• 0 Posts
  • 67 Comments
Joined 1 year ago
cake
Cake day: June 24th, 2023

help-circle

  • Wildermyth is an awesome indie RPG that I’ve had a lot of fun with as a two-player coop game. It’s a turn-based dungeon crawler with a strong focus on role play and party dynamics.

    I hear great praise for Across the Obelisk as a coop game from my friends, although I personally bounced off of it. It’s a roguelite deck builder like Slay the Spire, but with multi-player, lots of meta progression, and a heftier time commitment for each run.

    Gunfire Reborn is a roguelite looter shooter that’s a blast in coop. I think it’s still in Early Access, but what’s already there is enough for me to be happy with it as a full game. To me it’s a spiritual successor to Borderlands in combat and gamefeel, but without the grinding.


  • I did end up picking up Satisfactory before they raised the price for 1.0.

    Tried it out and it is fun but I do find it lacking.

    The first person perspective is awkward and makes actually building the factories frustrating. The simplicity of the actual factory mechanics and limited resource availability (static nodes with no way to scale production) are a bit boring.

    The emphasis seems to be less on making a productive or efficient factory and more on making an aesthetically pleasing factory while lacking any tools to make building the factory pleasant. No bots. Limited, feature incomplete blueprints. No way to unlock the camera and get a good perspective on what I’m building.

    The snapping feature is unreliable and I have to constantly jump through hoops to get buildings and conveyors to line up correctly, only to go back over it and find some parts are clipping or it lied to me about where it was snapping.

    It’s a very pretty game and I love that it exists, but it doesn’t emphasize the parts of factory games I enjoy. I want to work my way up the tech tree to macro-manage the factory construction. Satisfactory never gets out of the micro-management of construction. It’s way more personal, and that’s a beautiful concept that doesn’t work for me.

    Still going to play it on 1.0 release. The factory must grow. I need my fix.





  • Hades, yes. That’s a premier Roguelite with meaningful meta progression.

    Slay the Spire is fuzzy on that point. I would not recommend it to someone looking for a Roguelite. It straddles the line in that it has very limited meta progression which is quickly exhausted and basically works as a tutorial. Once you’ve maxed out the card unlocks for each character it plays with the same feel as a Roguelike game. It’s still not a pure a Roguelike since the starting boon choice and the card swap event allow some minor meta-influence between runs, but there’s no more meta-progression.




  • Psychonauts (the original, not the sequel, though the sequel is also good) is a Summer Camp themed 3D platformer. It doesn’t quite meet your “low stakes/chill gameplay” criteria as it does have combat and mildly challenging boss fights and platforming, but it nails the rest. It’s easier than Tunic. Maybe worth checking out.

    Brothers: A Tale of Two Sons strictly meets all the criteria listed, but it’s ultimately a tragic story. If “some kind of impact” includes leaving you in tears, check it out.

    Okami is a Zelda style adventure set in feudal Japan with immaculate vibes. You play as the sun goddess Amaterasu in the form of a wolf bringing light and life to a land ravaged by demons. The world is cold and dark at first, but you bring spring and summer on your heels.

    Finally, two favorites from my childhood are the Spyro series and the Ty the Tasmanian Tiger series. These are 3D Platformer collectathons and neither of these series are even close to any of the examples you provided, but they are bright and colorful and in my heart they have feelings of Summer Vacation and staying home all day to play video games.




  • I was not counting mana cost, no. So it’ll just drop modifiers if it doesn’t have enough mana, and still cast the base spell? That does explain some of the behavior I was seeing. I figured it would fail to cast entirely if I didn’t have enough mana for the full block.

    One theory I had, if you can confirm, is that shuffle doesn’t just shuffle spells, it shuffles all spell nodes.

    So if I have a 4-slot shuffle wand with: PPMP (P = Projectile Spell, M = Modifier)

    I was thinking the cast table could either be:

    P1 - 33%

    P2 - 33%

    MP3 - 33%

    Or

    P1 - 25%

    P2 - 25%

    MP3 - 25%

    P3 - 25%

    Depending on whether the modifier block was a valid place for the shuffle to land.

    I was planning to try to build some wand experiments to differentiate which of these scenarios is true. Good to know that mana can be a confounding variable.

    Edit: Also, is shuffle fully random or does it draw without replacement like a deck of cards until all stored spells are cast and it can recharge? Just thought of this and realized I hadn’t tested for it.


  • The issue I’ve been trying to work out is getting modifiers to work consistently. My understanding is that modifiers are supposed to stack and affect the next projectile spell to the right, but they either don’t apply at all or will apply sporadically, and I haven’t figured out what rule I’m missing.

    I assume some modifiers just don’t work with some projectiles, but the game doesn’t seem to communicate whether this is the case. I also suspect it has something to do with shuffle, as you warned against, but I haven’t been getting any non-shuffle wands for experimentation, and my starter wand doesn’t have much mana to work with.

    It doesn’t help that I can only experiment with builds in the airlock chambers between levels.

    The specific issue I remember having last night was that I couldn’t get the pentagon shot modifier to apply to any of my projectile spells no matter what I did.

    I did get the flametrail modifier working consistently, so I’m doing something right, but I’m not sure what was different between that and the pentagon spread modifier I was trying.


  • I’ll back up that Civ 4 has been the best entry in the series so far.

    Civ 5 is when they dropped unit stacking, which made combat much slower and more finicky since you couldn’t just build up a massive deathball and tear across the map, and Civ 6 doubled down on that design space by tying city upgrades to individual tiles as well. They’re not bad changes, and they do add more strategic depth to the combat and city-building, but they do make an already slow game substantially slower, since combats that used to be done in a turn or two now require several turns of rotating and repositioning units to get them in and out of the fight.

    Civ 4 was the last “pure” civ experience, building off and adding to the previous games without sweeping mechanical changes to shake up the meta.





  • You guessed correctly.

    I was pulling an all-nighter reading fan fiction serials while drinking Kraken mixed with Orange Juice and had also eaten a whole frozen pizza around midnight. I was not ok. The incident happened around 3am.

    First time I’d ever vomited while drunk. I know my limits better now.


  • My Laptop will be 15 years old this year.

    It was running Vista when I bought it, then upgraded to Win 7, and now runs whatever flavor of Linux I feel like installing.

    Battery is shot. Screen connection is iffy, but works if you wiggle it. Several keys stopped working after I accidentally threw up on it, but I can use an onscreen keyboard for those.

    Still runs fine. She’s a trooper.