the idea behind the 10 challenges even though i'm extremely bad at those. i'm especially terrible at ones where bullets seem to have a mind of their own even though they have a proper trajectory (it's just hard to visualize), like challenge 2.
i'm currently missing challenges 2, 5 and 10, so i'm halfway there but honestly idk.
so far it felt like it's 40% dodging, 40% get an easy pattern (because somehow, they aren't consistent), 20% actually get lucky and not die from bullets you have no business having dodged.

only complaint is the game takes an ungodly amount of time to load, every time.
btw, how are the stars in the top right accounted for? like, how many are there for how much progress? i currently have 2

EDIT: my bad, i've been using terms improperly. when i said "last spellcard" i meant specifically "scars of war" (and to an extent non-spell 4, and falling sky).
i'm really bad at that, and that's the last one you HAVE to dodge that isn't just for extra points.

as for the halved timer for pacifist mode, i was looking for it in-game when i wrote that, so i guess i read about it in the description and then simply forgot;
though if halving them means "bringing them closer to the time in the main game", then i'm not sure how they're halved. wouldn't they have be halved compared to their appearence in the main game mode?

i really like this game, and it's unforunate that i can't explain exactly what makes it good compared to other similar concepts. it just is
-------------------------------------------------------
EDIT: progress report: finally beaten challenge 10, though it's pretty much up to luck.
the bottom line is, it's possible to dodge the main pattern, and if you know what you're doing it's actually way more forgiving than most other challenges.
unfortunately, there is simply no way to predict how the randomly spinning bullets that remain on screen will move, so the strat is literally to ignore them and accept that you either dodge the main pattern and win, or die trying because you accidentally hit one.

as for challenges 2 and 5, idk if i can beat them.
challenge 2 is too random to form any kind of plan, and challenge 5 is way too dense.
it's like falling sky on crack, and i'm already bad at that one; best i've done so far is reach the 19-ish timer mark, and i've seen that exactly at that point it gets like 3 times worse, somehow.
legit wondering if it's even possible

EDIT: i somehow beat challenge 5.
turns out the gimmick of the last 20 seconds is, it looks scary but the gap doesn't move so if you land it correctly you win; though the hard part is surviving up until that point and actually finding the gap.
i guess now it's time to bash my head against challenge 2 and get lucky

EDIT: i did it! 3-stars achieved.
i had so many retries at challenge 2, it says i've played reimu more than all the other characters combined lol

VGE-SV responds:

I mentioned that the time of spells is halfed at the description of the game at "Author Comments". It does actually half the time of every spell and non-spell, bringing the time you have to survive closer to that of playing the main game mode. However, Kirky's last attack doesn't count as a spellcard. It is a challenge that gives you bonus score depending on how many times you get hit before the time ends. The attack changes as the time passes so I can't half that.

As for the stars,

★ = Have beathen the main game
★ ★ = Have beathen the main game and the extra stage
★ ★ ★ = Have beathen the main game, the extra stage and unlocked all the achievements

If you have 3stars you can say you have completed everything in the game.

this was fun until 46.
the pictures for the last 5 prompts are pretty much one pixel wide.
it's so narrow you can't really make out a shape due to lack of continuity, and because of it being considered all border, it's all black so you can't even use the color as a general hint;
it's no different than having no picture at all. ended up brute-forcing them by going through the whole natdex in order.
putting the answers here for future reference:
01. swadloon
02. pupitar
03. drifblim
04. wobbuffet
05. scizor
06. druddigon
07. krokorok
08. mienshao
09. kricketot
10. torkoal
11. heracross
12. manaphy
13. carnivine
14. haxorus
15. poochyena
16. dusknoir
17. azurill
18. aggron
19. lotad
20. dustox
21. slowpoke
22. rapidash
23. eevee
24. latios
25. piloswine
26. palkia
27. dialga
28. misdreavus
29. croagunk
30. jolteon
31. zubat
32. torterra
33. meloetta
34. ampharos
35. porygon
36. omanyte
37. stoutland
38. whirlipede
39. archeops
40. gothita
41. pelipper
42. suicune
43. spinarak
44. vanillite
45. numel
46. oshawott
47. mewtwo
48. kecleon
49. magnezone
50. krookodile

i really like the concept, and it's pretty fun to play;
though it could really use a proper save system because, while the grinding is not that tedious, the game is prone to freezing whenever something happens at the same time as you interact with a passenger (either picking them up, or dropping them off).
usually involves crashing into something (i had one happen as i was picking up a passenger and crashing into a vehicle, and another when crashing into the road after flying with boost into it, while dropping a passenger at the same time thanks to NoSlow)

the various upgrades are fun but i think some of them could be streamlined.
there's no reason to have vacuum, evil and noslow tied to a button.
having a lot of buttons to juggle with can be cumbersome; sometimes less is more.
i also have some doubts about every single upgrade giving you a visual overhaul: normally that's a good thing but with so many of them at once it just gets silly. would be nice if there was at least an option to turn them off (visually only. keep the upgrades).

there's no reason why you wouldn't want evil to be on at all times (since it only works on living things specifically; you still lose money yourself if you actually crash into something).
noslow is also a really good contender to be always on, since dropping off passengers immediately saves you a lot of money that would be lost wasting time trying to stop (i can see it being annoying if always on for the picking-up part of the minigame, but if it worked permanently only for drop-off that would be good).

when you have max boost (and maybe max glide?) enabled, if you touch the ground while coming down from flying, you'll "bounce off the road", and be immediately turned around from the direction you were facing before.
gets fairly annoying because max boost is already hard to control, so this makes it even more difficult to work with since half the time you can't land properly when it's enabled.

nothing much else to add tbh. the game's solid.
i had a minor gripe with how passengers' fares are calculated seemingly based on "direct distance from goal" (sometimes you have to do a massive roundabout trip to stay on road while the fare is real low due to being close to the starting point) but i assume that's because you can always fly directly to any target once you get the right upgrades.

good game

EDIT: found the ending that gives you permanent evil mode (allegedly) so that's fun. unfortunately as soon as you get the ending you're thrown spinning off the map and reset doesn't work.
so it works as a finite ending, but you don't get to keep the unlock because it's a softlock and there's no save data system

bokononyossarian responds:

While we work on the softlocks/weird crash we have added a new save system. Your upgrades should now carry over between sessions.

the upgrade system and base stats need a bit of a revision due to how the different characters work.
luna works fine; you can easily tell the game was made with her kit in mind, since after you get far enough into the game you really feel overpowered and that's what good games are all about.

because of this, xelvy's gameplay feels a bit odd to play around.
(there's an inconsistency between her in-game name and the description name, so i'll just use the in-game one)

for starters, all upgrades related to spell damage and bullets only affect the supporting magic, meaning they don't feel nearly as impactful as they do when playing luna, because they don't improve your "main" way of attacking.
for that same reason, the "additional bullet" upgrade is completely useless as it has no effect (it doesn't increase the amount of bombs you drop at once, nor the total amount of bombs you can drop) since it doesn't affect the supporting summoned magic either; it should probably be removed from xelvy's upgrades rotation entirely.

i'm not sure if there's a cap to the amount of "additional bullets" upgrades you can roll, but i never managed to get more than 2 (total of 3 bullets) when playing with luna. which is fine and all if it's intended.
however, in xelvy's case, you can keep rolling "additional bomb" upgrades indefinitely, even though you can only drop at most 8 at any given time (regardless of upgrades, that's the max frequency xelvy can drop bombs at before the start exploding).
there should probably be a cap of 7 upgrades and once you've gotten all of them they stop appearing in the rotation.
there's also a similar situation with crit chance. you can hit 100% crit chance, and crit chance upgrades will still show up. probably should make it so they don't once you're maxed out.

the stats table needs a custom revision for each character. in xelvy's case for example you get the same stats as luna but not all of them are applicable (like the bullet bonus amount, which as mentioned does nothing).
her main gimmick is entirely missing for example (notably the number of bombs, or their "blast speed", which is mentioned in one of the upgrades).
her bombs base damage seems to be accounted into base fire damage.

also, and this is mostly unrelated. i feel like there's really no incentive in taking any max hp upgrade.
while you do want to mostly focus on damage output, everything else has at least some use that makes you consider taking at least one of them.
however having more max hp doesn't feel "important" at all, since you'd rather take hp regen in case you get hit, or even speed so you can try not getting hit in the first place.
i'm not sure after which amount luck stops making a difference, but even banking on extra (maybe useless) luck feels more rewarding than taking max hp. though i'm not sure how you could make that any better.
maybe merging the two hp upgrades and lowering their effectiveness? (something like, +5hp, +.3 hp regen, as a single upgrade)

rm120 responds:

I'm already fixing many of the points you mentioned like the Zelvy's bomb amount issue. I understand some upgrades are more powerful with some characters but that's part of the game. New characters will not be necessarily more powerful than the previous one. Instead they will have their own stats/passives/skills set and it will be up to the player to figure out how to make them work. A game which does this is Brotato, the characters have limitations which force the player to find optimal configurations for each of the characters. Even vampire survivors does that in some degree.

And about health stat, I plan add a character and some skills which scale with maximum health, which open the road for "health builds", the same for the luck stat.

Thank you for taking the time to make a review, I appreciate it.

adding a review because i think while the game is nothing special, what it really lacks is some kind of instruction panel.

the game is called donut dodger, so you'd expect to want to dodge everything.
except turns out that's actually not the case, and i went pretty much the whole time not realizing until the very end (because no one would willingly get far enough where different donuts start spawning only to purposely crash into them)

pink donut: -1 life. -15 score
brown donut: -2 life. -15 score
green donut: +15 score
blue donut: +1 life

it's kinda weird that hitting donuts also docks your score since you're already penalized for hitting them but that's not really major. however, not knowing you can (and should) collect the other two types is an oversight.

additionally, regarding upgrades:
once bought, you can toggle them; however, the hp-up upgrade does not work (whether it's equipped or not, you'll still always have 3 hp total).
for the "speed boost" upgrade, when equipped you get an energy bar in the bottom left which triggers by pressing shift.
while you're holding shift, the energy bar depletes and your side movement speed is increased.
if you're not moving while holding shift, the bar will still decrease so keep that in mind.
it auto-refills over time as long as shift isn't being pressed

ACrazyTown responds:

Hello! Thanks for the review. This game is a very old project of mine, and one of my first attempts at making a game. I agree with your points, and I'll be releasing a final patch for the game that addresses some of them.

i won't say it's "impossible" to handle, but the car's a bit too fast imo.
between you bouncing around whenever you so much as touch a wall, and sometimes getting stuck to it when you're directly facing it, it's really difficult to control.

apparently you can get all the additional goals without having to clear the corresponding level;
as long as you at least collect it, it counts as having "reached the goal".
this is especially relevant for levels 13 and 15, which i cannot clear for the life of me.
add to that level 18, though thankfully that one doesn't have a collectible.

i can confirm it's at the very least possible to clear all the other levels, with my worst one being level 12 (which according to the game took me 120 retries). it's especially evil because the starting section is hard enough, but then you get to pick-a-path and if you die you have to redo the first section.
i can't even say this is the hardest level because at least i've cleared it, which can't be said for 13, 15 and 18.

i don't see anyone clearing every single level with 0 deaths anytime soon.
additionally, the number of deaths in every level seems to auto-reset when you refresh the page.
because there's no clear indication of a level being cleared, i'm going to assume the game does not save progress between sessions (rather than "auto-resetting" for whatever reason. same result), meaning you'd have to do everything in a single sitting

EDIT: ok level 18 specifically seems like a gimmick level, in the sense that you can just decide NOT to play it and it will send you to the next level instead. not sure if i like that idea but i'm not complaining about one less level to worry about. i guess 13 and 15 are the real rough ones.

while i'm still here, i would like to report a bug i guess? apparently in levels where there are moving red blocks (specifically ones that go off-screen), the blocks tend to "persist" if you die.
when you restart the level, you'll get the ones from the normal cycle, and an extra one from the previous cycle.
it's nothing game-breaking since it only happens on the first cycle every reset, so you can just wait it out, but i just wanted to mention it

EDIT 2: gave it another try. as usual, level knowledge makes all the difference.
i managed to clear every level with less than 20 deaths (with the exception of level 13, which took me 127 by itself).
might see myself coming back to this and giving it another try in the near future. i just need to figure out how to actually take that corner on level 13 properly (also 6 and 15. those are really rough)

EDIT 3: managed to clear every level with 0 deaths except level 13 (my current best is 113). guess i just gotta bash my head against it until i figure it out

EDIT 4: i figured it out.
for future reference, i took the short way (the one that doesn't pass through the green goal):
the only way to get a tight enough turn without sliding off into a lava wall is to go face-first into the short side of the rectangular solid wall and keep turning.
if done correctly, your car will get "stuck" close to the wall as you turn.
if you don't bump into anything you can still get past the corner but when making the U-turn your car will swing towards the lava wall on the bottom, so i don't see another way to make it besides this gimmick

HAGER-NG responds:

Hello, thanks for reviewing the game!
I can tell you and the players how to make it easier for yourself to complete!

The task execution process works almost the same as in SUPER MEAT BOY. When you start a level from the main menu, all the data of this level is reset (this will make it easier for you to
complete the game without damage).

I suggest you look at the levels in the menu more carefully (for example, at level 18 there is a hint on how to complete the level even more easily)!

okay i'm just going to comment at this point because all the reviews with a 0 score are relatable, but none of them actually go into detail as to why, so i'll give my two cents.

for starters, the game itself gives literally 0 clues.
the only things you can try are:
- not inputting a password (says to provide one)
- inputting a wrong password (says the password's wrong)
- "i forgot my password" (you get laughed at)
none of which help you in any way.

it took the one person who somehow "solved" the "puzzle" to give some kind of process to actually get some hints, which required to "look at the submission tags" and follow the author comments explicitly telling the password is 8 uppercase characters.

to reiterate, NONE of these are in-game hints, so the game itself does not provide any way to solve the puzzle, at all.
also, the original "clues" were:
- "can you believe it", which is about as useful as any other simple phrase in the english language as a clue (that is, not at all).
- "what lies beneath", which redirects me to some horror movie or book series i've never heard of (neither of which were related to the password).

i'm prefacing with this because after the author went out of their way to update said tags, it took one single google search to find out the actual movie the NEW quote is from, which has nothing to do with the previous ones, in any way.

i haven't given much of a look at what's AFTER getting past the login screen (but from what i've seen it's probably going to stay just as unsolved as the original problem so i won't bother bashing my head against it), but i really wanted to explain just how aggravating the whole process was.

simply put, the game isn't hard, just badly designed.
it's a puzzle with no hints, so it's pretty much a brute-force check.
i'd say in its current state it's just as unsolvable as it was before, since the game itself has not been changed whatsoever (only the tags have)

p0tterindy responds:

two words

X

D

Male

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