Hear me out. A few games have shader installations that will usually apply any new settings you put down AFTER you restart the game, and a lot of other games have graphics settings that will only apply after you’ve rebooted the game.
I don’t think it would cost developers ANY amount of money or any significant development time to add a “Reboot game” button (or toggle) every time the player presses the quit button, or give the player a prompt every time they change a setting that requires a game restart (like in both PC versions of GTA V).
I also think ANY game should have a “full potato” mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.
Motion blur - OFF Screenshake - OFF
Hey now… Don’t forget camera bob, “lens dirt,” chromatic aberration, and vignette!
AKA - the video game graphics equivalent of “beer goggles.”
I’m okay with a little chromatic aberration and vignette. Camera bob can go straight to hell.
I’m okay with a little chromatic aberration and vignette.
Why? It’s literally something that pro camera tools have added in-software fixes for to remove them. Like - if you’re simulating an old JVC vidicon tube camera and wanting to make something specifically look like an image capture device from a specific time, I get it, but otherwise, it just seems like a way to hide the fact that your graphics aren’t quite hitting the realism mark and you think if you obscure it a bit, players will think it looks more “real.”
I’m very aware, I’ve spent quite a bit of time over the years removing them from photography projects.
For vignette, it accomplishes a lot of the same thing in games as it does in photography in general: it is a subtle focus shifter. For some games - like some photos - I enjoy that little bit of extra emphasis on the center of the screen.
For chromatic abberation, i generally avoid it in photography, but it can be used for effect. I feel like that’s also true to a point in games. Over the top CA feels like trying to watch something without 3d glasses. A little bit on the fringes can give a smidge of retro (and, oddly, futuristic) style for effectively no compute cost. It’s definitely overused though, and I tend to turn it off more often than not.
Agreed on the “shifting focus” part for vignetting specifically - but everything else… outside of specifically tailoring to fit a particular “aesthetic” I think are crutches that are generally used to obscure an overall graphical presentation in order to work in a similar way to how squinting your eyes works.
I agree that highly stylized games like “Bodycam…”

…use things like a specific kind of grain, noise, distortion, aberration, etc. to create a highly appealing visual aesthetic designed to match an actual low-fidelity police body camera, but Battlefield and CoD have much less excuse in my book.
The camera aesthetic stuff only makes sense on things like the AC-130 killstreak in CoD where you’re emulating the on-aircraft cameras actually used in the real deal.
I’m glowering hard at No Man’s Sky’s permanent chromatic aberration effect applied to the top 20% of your viewport at all times, here.
Also fuck Bloom to hell
Internet Connection - On/Off
Reminds me of one of my biggest pet peeves - a bunch of games will pop up a warning “Oh no, you’re not on the Internet! Some stuff won’t work!” on start up, always. Hate it, unless I’m trying to connect to a multiplayer mode of some sort.
A setting like this should ideally prevent those.
The most frustrating for me was Immortals: Fenix Rising on the Switch. I refused to create an Ubisoft account and actually had to put my system on airplane mode so it would stop trying to force one on me.
If there is something better than opensnitch for this on Linux someone tell me. It‘s so annoying to block applications from accessing the internet on it. I‘ve tried like 4 different methods.
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All controls should be remappable. All means all. Not most, not some, and certainly none of this bullshit where all you can do is toggle between “XBox 360 controller layout A/XBox 360 controller layout B.” This is especially true for titles on consoles, many of which still to this very day don’t allow you to remap their controls at all.
For 3D games, field of view. Far too many developers of FPS titles in particular have Console Disease, and feel it’s somehow acceptable to lock the FOV to 70° or some absurd number. If they allow you to adjust it at all they may be feeling “generous” enough to let you go as high as 90°. That’s completely unacceptable. On my 4K monitor that’s 25" from my face, I need at least 120°. Honestly, I want to see that slider go up to 180°. That’s right, I want to be able to look at your game world like a goddamned pigeon. On that note I really have to wonder what those people with those 3840x1080 überwide monitors do most of the time, other than spending their days in never ending torment.
Allow me to turn off the stupid pre-launch splash titles. Certainly at least after the first startup. I certainly don’t need to be told that nVidia is the way it’s meant to be played, or that your company licensed Havok, or who your publisher is, or who your publisher’s owner is, or who your publisher’s owner’s owner is, etc. Nobody cares. Usually instead you have to resort to replacing the .mkv or .bik files in the game folder with zero-byte text files or something. It’s dumb.
While we’re griping, and speaking of Console-Itis, does every PC game now need to have an unskippable message telling me that this game has auto save and urging me not to turn off my PC when the icon is being displayed? Really? Nobody’s going to do that. Tell me your game is a shitty console port without telling me your game is a shitty console port. To keep this on topic, let’s have a setting to turn that off, too, because it’s stupid. Off by default would be nice. Should there be an Idiot Mode toggle?
Granularity in subtitles. It seems too many games only have two settings: All subtitles off, or they assume you’re completely deaf. Typically I want to be able to read what characters are saying in their voice lines, but instead the developers also think I need to see the bottom third of my screen filled with [BOOM] [GUNFIRE] [JUKEBOX MUSIC] [FOOTSTEPS] [BOOM] [GUNFIRE] [BOOM] [BOOM] and so on and so forth, all the time. They should either categorize sounds and make their subtitling things individually selectable, or at least if they insist on making it a slider give it three or four levels: Off, cutscene/conversation dialog only, all spoken lines (“Cover me!” “Reloading!” “Never should have come here!” etc.), and then only the top level resulting in every single cricket and rustle of grass being captioned. Some games do manage to accomplish this. Many do not.
Oh, I thought of a good one to add to my wish list. I want every game to bring back the sound test menu. But they won’t, because every studio on Earth now wants you to spend an extra $15 for their game’s soundtrack. (As if it’s not all going to be on Youtube about twelve seconds after release anyway…)
Allow me to turn off the stupid pre-launch splash titles.
I can guarantee that those splash titles are included because of contractual obligations. The same way a movie lists the publishing companies in the intro. Including a “skip after first launch” option would violate their contract. If it were up to a game’s director, they would almost universally prefer to drop you straight at the title screen. But they legally aren’t allowed to do so.
Oh, you want us to publish your game? We can require the game designer to show our logo for {x} seconds when the game launches. Oh, you want your game to be G-Sync compatible? Nvidia can require that you show their logo for at least {x} seconds when the game launches. Oh, you want to use our game engine to build your game? Unreal can require that you show their logo for {x} seconds when the game launches. Et cetera…
Quite famously, Unity had a reputational problem because of this. Free users were required to show the splash screen, but companies with larger war chests could pay the higher rate to skip it. It led to Unity being associated with low-budget and amateurish games, while higher quality games running on the same engine, which would be better advertising for Unity, tended to not show the logo.
Verified.
A couple years ago I made a game and used Wwise and was required to have a splash screen at startup
Fully remappable controls is my biggest wish. I hate WASD and swear by EDSF, but some games like Fallout 4 hardcode some controls. E is hardcoded to “interact” or “open door” or something, but the game DOES let you map “move forward” to E. So I can run around like normal, but every time I run past a door it auto opens to a zombie hiding behind it.
To be fair to devs, increasing the FOV has a lot of performance implications on how much less they’re culling from the scene as you rotate the camera. In this era of open world games, I suspect it scales very poorly as that FOV increases. Temporarily increasing the FOV is also one of their handy tricks for giving you a sense of speed when you hit a boost button and whatnot, so whatever your FOV is, they need to make it more than that.
Sound test menus are a remnant of arcade design, and when arcades starting dying, this feature made less sense. The OST sale is usually more of a revenue stream for the game’s composer, as I understand it.
performance implications
That might be fine for consoles which have known performance limitations built in. But if I’m on my PC, let me make that decision. Don’t try to make it for me.
I understand the desire, but then that might have implications on support tickets, advertised system requirements, separate maintenance and optimizations for only one platform, etc. It might be that turning up the FOV even a smidge over their maximum requires a super computer that doesn’t even exist yet, depending on what it has to render and how it works under the hood.
Given I’ve never seen that actually become the case even in games with engines I had to apply configuration hacks to increase the FOV, I find all of that highly unlikely.
Please stop making excuses for lazy and disrespectful devs
Sliders are the problem.
They encourage a maximum and a minimum.
Just let people enter values.
Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don’t understand why it’s only a tiny minority of games that does this, it is such an obvious thing to do
I like this, and I think it should be complemented with a “Save and Quit to OS” button.
Like a timestamp on the save?
I’m thinking specifically when you exit the game, and it says “Are you sure? All progress since you last saved will be lost”, it should just have an additional “(last saved 2 minutes ago)” line in there. I think the recent Spiderman games did that, iirc
Ah yeah, then absolutely. Warning you that you may be fucking up and then having you quit on faith is an insane move by a dev.
Yeah exactly, but more often than not that’s exactly what happens, it’s infuriating
Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made
This is totally unrealistic but it would be sweet if there was a button for showing you a compilation of recent cutscenes or something for when you havnt played a story heavy game in a while and forgot what’s going on.
Like in the main menu give me a memory button or whatever that basically brings me up to speed to where I left off. Could be replaying cutscenes or showing me text of recent events, who knows 🤷♀️
But there are too many times i have to put a deep rpg down and then life gets in the way and picking it up again becomes impossible when it doesn’t feel like I’m there anymore
One of the latter Final Fantasies did this. I think it was 13? Despite that game’s many other rather glaring shortcomings, that part was pretty neat. I agree it should definitely be standard for most RPG and heavily story driven games.
I’ve seen a variety of half baked implementations. Sometimes you have a decent in game log but sometimes it’s also just the dialogue of your last conversation and nothing more 🥲
Oddly enough I think that porn games are a little closer to do what you suggest because rewatch the cutscenes is kinda important it seems in that genre 😅
pausing during cutscenes - it’s weird that this isn’t always an option even in AAA
Also skipping them, please.
Enterable values for mouse sensitivity.
No sliders.
I’m talking, down to at least the thousandths place decimal, and up as high as I fucking want. This allows your mouse sensitivity to not only account for how you play, but also how everybody else plays.
And if you’re one of those devs that has the aiming be different than mouse cursor, or even MULTIPLE mouse cursor speed settings, HAVE ENTERABLE VALUES FOR THOSE TOO!!
Sometimes I’m at 1% and it’s too high still.
Sometimes I’m at 1% and it’s too low and 2% is too high.
Fucks sake this for me. Why the fuck there isn’t standardization between games on this is beyond me. I have to go through fucking with mouse sensitivity on every damn game. This is part of the reason I died out of multiplayer tbh.
also, a standard to mouse sens values, a value of 10 should be same across everything, games made in the same engine usually handle the values the same which is great, I for example have the same sens across all source games, but this usually doesnt carry to diferent engines let alone random one off games with custom engines
Local server
Edit: or any server
Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.“But my artistic integrity and vision!”
No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.
Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.
But my artistic integrity and vision!"
No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care
Nah, miss me with this bullshit. Not every game is for you, and it doesn’t have to be. An artist is not required to water down their vision because you’re picky.
I have successfully (?) played (sometimes semi-suffered, cough, Sekiro) through a buncha popular hard games and have a way less „strong“ opinion on this but also think that an „easy mode“ as an accessibility feature is a good thing.
If, for example, a parent wants to connect with their child and also experience that game they‘re playing, it‘s really no big deal to me if they could turn on easy mode in, say, Sekiro to stand a chance. Not like it‘d impact my own experience at all, and I don‘t feel the need to force them to go through my own experience either. In Celeste, for instance, you can literally fly through the whole game if it makes you happy, and yet I still grabbed all strawberries the normal way and don‘t care if others did as well or just flew to them.
It‘s less of a demand from me and more of a „if you can you should definitely include it,“ though. Obviously doesn‘t work for full on competitive multiplayer titles or something similar though.
Not even sure how much of this addresses your remark specifically, but my feelings on this felt best placed below yours lol
I would like to experience more artistic works, but after two strokes, my right hand is nearly useless.
Miss me with your ableist bullshit.
Video games are the only art medium where people find it acceptable to gate-keep the art from the unskilled or the disabled.
Imagine buying a movie ticket, then the theater goes “no you aren’t good enough at watching movies to watch this movie. You only get to see the first 10 minutes. It just isn’t for you.” Imagine paying to go to a museum, and they tell you “sorry, you are only allowed to look at the art in the foyer because you aren’t good enough to enter the rest of the museum.”
Difficulty settings are, first and foremost, accessibility settings. Don’t want the game to be too easy? Don’t fucking turn down the difficulty. Saying “I don’t want the game to be easier” is really just saying “I know I don’t have any self-control, and would inevitably turn down the difficulty when I hit a roadblock.”
Difficulty settings are, first and foremost, accessibility settings.
I’m not opposed to more options but I think this tactic is distracting and generates more pushback than it wins converts.
Are games art? I’d say so, usually. Some are more like toys than art, but many have creative expression
If they are are, must all art be accessible to all people? Well, what does accessible mean exactly? To understand it completely? Then I’d say trivially no, because there are many books that are incomprehensible to many people. No one is going to say “House of Leaves” is inaccessible and the author did a gatekeeping by writing it as such. No one is going to say Finnegans Wake is ableist because it’s hard to understand.
Must all aspects of all art be completable by all people? I’d also say trivially no. You might have a segment in French that doesn’t translate well. You can dub it or subtitle it, but the original experience will remain inaccessible unless the audience spends years mastering French.
I bring that up because some games will have within the game, not a metagame menu setting, easier or harder routes. For example, Elden Ring with a big shield and spirit ashes is significantly easier than a naked parry build. Is the expectation that everyone should be able to finish in both styles? If there’s a hard mode, must everyone be able to finish it?
Should everyone be able to trivially 100% every game?
Personally I think the floor is everyone should be able to interface with the game. Change inputs. Add subtitles.
I don’t really think “I can’t party this spear guy” is an accessibility problem the same way “I’m color blind and can’t read the text” is.
But again, I don’t care if someone wants a god-mode with auto-parry. It just feels like it’s bundling some unrelated ideas together. You’re not necessarily disabled if you’re bad at parrying in dark souls.
Video games are the only art medium where people find it acceptable to gate-keep the art from the unskilled or the disabled.
Yes, deaf people are famously well-accomodated by music, and paintings are always very accessible to the blind. Games are the first medium to ever be inaccessible to people.
Don’t want the game to be too easy? Don’t fucking turn down the difficulty. Saying “I don’t want the game to be easier” is really just saying “I know I don’t have any self-control, and would inevitably turn down the difficulty when I hit a roadblock.”
You’re complaining about players opinions, but I’m saying the artist is not required to sacrifice their vision for accessibility reasons. Not all art is for everyone, and that’s fine. You don’t have to play every game.
That’s a pretty ignorant take. I work in a music venue and art gallery as an event planner and curator, so it’s pretty funny that you listed those two things specifically. I personally know three blind artists who consistently blow me away with what they are able to produce.
One has tunnel vision, and can see an area about the size of a quarter held at arms’ length. He tends to work with textiles and wood carvings, which he can feel.
The second can see shades of brightness, but very little color; she primarily works in shades of grey or sepia. She has a bright light over her workbench, so she can see the contrast as she lays down darker material that soaks up the light.
The third went fully blind in his 20’s due to a degenerative condition. He grew up with full vision, then he had to adapt later in life as his vision degenerated. He uses paint thinner to thin out the various colors to different consistencies, so he can feel which colors are where. I have one of his prints hanging on my office wall right now, and it is absolutely breathtaking even before you learn he’s fucking blind.
Art galleries have taken steps to make things like paintings accessible to blind patrons. Unless it’s something like watercolor that soaks into the canvas and lays flat, paint has depth and texture. Especially thicker paints like oils. 3D scans of paintings allow people to feel the paint layers on printed busts. Artists like Van Gogh used paint texture as an inherent part of their piece, and galleries have attempted to turn that into a tactile experience. You haven’t truly seen Starry Night until you have seen it in person, (or at least seen a 3D scan of it). Flat prints simply don’t do it justice. And for other mediums, guided tours have descriptive service options for blind patrons.
And we get deaf/HoH patrons at concerts all the time. They enjoy the crowd experience, and they can feel the beat via vibration. Hell, I just organized a concert for next week, where we have an ASL interpreter. Deaf/HoH people regularly have music fucking blaring on kick ass sound systems. They may be able to hear certain parts of it if it’s loud enough, or maybe they just enjoy the beat. But regardless of the reason, they absolutely can enjoy music.
You gave lots of examples that accommodate these disabilities, and that’s awesome and obviously I support that!
What you aren’t arguing for anywhere in this comment is that every artist be required to do these things. Somehow game developers are exempt from this grace? You called out watercolor but don’t appear to be angry at watercolor artists like you are at game developers. Why are all games required to accommodate all people, but other art isn’t? Why is that where your line is drawn?
What you aren’t arguing for anywhere in this comment is that every artist be required to do these things. Somehow game developers are exempt from this grace? Why are all games required to accommodate people, but other art isn’t? Why is that where your line is drawn?
Quite the opposite. I fully believe that if art can be accessible, it should be. That’s why I listed things like 3D scans for oils, descriptive services, or textiles and sculptures that people can feel.
And things like ASL interpreters are legally required by law, and we as the venue can be sued if we refuse to make reasonable efforts to accommodate them. We can’t even charge those patrons extra for tickets, despite the fact that the ASL interpreter is more expensive than the entire price of their ticket. If they request it within a reasonable timeframe, we are legally obligated to hire an interpreter for the show that the patron will be at, even though we know we will lose money on it. We can’t even ask for proof that the person is deaf, because that would put an undue burden on the person with the disability; We just have to take them at their word, and hire the ASL interpreter on blind faith that they’re not forcing us to spend money extraneously.
We also have hearing assist devices integrated into our sound system, for the HoH patrons who just need a private audio feed. We can provide either wireless headphones, or a magnetic loop which hearing aids can tune into. So they have the option of controlling the volume directly with headphones, or using the hearing aids they already have and like. That cost is taken on entirely by the venue, because it allows those HoH patrons to get a similar experience as the rest of the audience. Because (again) the law requires that we make reasonable accommodations to ensure every patron (including those with disabilities) gets an equivalent experience.
As someone who regularly has to do extra work to accommodate people with disabilities: People with disabilities shouldn’t be excluded from art simply because it is extra effort to accommodate them. Accessibility isn’t something that should be optional, because it helps everyone eventually. Would you argue against accessibility ramps for building entrances, because it would ruin the architect’s artistic vision for a grand staircase? Would you argue against subtitles for a movie, because it would take up screen space that the director had intentionally used for action? Would you argue against Velcro or bungie-lace shoes, because the fashion designers had flat laces in mind when they designed it? Would you argue against audiobooks for blind people, because the author is dead and couldn’t collaborate to choose a narrator that fit their artistic vision? No? So why is other art required to take reasonable steps to provide accommodations, but video games aren’t? Why is that where your line is drawn?
What you aren’t arguing for anywhere in this comment is that every artist be required to do these things. Somehow game developers are exempt from this grace?
Would it be better if every piece of art was accessible like this? Yes.
Same goes for games. That’s what this thread is: it would be better if every game had X
You believe some forms of art shouldn’t exist at all just because a small percentage of people can’t experience it? Watercolor as an art form should be abolished? Music without strong bass shouldn’t be allowed? All paintings must incorporate strong textures?
Absolutely wild.
Difficulty settings are, first and foremost, accessibility settings.
I have to disagree with this. Difficulty settings are at best a bandaid solution to accessibility. The vast vast majority of difficulty settings change the overall gameplay experience, games are far too complex for ‘just make it easier’ to be an appropriate approach to accessibility.
Just reducing enemy health, simplifying enemy ai, etc. can only make a game more accessible as a side effect, it doesn’t address the actual accessibility issues people might have.
I also don’t think games should have hard modes. They should have exactly 1 difficulty the developers balance around.
There absolutely should be accessibility options that have the side effect of making the game easier but making the game easier is the wrong approach to make it accessible.
My suggestion would be stuff like tuning response windows to the results of a reaction time test, aim assist options, visual cues for sound effects, etc. Those make the game easier but do it by addressing a single specific issue, or combination of issues, someone’s dealing with instead of just slapping on a one size fits all solution.
Monopoly has been one of the most popular board games for about a century, and hardly anyone plays by all of the official rules. Once I buy a game, if I want to play with house rules, I should be able to. Putting the sliders and such in game, even with the warning message mentioned above, just makes it easier to do so without having to rely on the community to make mods.
I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.
Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.
I like how No Man’s Sky implemented it:

Yup, something like this or simple sliders would be an ideal solution for what I’m talking about - preferably both, depending on whether the setting is a numerical one or not. It doesn’t have to be a completely granular access to every value, I just want enough control to adjust the experience when things are close but not exactly right.
I’m generally with you, but there are implications for the online game and matchmaking in the likes of Dark Souls games. By the time they got to Elden Ring, they seemed to care way less about things like invasions.
Oh totally, I’m mostly focusing on solo and co-op titles like Terraria/Minecraft/Raft or whatever is popular for multiplayer these days. That said, it’s not like Souls games have to by played with online functionality even now - it’s already off when not in human form after all.
It’s not a perfect choice for every single title but a good chunk of games could support it without worrying about matchmaking and the like.
Subtitles for the hearing impaired. Like when a switch flicks it writes click on the screen.
I’m not impaired, but I like to have the sound down for stealth gaming.
Take it a step further, and require optional direction indicators. Not only do you get click on screen. You also have an option to get a little arrow pointing to which direction it came from. I have several friends with a bad ear. They can hear fine out of one ear, but not the other. That direction indicator allows them to track sound cues that would otherwise be useless to them.
The newer God of War games were pretty good about this, for instance. There were collectable ravens, which were usually found via sound cues; they would loudly caw for you to be able to track them down before you saw them. But if you only have one good ear, you can’t tell which direction the sound is coming from. The direction indicator bridges that gap, by adding a little arrow next to the raven cawing sound alert. For a more straightforward example, if an NPC says something, you get an arrow pointing to the NPC. Handy for when random NPCs have off-screen chatter.
“Best I can do is Mario loudly saying “Good Bye!” when you close your Nintendo DS to hide under your pillow.”
~ Nintendo
A way to start a fresh save. Or better yet, allow multiple saves/profiles. I’ve lost count of the number of times I’ve had to search online for where save files are located and delete them myself.
And if it’s a Steam game, you also have to worry about cloud saves undoing whatever you did. Please, just make it simple for players to do this.
For over-the-shoulder games, separate field-of-view AND CAMERA DISTANCE.
For player-hosted games, an option to reject hosts using unsuitable hardware or low bandwidth, high latency networks. My gripe is specific to Warframe on the Switch 1, but if the developers of any game can’t/won’t operate public game servers and choose to offload the responsibility to the players, the choice should belong to the players.
Low fov and really far camera is ass
Almost as bad as low fov and too close camera and too low camera.
Pause and save during cutscenes.
I cannot name the amount of times I’ve tried to press escape and skipped a cut scene when all I’m trying to do is bring up the menu to pause. I’ll add to this ‘cinema mode’ which some games have. Let’s you go in and view cutscenes again. Should be standardized.
Chromatic aberration and film grain. If your game has either of those and no way to turn them off, I wish you a slow, painful death and I will probably refund it.
Amen
separe audio settings for bgm, sound effects, etc












