Wow… yeah I can definitely see that. I skipped any enemy camps because your reward was usually a bunch of bananas and it felt repetitive as hell. That’s a really valid critique. I regardless think it’s one of the best games I’ve ever played, but now that you mention it, there’s definitely room for improvement
oh yeah, that’s a great point as well. Spiderman for example. I only ended up fast traveling right near the end when they start piling on the side quests. Up until then I spent the whole time swinging across the city.
Also agree with the Zelda games. They’re so huge in scope that fast traveling becomes pretty much a necessity. That’s something I was trying to elucidate but didn’t really do a good job of. You can have this great huge game world, but if it’s a chore to cross it, what’s it worth? Ideally the story and missions would be what move you to travel across the game world, creating an engaging reason to not just open up the menu and fast travel as close as you can to the next objective.
https://www.programmingfonts.org/#hack
You can check out fonts here and filter based on mono spacing, ligatures, etc. Hack is by far my favorite font but I just wish I could use it with nerdfont/jetbrains ligatures. It just has this beautiful way of being able to look open and readable while taking up less space than fonts like fira or jetbrains.
Cool for them for making a font, but personally don’t think it’s up to firacode, hack, jetbrains or many other fonts out there
Wait, why did they invent the phrase “texture healing” for literally what all mono space fonts try to do: make a monospace font that doesn’t look like cluttered shit.
I think it depends on the PG (patient gamer) but I think the philosophy doesn’t extend to indie games as much as big budget AAA titles that get pushed out half baked and only end up being good years down the line after they’ve finally actually finished it. We have patience for indie devs. It’s not a zero sum thing. Like, I’ll hop on the next ratchet and clank game, no way I’m waiting a year to play it. But for games that I don’t care so much about that start out as ps5 exclusives, I always wait for the PC port
https://steamworkshopdownloader.io/ never gotten this to work myself but I put the least amount of effort in as possible. There may be others as well but I remember when I did my research a couple years ago that it was a real trudge and almost not worth it.
It’s so funny how people who have no idea about linguistics/communications have such strong know-it-all attitudes about how people communicate. Remember the phenomenon of vocal fry? All the youtube vids like “i discovered this thing that millennial wimmin do and once you notice you’ll HATE IT.” and they just describe vocal fry which is just an absolutely normal part of speech and done by men just as much as women.
Right, at the very least it’d add a gameplay element to the tedium. Or maybe your character refuses to pick up random shit unless they have the right abilities/training. Or like in skyrim where you can’t see the characteristics of certain plants you pick up until you’ve leveled up in a certain field enough, but instead of not showing the alchemical properties, the item itself isn’t fully detailed - like it’ll just look like a generic mushroom, or a generic sword/gun/etc. And a player with very high skills in certain areas would unlock different characteristics of that item.
Encumbrance is supposed to provide a type of challenge, and realism. Though how realistic is carrying more than like, one extra weapon really? Also, it is a weird thing to get hung up on for “realism’s” sake. The best possible argument for encumbrance is forcing players to make choices. In roguelikes for example, you very often only get to choose from a limited number of rewards. In that sense it’s really fun, but you cannot go back on your choice. With encumbrance, if you must, you can keep all your rewards, but it’s just very tedious to do so. So instead of forcing the choice and creating dynamic gameplay, most likely you’re just forcing the player to do some tedious shit. Roguelikes deal with the hording mentality much better than a traditional RPG.
Another thing to note about encumbrance, is that there’s just so much random garbage you can pick up in these games. Someone else mentioned that in real table top rpg, you’re not picking 100 wheels of cheese cuz they might come in handy later. I think it’s honestly just filler content, and doesn’t really add to the game aside from the fact that if you couldn’t pick up that wheel of cheese, you’d feel slightly cheated. I wouldn’t call it lazy game development, but I think “loot” as a gameplay element has a lot of evolving to do. It feels good to get loot, but so often it has to be padded out to feel like you’re actually getting anything. You have to receive it often enough. It has to give some benefit or it just feels like window dressing. That’s a fine line that very few games handle very well at all.
Both excellent and worth downloading especially for free. Loop Hero has some similarities to Vampire Survivors: pixel art + rogue like elements. Just vampire survivors exposes the gameplay and story and guides in a much more organic way. After while, loop hero had me just googling everything because so much was hidden away and not really approachable. Still a fun game but it doesn’t keep you coming back.
Patient gamers unite!!!