spoooper!
United States
𝓦 𝓞 𝓐 𝓗 , 𝓘 𝓣 ' 𝓢 𝓢 𝓟 𝓞 𝓞 𝓞 𝓟 𝓔 𝓡 ! :tso7_Elemental::Void:


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⣀⠀⠀
⠀⠀⠀⣠⣴⣿⣓⠢⣄⠀⠀⠀⠀⣠⠞⢻⡽⠛⠻⢿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⢸⠟⠁⠀⠈⠣⣈⣳⣀⢀⣴⡷⡾⠋⠀⠀⠀⠈⠏⠄⠀
⠀⠀⠈⢀⣀⡀⠀⢀⣿⠁⢩⠻⣀⠉⢳⣄⣠⣤⣄⡀⠀⣠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠘⢷⣏⠉⢁⣨⡽⣿⣿⣄⢀⣼⣿⣦⣰⣿⠦⠤⣤⠿⠟⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠈⠉⠉⠁⠀⢸⡿⠟⠋⠁⠁⣿⣿⠛⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣦⣔⣦⣄⡀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⢠⣧⠀⠀⠀⢀⠘⡝⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡼⠿⠶⢾⣿⣿⣷⡝⢧⠀
⠀⠀⠀⠀⠀⠀⠀⣼⣿⣆⣀⣀⣘⣸⣇⣀⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⣄⣀⡀⠀⠈⠀⠀⠀⠀⠹⣿⣿⣗⢺⡇
⠀⠀⠀⠀⠀⠀⠀⡏⠀⣿⠙⠻⢋⣿⣿⣿⣿⠉⢉⠳⢦⣀⠀⠀⠀⠀⠀⢀⣀⣤⠤⠒⠊⠉⢠⣽⣶⣮⣽⡲⣄⠀⠀⠀⠀⢀⣿⣿⣯⠞⠃
⠀⠀⠀⠀⠀⠀⣰⠁⠀⢻⣿⣭⣿⣿⡿⠟⣽⠈⠉⠀⠠⠼⠉⠉⠉⣉⠉⠉⠀⠀⠀⢀⣴⡿⢷⣿⠿⠋⠉⠉⠈⠻⣦⣀⣴⣾⡿⠟⠁⠀⠀
⠀⠀⠀⠀⠀⠀⣿⡀⠀⠀⠀⠈⠿⣻⠿⠟⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠊⠈⠀⠀⠀⠀⠀⠠⢄⣸⡟⠫⠉⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠘⣿⡟⡄⠀⠀⠀⠀⠀⣀⡠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣤⢏⠃⣿⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠘⣿⣷⠠⡄⠀⠀⡴⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⢘⡷⠋⢸⡟⠀
⠀⠀⠀⠀⠀⠀⠀⠈⣿⣦⣴⣇⢠⠇⠀⠀⠀⠀⠀⣤⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠂⠀⠀⢠⠬⠀⢠⣿⡇
⠀⠀⠀⠀⠀⠀⠀⠀⢻⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠙⣶⣬⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡴⣾⣿⠀⠀⡴⠁⣠⢡⣾⡟⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⢿⡟⣿⣿⣮⡄⠀⠀⠀⠀⢺⣽⣿⣦⣤⣄⣀⣤⣤⣤⣤⣶⣻⣿⣿⣿⠀⠀⠀⡰⢋⣾⢿⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⠼⣿⣻⣿⡄⠀⠀⣸⣿⠿⠿⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠿⡄⠀⠀⢀⣿⣿⠇⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣷⠀⠀⢿⡿⠀⠀⠀⠀⠈⠉⠉⠉⠉⠉⠉⠉⠀⠀⠀⣷⠀⠀⢻⣿⣟⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⡿⠿⣿⠀⣈⣿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⡆⠀⣯⢻⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣇⢰⣾⠀⢸⢳⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⣴⡘⠇⣿⣏⠇
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢻⡈⢹⡄⣿⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢹⠃⢸⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⡇⣸⢳⣼⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⠀⡜⣻⠃⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣇⡇⠘⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣸⣰⠇⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣽⡁⡇⣿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⢿⣯⣠⡇⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣾⠿⢣⣷⣿⡇⠀⠀⠀⠀⠀⠀⣀⢤⡀⠀⠀⠀⠀⢀⠀⠀⢀⣸⣿⣳⣽⡁⣀⠀

𝒯𝒽𝒶𝓃𝓀𝓈 𝒻𝑜𝓇 𝒹𝓇𝑜𝓅𝓅𝒾𝓃𝑔 𝒷𝓎; 𝐸𝓃𝒿𝑜𝓎 𝓉𝒽𝒾𝓈 𝒻𝓊𝒸𝓀𝒾𝓃' 𝑔𝑜𝒶𝓉, 𝓂𝓎 𝑔. :AlCapone:
𝓦 𝓞 𝓐 𝓗 , 𝓘 𝓣 ' 𝓢 𝓢 𝓟 𝓞 𝓞 𝓞 𝓟 𝓔 𝓡 ! :tso7_Elemental::Void:


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⣀⠀⠀
⠀⠀⠀⣠⣴⣿⣓⠢⣄⠀⠀⠀⠀⣠⠞⢻⡽⠛⠻⢿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⢸⠟⠁⠀⠈⠣⣈⣳⣀⢀⣴⡷⡾⠋⠀⠀⠀⠈⠏⠄⠀
⠀⠀⠈⢀⣀⡀⠀⢀⣿⠁⢩⠻⣀⠉⢳⣄⣠⣤⣄⡀⠀⣠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠘⢷⣏⠉⢁⣨⡽⣿⣿⣄⢀⣼⣿⣦⣰⣿⠦⠤⣤⠿⠟⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠈⠉⠉⠁⠀⢸⡿⠟⠋⠁⠁⣿⣿⠛⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣦⣔⣦⣄⡀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⢠⣧⠀⠀⠀⢀⠘⡝⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡼⠿⠶⢾⣿⣿⣷⡝⢧⠀
⠀⠀⠀⠀⠀⠀⠀⣼⣿⣆⣀⣀⣘⣸⣇⣀⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⣄⣀⡀⠀⠈⠀⠀⠀⠀⠹⣿⣿⣗⢺⡇
⠀⠀⠀⠀⠀⠀⠀⡏⠀⣿⠙⠻⢋⣿⣿⣿⣿⠉⢉⠳⢦⣀⠀⠀⠀⠀⠀⢀⣀⣤⠤⠒⠊⠉⢠⣽⣶⣮⣽⡲⣄⠀⠀⠀⠀⢀⣿⣿⣯⠞⠃
⠀⠀⠀⠀⠀⠀⣰⠁⠀⢻⣿⣭⣿⣿⡿⠟⣽⠈⠉⠀⠠⠼⠉⠉⠉⣉⠉⠉⠀⠀⠀⢀⣴⡿⢷⣿⠿⠋⠉⠉⠈⠻⣦⣀⣴⣾⡿⠟⠁⠀⠀
⠀⠀⠀⠀⠀⠀⣿⡀⠀⠀⠀⠈⠿⣻⠿⠟⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠊⠈⠀⠀⠀⠀⠀⠠⢄⣸⡟⠫⠉⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠘⣿⡟⡄⠀⠀⠀⠀⠀⣀⡠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣤⢏⠃⣿⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠘⣿⣷⠠⡄⠀⠀⡴⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⢘⡷⠋⢸⡟⠀
⠀⠀⠀⠀⠀⠀⠀⠈⣿⣦⣴⣇⢠⠇⠀⠀⠀⠀⠀⣤⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠂⠀⠀⢠⠬⠀⢠⣿⡇
⠀⠀⠀⠀⠀⠀⠀⠀⢻⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠙⣶⣬⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡴⣾⣿⠀⠀⡴⠁⣠⢡⣾⡟⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⢿⡟⣿⣿⣮⡄⠀⠀⠀⠀⢺⣽⣿⣦⣤⣄⣀⣤⣤⣤⣤⣶⣻⣿⣿⣿⠀⠀⠀⡰⢋⣾⢿⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⠼⣿⣻⣿⡄⠀⠀⣸⣿⠿⠿⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠿⡄⠀⠀⢀⣿⣿⠇⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣷⠀⠀⢿⡿⠀⠀⠀⠀⠈⠉⠉⠉⠉⠉⠉⠉⠀⠀⠀⣷⠀⠀⢻⣿⣟⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⡿⠿⣿⠀⣈⣿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⡆⠀⣯⢻⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣇⢰⣾⠀⢸⢳⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⣴⡘⠇⣿⣏⠇
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢻⡈⢹⡄⣿⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢹⠃⢸⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⡇⣸⢳⣼⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⠀⡜⣻⠃⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣇⡇⠘⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣸⣰⠇⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣽⡁⡇⣿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⢿⣯⣠⡇⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣾⠿⢣⣷⣿⡇⠀⠀⠀⠀⠀⠀⣀⢤⡀⠀⠀⠀⠀⢀⠀⠀⢀⣸⣿⣳⣽⡁⣀⠀

𝒯𝒽𝒶𝓃𝓀𝓈 𝒻𝑜𝓇 𝒹𝓇𝑜𝓅𝓅𝒾𝓃𝑔 𝒷𝓎; 𝐸𝓃𝒿𝑜𝓎 𝓉𝒽𝒾𝓈 𝒻𝓊𝒸𝓀𝒾𝓃' 𝑔𝑜𝒶𝓉, 𝓂𝓎 𝑔. :AlCapone:
Er i øjeblikket offline
Щ Σ ᄂ ᄃ Ө M Σ
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ▐│ Щ Σ ᄂ ᄃ Ө M Σ Ƭ Ө Ƭ Ή Σ Λ B Ƨ Ц Я D Я Σ Λ ᄂ I Ƭ Y │▌
    ╱                                     ╲
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀╭—————————————|—————————————╮
           𝙀 𝙓 𝙋 𝙀 𝙍 𝙏 𝙄 𝙎 𝙀 :
            • 𝘈𝘤𝘩𝘪𝘦𝘷𝘦𝘮𝘦𝘯𝘵 𝘏𝘶𝘯𝘵𝘦𝘳
            • 𝘈𝘷𝘪𝘥 𝘚𝘤𝘳𝘦𝘦𝘯𝘴𝘩𝘰𝘵 𝘌𝘯𝘵𝘩𝘶𝘴𝘪𝘢𝘴𝘵
            • 𝘉𝘢𝘥𝘨𝘦 𝘊𝘰𝘭𝘭𝘦𝘤𝘵𝘰𝘳
            • 𝘊𝘢𝘴𝘶𝘢𝘭 𝘙𝘦𝘷𝘪𝘦𝘸𝘦𝘳 𝘰𝘧 𝘎𝘢𝘮𝘦𝘴
            • 𝘋𝘪𝘦𝘩𝘢𝘳𝘥 𝘒𝘪𝘯𝘨 𝘰𝘧 𝘵𝘩𝘦 𝘏𝘪𝘭𝘭 𝘍𝘢𝘯
            • 𝘡𝘢𝘻𝘢 𝘊𝘰𝘯𝘯𝘰𝘪𝘴𝘴𝘦𝘶𝘳
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀╰—————————————|—————————————╯
   │⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀‎ ‎ ‎ ‎ ⠀ ⠀☯︎                   │
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀╭—————————————|—————————————╮
           𝙎 𝙋 𝙀 𝘾 𝙎 :

           • 𝘾𝙋𝙐: 𝘈𝘔𝘋 𝘙𝘺𝘻𝘦𝘯 7 7800𝘟3𝘋

           • 𝘾𝙋𝙐 𝘾𝙤𝙤𝙡𝙚𝙧: 𝘛𝘩𝘦𝘳𝘮𝘢𝘭𝘳𝘪𝘨𝘩𝘵 𝘗𝘩𝘢𝘯𝘵𝘰𝘮 𝘚𝘱𝘪𝘳𝘪𝘵 120 𝘚𝘌 𝘈𝘙𝘎𝘉

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ • 𝙂𝙋𝙐: 𝘎𝘦𝘍𝘰𝘳𝘤𝘦 𝘙𝘛𝘟 4090 𝘎𝘈𝘔𝘐𝘕𝘎 𝘖𝘊 24𝘎

           • 𝙈𝙤𝙩𝙝𝙚𝙧𝙗𝙤𝙖𝙧𝙙: 𝘎𝘪𝘨𝘢𝘣𝘺𝘵𝘦 𝘟870 𝘈𝘰𝘳𝘶𝘴 𝘌𝘭𝘪𝘵𝘦 𝘞𝘪𝘧𝘪7

           • 𝙍𝘼𝙈: 𝘎.𝘚𝘬𝘪𝘭𝘭 𝘛𝘳𝘪𝘥𝘦𝘯𝘵 𝘡5 𝘕𝘦𝘰 𝘋𝘋𝘙5 𝘈𝘙𝘎𝘉 𝘙𝘢𝘮 32𝘎𝘉 (2 𝘹 16𝘎𝘉)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ • 𝙎𝙩𝙤𝙧𝙖𝙜𝙚: 𝘚𝘢𝘮𝘴𝘶𝘯𝘨 990 𝘗𝘙𝘖 𝘗𝘊𝘐𝘦 4.0 𝘕𝘝𝘔𝘦 4𝘛𝘉 𝘚𝘚𝘋

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎ • 𝙋𝙤𝙬𝙚𝙧 𝙎𝙪𝙥𝙥𝙡𝙮: 𝘍𝘚𝘗 𝘏𝘺𝘥𝘳𝘰 𝘛𝘪 𝘗𝘙𝘖 1000𝘞, 80 𝘗𝘭𝘶𝘴 ‎ 𝘛𝘪𝘵𝘢𝘯𝘪𝘶𝘮

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ • 𝘾𝙖𝙨𝙚: 𝘈𝘯𝘵𝘦𝘤 𝘊𝘰𝘯𝘴𝘵𝘦𝘭𝘭𝘢𝘵𝘪𝘰𝘯 𝘊5 𝘉𝘭𝘢𝘤𝘬
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    ╲                                     ╱
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Curious About How I Review Games?
My Review Philosophy

First things first: I do not claim to be an expert reviewer. I’m not here with a checklist of industry standards or a critic’s degree in game design, I’m simply a gamer who also enjoys writing and sharing my thoughts. All of my reviews are completely subjective and based on my personal experiences, tastes, and perspectives.
I approach games as a player first and a reviewer second. My aim is to be honest and clear so that whether or not you agree with me, you understand why I felt the way I did.

Additionally, my overall numeric rating doesn’t always dictate whether the written review will come across as positive vs negative. For example, a 6/10 or 5/10 rating doesn’t automatically mean I disliked the game; those scores often represent an average or decent level of enjoyment with noticeable flaws. Sometimes a game I don’t rate very high overall may still receive a fairly positive write-up if it did something that stood out to me personally, like a unique art style, a moving soundtrack, or a single mechanic that really clicked.

Next, I take a game's age into account when reviewing it, but that does not mean I will overlook real problems. Regardless of whether I have nostalgia for the title or it's the first time I'm playing, if an older game feels frustrating, tiring, or simply not fun to play in 2025, that will absolutely affect the score, because not all games age well.

Lastly, I don’t believe there’s such a thing as a truly “perfect” game, but that doesn’t mean I avoid giving out 10/10s. For me, a 10/10 doesn’t mean flawless, it means the game is so exceptional that any issues I have are negligible in the grand scheme. A 10/10 rating from me could be a personal favorite, what I consider a peak of its genre, and/or simply an unforgettable experience. If I refused to award a 10/10 on the grounds that “nothing is perfect,” all I’d really be doing is turning a 10-point scale into a 9-point scale for the sake of pedantry, and that would make the score less meaningful, not more.

---

Background Info

When it comes to leaving a review, I rate full games, soundtracks, and major DLC expansions on a ten-point scale. While I might still leave a positive or negative review on smaller DLC's like cosmetic packs, weapons add-ons, or reskins based on whatever my opinions are, I don’t give those a numeric score. These types of content are far too dependent on personal taste and usually don’t impact the core game experience in a way that really even matters.

Furthermore, The overall score I give ANY game/DLC/soundtrack is essentially my PERSONAL overall interpretation of the game based on My Three Main Focuses.

Next, my reviews are organized into five core sections of a game where I give my thoughts, praises, and complaints about each game aspect:

1) Story - The narrative, characters, writing, and pacing.

2) Gameplay - The mechanics, systems, and overall feel of playing.

3) World - The setting, world-building, atmosphere, and level design.

4) Visuals - Graphics, art direction, style, and presentation.

5) Sound Design - Music, voice acting, sound effects, and audio mix.


On top of that, I may spend more time on certain sections depending on the game's genre. For example, a narrative-driven game will naturally get heavier focus on the story and characters, while a roguelike might get more attention on gameplay and replayability.

---

My Three Main Focuses

In order of importance, these are the three things I'm generally taking into account while I'm playing a game or listening to a soundtrack, and what I'm considering after the fact.

1) Enjoyment
At the end of the day, any game's main goal SHOULD be to be enjoyable, and “enjoyable” can mean a lot of things. It can be exciting, emotional, relaxing, or even stressful in just the right way. MY question is: did I want to keep playing? Did the game make me think about it when I wasn’t playing? If I walked away content, like I've had my fill, that's one thing. However, if I was left wanting more for all the right reasons, or emotionally wrecked in the best way, that’s a big deal.

2) Effectiveness
Every game sets out to do something . Whether the goal is to tell an epic story, deliver tight competitive gameplay, or create an atmospheric sandbox, I try to look at whether the game accomplished its core purpose, and how well it did so. The game doesn’t have to be revolutionary or groundbreaking, but it generally needs to execute well on what it promises/aims to do.

3) Polish & Craftsmanship
This is in regards to the overall quality and refinement of the game, from attention to detail in art, animation, and sound design to the smoothness of the technical experience. That includes performance, stability, load times, optimization, and quality-of-life features like customizable controls, ultrawide support, adjustable framerates, and accessibility options. In my opinion, the more settings, the better.

---

How Scores Are Calculated

- I don’t give separate numeric ratings for enjoyment, effectiveness, and polish because I feel that those elements are always interacting. Instead, my final score is a holistic reflection of all three, while also taking into account my opinions on the story, gameplay, world, visuals, and sound design.

- I try to be balanced: a technically great game that I just personally didn’t enjoy won’t score sky-high, and a messy but incredibly fun (to me) game won’t necessarily be rated poorly.

- I also listen to my gut. If my overall feeling about the experience is stronger or weaker than the “logical” breakdown would suggest, I will absolutely let that influence the score. I try to be transparent about it when that is the case, but usually my words and my ratings are pretty in sync regardless.

- Sometimes a whole number score doesn’t quite capture my feelings about a game because one rating might feel a bit too generous, while the next feels too harsh. In those cases, I use decimal ratings to better reflect where the game truly stands. I only break ratings down as low as quarters (like 7.25 or 8.75), but to keep things clean and easy to read, I usually round to the nearest half-point (like 7.5 or 8.5). This lets me be precise without overcomplicating the scale, so if you see a decimal rating from me, it's because I’m aiming to give you the clearest impression possible.
Anmeldelsesfremvisning
8,7 timer spillet
Overall: 9.5/10

Story:

For starters, I could write several pages on my thoughts/interpretations of this game's plot, but if you’re even slightly interested in playing Mouthwashing, I highly recommend doing as I did and going into it completely blind or with as little information as possible. I myself had only seen a handful of screenshots out of context, and still think it’s one of those rare experiences where the less you know going in, the better. That said, I’ll keep things as vague as possible while still giving you an idea of what to expect.
Mouthwashing is set aboard the Tulpar, a spaceship operated by a small, overworked crew. After a major incident involving their ship, things spiral into a tense, unsettling journey where reality and perception start to blur. While there is dialogue between the crewmates, this game doesn’t always hold your hand or spell things out for you, instead trusting you to piece things together from fragmented conversations by using contextually implied dialogue, eerie visuals, and environmental storytelling.
I absolutely loved the narrative, and I was surprised by how emotionally invested I became by the end, given that it was a 2-3 hour experience. Yet, this made me realize that's how you know a game has a clear direction, an excellent story, and flawless execution. Each turn caught me off guard in the best way possible, and it’s one of those stories that lingers with you well after the credits roll. As I mentioned, it’s not a particularly long game, but the plot's pacing is executed flawlessly and every moment is packed with atmosphere and meaning. I personally believe Mouthwashing really thrives on discovery and letting its story unfold naturally without any prior expectations.
If you enjoy games that challenge you to think, that immerse you in a world where things feel just off enough to be deeply unsettling, then this game is absolutely worth your time. Just trust me; go in blind, and let Mouthwashing take you where it wants.

Gameplay:

The gameplay unquestionably takes a backseat to the narrative in this game; however, given the kind of story it tells, that feels completely intentional and actually works excellently. At its core, the gameplay is a walking simulator with light puzzle-solving and exploration mechanics, so anyone expecting intense survival-horror elements might find themselves disappointed. There’s little in the way of combat or traditional survival mechanics, which makes sense considering the game’s focus.
Most of the gameplay revolves around exploring the Tulpar, engaging in dialogue with its crew, and using items to solve puzzles that progress the story. While this might not appeal to fans of fast-paced action-horror games, I never found it to be an issue. The gameplay mechanics serve their role perfectly, creating a sense of immersion without getting in the way of what truly matters: the unsettling, thought-provoking journey the narrative takes you on.

World:

At first glance, the 'world' (ship) seems very straightforward (tight corridors, simple spaces, and familiar layouts), but the deeper you go, the more you realize just how much thought has been poured into every inch of its design. This is a game that makes the most of everything it has, turning what could have been a series of basic environments into something layered, deliberate, and often unsettlingly effective.
A huge part of Mouthwashing’s storytelling unfolds through its world. Every hallway, room, and shift in scenery isn’t just a backdrop, it’s a conversation. If you’re paying attention, the ship itself feels like a living thing and place that tells its own subtle story. The sequences that are technically not on the ship (or at least don't feel like it) follow suit, constantly presenting you with spaces that seem utilitarian at first, only to reveal more meaning as you move through them.
It’s this efficiency that makes this game’s design so impressive. Nothing feels wasted, and the simplicity is deceptive. Every level draws you in with a structure that feels intuitive, only to challenge or unsettle you in ways you didn’t expect. It’s a testament to how much Mouthwashing accomplishes with so little, using both its environment and dialogue to build an experience that lingers.

Visuals:

I’ll admit upfront that I have a soft spot for PSX-era aesthetics, but putting that bias aside, the visual and artistic direction genuinely feels like the right call. Mouthwashing's low-poly models, grainy textures, and jagged edges aren’t just an exercise in nostalgia; they actively shape the experience in ways that a more modern, high-fidelity presentation simply couldn’t.
There’s something about the imperfections, the slight warping of perspective, and the eerie simplicity of the environments that makes this game's world feel unsettling yet strangely intimate. It taps into that hazy, half-remembered dream quality that early 3D games often evoke, and it works very well in tandem with the narrative being told. The graphics don’t just serve as a throwback; they help instill feelings of unease, detachment, and even melancholic familiarity. These are tones that I think would have been lacking had the game gone in a more polished, contemporary direction.
Whether this visual approach was a deliberate stylistic choice, a necessity due to budget constraints, or a mix of both, the result is something that enhances the experience massively. The limitations of the art style allow for creative choices that might have felt less impactful in a more conventional presentation. It’s not just about what’s shown on screen, but how it’s shown; it's about how the lo-fi visuals obscure details, leave room for interpretation, and make you feel like you’re exploring a corrupted memory rather than a straightforward game world.

Music/Sound Design:

The music and sound design are nothing short of exceptional. Just like every other aspect, these two elements are immersive, high quality, and serve their purpose masterfully. From the subtle atmospheric cues to the striking moments of tension, every sound feels deliberate and deeply integrated into the experience. The score enhances the creepy yet contemplative mood, shifting seamlessly between moments of unease and introspection.
I genuinely loved everything about the sound design, but if I had to point out one thing, it would be the lack of voice acting. That said, I wouldn’t even necessarily call it a gripe. I play a lot of games with non-English dialogue, so reading subtitles is second nature to me. Additionally, I personally feel that in this case, the decision to omit voice acting actually strengthens the narrative. Without predefined vocal performances, there’s even more room for personal interpretation, which fits Mouthwashing perfectly.
Still, I can’t help but wonder, had voice acting been included, how immersive could those performances have been? Bad voice acting would have absolutely detracted from the experience, but in the hands of the right performers, it certainly could have elevated the emotional weight even further. Ultimately, though, I just felt this was worth acknowledging. The silence speaks volumes, and I respect the choice the developers made.

TL;DR:

Mouthwashing might not have the most intricate gameplay mechanics, but its narrative is one absolutely worth experiencing. This game delivers a poignant and thought-provoking story that really sticks with you for a game with such a short runtime, making up for any simplicity in its mechanics. I wholeheartedly believe basically everything Mouthwashing aims to do is done not only efficiently, but immersively too. I highly recommend everyone to give Mouthwashing a try, but going into this game with an open mindset is the best thing anyone can do when playing, regardless of genre preferences.
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