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Cake day: Jun 28, 2024

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Grinding evasion by dual wielding shields and attacking yourself is peak game design.


If you’d read the article, Valve says they’re working with anticheat devs to come up with a solution together. This can only happen with their cooperation, if Valve somehow could bypass it on their own that would represent a vulnerability that should and would get patched.


TBH, I kinda get the feeling that’s what most of the hype surrounding the Machine is. People hoping it sells well, but not necessarily people planning to buy one for themselves.


If devs want to support one, it’ll be no problem to support the other. But I doubt devs who already refused to support one will suddenly change their minds.


I wouldn’t expect the Machine to be any more popular than the Deck, which already wasn’t enough to convince holdouts. In fact I would bet the Machine will sell much less than the Deck, since that had a more unique niche carved out for it.


Points of no return and anything else that’s permanently missable. No, I am not doing a second playthrough of a 100 hour JRPG.



As someone who played later entries first and then went back to SotN, IMO it’s a bit rough around the edges in comparison. Still a fantastic game, but I think later games managed to improve on it.


Castlevania: Portrait of Ruin. IMO this is where the series peaked, perfected the formula and delivered a game packed with several large maps and three sets of bonus characters to replay the game with.


  • Puyo Puyo Champions - Extra selfish pick, in this scenario now people would have to play it and we’d have a healthy playerbase again. I’d finally get to fulfill my dream of large offline tournaments.
  • Skullgirls - See above.
  • Stepmania - I was tempted to say Wacca or Chunithm, but in this scenario Stepmania would be ideal for nearly infinite content, as well as offering both keyboard and pad playstyles in one game.
  • Slay the Spire - My pick for casual second monitor content. I’m also assuming the modding scene is allowed to continue, in this scenario it’d suddenly have everyone making tons of new characters.
  • Super Mario Maker 2 - Actually took me a bit to think of what the last game should be. Gotta be an endless game, but I didn’t want to duplicate genres by just adding another fighting game or puzzle game. Though if we’re allowing romhacks to count as part of the game, if new romhacks can continue to be made, substitute Super Mario World instead.

Legally speaking, you own the physical cartridge, but you only own a license to the software on the cartridge.

Practically speaking, no one will break into your house to control what you do with the cartridge.


Console manufacturers sell at a loss because they need to sell the console first before they can sell anything else. They can expect to make that money back on software the user could not have bought without the console.

Valve doesn’t need people to buy Steam Machines to get them to start using Steam. In fact, I suspect most units sold will be to users who are already invested in the ecosystem. Selling at a loss would just be a straight loss to them.


Two years ago, one of my favorite games made some very minor cosmetic tweaks, and that was enough to attract a horde of post-Gamergaters crying that this is the downfall of western civilization. Two years later, the board for that game is still under seige by trolls that have rendered it unusable for anyone who actually wants to talk about the game. Every now and then a Valve mod will lock one thread, and then the trolls just make another and it continues.


My impression of the original Steam Controller was that it was designed for games I don’t want to play on controller, at the expense of being terrible for games I do want to play on controller.


Steam Forums are one of the worst unmoderated hellholes on the internet. It pains me that Valve keeps letting this shit keep happening.


I will forever swear by the 8BitDo Pro 2


CoH’s control scheme requires both hands, so I can’t recommend it to OP. But I’ll also have to say that I have the opposite opinion, CoH was good for a casual playthrough but wasn’t something I could sink several hundred hours into like the original. The overworld made runs much longer and much more repetitive since a lot of it is always the same.


  • Anything turn-based, especially mouse-driven titles. Slay the Spire, Chess, Riichi Mahjong, Balatro, etc.

  • Puyo Puyo Champions has a one-handed preset in its controller options. Do note that if you want to play online, only Switch is active since that’s where Japan is, I can’t recommend the game on other platforms.

  • Kirby Air Ride uses only one button + analog stick, and any button works, so you can use L. Would have to be left hand for the original, but the sequel coming out later this month has a detailed accessibility menu, which I bet will include right-handed settings.

  • Crypt of the Necrodancer is designed to be playable with just four arrows, in case anyone wanted to play it on a DDR mat. Which also means you can play with arrow keys or WASD.

  • Rhythm Doctor is actually just one button.

  • Rhythm Heaven Fever uses only A and B. Rhythm Heaven DS uses only stylus. The rest of the series uses d-pad as well though, so those are less playable.

  • Come to think of it, any DS game that only uses stylus.



Just a few days ago, at a local Vampire Savior tournament. Grand Finals ended with me sniping Q-Bee’s bubble super with a callout from B.B. Hood’s gun super. Wish I had a clip, but it wasn’t streamed or recorded.

Also had a few good laughs playing Skullgirls earlier that night at the same local, chaotic shit always happens in that game.


Romhacks:

  • Link to the Past Randomizer - Generates a shuffled ROM with all chests and items swapped around, sending you on a wild goose chase through Hyrule trying to find everything required to beat Ganon. Has a LOT of settings to play around with.
  • Link to the Past/Super Metroid Combo Randomizer - Like the above, but with both games combined into a single ROM using some elaborate witchcraft. Certain doors take you from one game to the other, and the item pools are shuffled together so you’ll have to go back and forth between Hyrule to find Metroid items and Zebes to find Zelda items. It’s a bit imbalanced by the fact that LttP is a much bigger game than SM with far more items and locations, but I recommend playing through it once for the sheer novelty.
  • Celeste Mario’s Zap & Dash - A metroidvania running in SMB1’s engine. As the name suggests, it’s heavily inspired by Celeste and ports in mechanics from that game.

Standalone fangames:

  • Panel Attack - Open source clone of Panel de Pon/Tetris Attack/Puzzle League/Puzzle Challenge/oh my god Nintendo please pick a name and stick with it featuring netplay and modding support.
  • AM2R - Another Metroid 2 Remake. Do note that I’ve heard a big 2.0 update is supposed to be coming soon, so you may wish to wait for that.


Depends on the game. If it’s a good fit, go ahead and add it, but if it’s not, it’s better for a game to focus on doing one thing well than two things poorly.


DRM-free games can be freely copied, nothing’s stopping you.

Pirates have to crack games that don’t have DRM-free versions available, games that aren’t on GOG.


We’ve reached the point of diminishing returns on hardware. IMO, anything that can’t run on Switch 2 probably deserves to be scaled back anyway.


Will never be anywhere close to what Newgrounds and Kongregate were at their peak.


Porting two existing titles is hardly what I would consider a new golden age.

Browser games peaked in the 00s-10s as the most accessible place to publish a simple indie project. It was simple and easy for beginner developers to just make something and put it out there, and for those that took off there was a decent pipeline to monetize a hit by licensing it to sites that would share a cut of ad revenue.

But now, mobile and Steam have replaced that as the go-to target for developers. They’ve gotten to a point where they’re just as accessible to develop for, and if you want to make a living off your work you’ll have a much better shot that way.

Plenty of great tools still exist for HTML5 development, if developers wanted to they could, and some do. Itch.io has a good amount of new browser games, they exist.

But there’s never going to be anything as big as Newgrounds or Kongregate. Those days are gone for good.


Nintendo doesn’t sell products that are branded as Switch but don’t actually play Switch games.


At one point MaxEnt had announced an Avatar fighting game, but then silently canceled it when everything imploded. So this appears to be a revival of that.

Over a month ago we were told that TFH’s IP had been sold to a new owner, and they’d have an announcement within a month. Announcement still hasn’t happened, but the publisher on Steam was silently changed to Gameplay Group International, along with Diesel Legacy’s.



Yeah, there’s definite value in having these boards to ask questions. It just… needs moderators to be more proactive in dealing with bad actors.


Don’t want to manage your own forum, then disable user posts entirely.

I don’t believe that’s an option. I know one indie dev that actually told me they wished they could just not have a Steam forum because they hate it.


Steam Forums are one of the worst hellholes I’ve seen on the modern internet, and Valve does nothing. Any game that gets declared a target by the post-Gamergate crowd ends up having its board seiged until it’s unusable for any kind of actual discussion.


TIC-80 Is a different fantasy console, not compatible for Pico-8. There are open source Pico-8 emulators though, including a libretro core.


That’s an answer for you as a consumer, but the article is from the perspective of the industry. If no one ever bought new games, game development would not be sustainable.


There are three tiers of activity:

  • Active enough that I can queue at any time of day and find opponents close to my skill level with good ping
  • Active enough that I can queue at peak hours and find opponents
  • Need to schedule games via Discord matchmaking

If I really love the game enough, I’ll put up with jumping through hoops to play it, but it does get frustrating when the games I like are a lot more convenient to play than the games I love.


The trailer was made entirely within the game’s very robust level editor. At the end it actually shows the level editor project.




The technical merits were why FF7 was so impactful as a cultural landmark of video game history.

Is Trails a good game? Sure.

Is FF7 the right comparison to invoke? Not even close.


The big thing about FF7 was that it came out during a critical transition period for the industry, and Squaresoft put the highest budget of any video game to date into making sure FF’s jump to 3D graphics was as explosive as possible. The game was heavily marketed on its technical merits, boasting about how everything this game does could only be possible on PS1. It’s full of setpiece moments that are literally just Squaresoft trying to show off their VFX budget (this is why summon cutscenes are so absurdly long). And it blew audiences away because no one had never seen anything like it before. FF7 was a revolution.

Trails certainly has good reason to be beloved by its niche fanbase, but by 2004, it really wasn’t doing anything super unique compared to its contemporaries from the same time period. It’s a polished game, but I can’t describe it as anything more than an evolution.


Summary: Many games see noticeable improvements, but how much of an improvement will vary. Games that are bottlenecked by GPU or memory bandwidth benefit significantly, whereas CPU-bound titles only see small improvements. Arkham Knight, famously one of the Switch's worst ports, is now a playable 30fps. Dragon Quest Builders 2 is... playable but still not great, building as much as possible to stress test the hardware can drop to single digit framerates on Switch 1, that's now around \~20-22fps here. These are the two most demanding titles tested, which means that most everything else came out pretty good. The obvious caveat here is that games cannot exceed hardcoded targets. Games with uncapped framerates and dynamic resolution will be able to take advantage, but capped framerates and fixed resolutions must remain so.
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Every 100 years, the mysterious castle of Sudokuvania appears in the countryside. Legend has it that it contains the Secret of Sudoku. Gathering the last few given digits in the area, you solemnly approach the boxy fortress, determined to discover the secret and share it with your favorite people.
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