The Dead Cells devs have been putting in work on their multiplayer rogue lite Windblown, which is super fun. Hades 2 is in a great spot and will keep getting better Risk of Rain (1+2) both fantastic
But for really obscure and interesting mechanics and a true rogue like experience: Noita. It’s pixel graphics but every foreground pixel is simulated and there are a craft huge number of interactions between substances and spells. There’s deep lore that you have to be very dedicated to decipher. There’s an actual alchemy system that changes depending on map seed. Oh, and it’s really hard.
Dead cells and rogue legacy 1/2 were a lot of fun. Check out nethack if you want something more casual for mobile or in a terminal, it’s a classic. Switch specific I’d say check out dead cells or Isaac. If you want something casual without a big story or learning a bunch of RPG systems you might want to check out donut county, goose game, or golf story.
I have generally found roguelikes to be too difficult, so if you want a turn-taking, strategic one that leans into the easier side while letting you set up many ridiculous combinations, I enjoy “Backpack Hero”. You get a Resident Evil 4 styled inventory screen, and must arrange/place items for an optimal build. You generally get rewarded for stacking similar items.
The Bazaar is a similar game releasing soon. It’s still primarily focused on developing synergies between items in your build, but there’s more varied events between pvp fights and configuring your pack is simpler because it’s on a line rather than a grid, if that makes sense. It will be releasing as free to play probably in February or March.
I’ve been recently playing Kingsway which is a pretty unique roguelite RPG where the entire game takes place in a fake operating system inspired by the Windows 95 interface. Only on Steam though iirc.
Pretty fun, though I wish there were mods to increase the amount of content in the game.
Against the Storm is a Rogue-lite City Builder, which sounds like 2 things that shouldn’t go together but works surprisingly well. It has a generous demo on Steam that lets you freely play up to level 6 or something in the standard biome, so give it a try
Shape-Hero Factory is a Rogue-lite Factory Builder. Another weird combination that is surprisingly effective. It’s in Early Access so there’s a lot of features that are still planned, but you can do full runs and go up to I think Ascension 6. It had a demo during nextfest, not sure if the demo is still there.
Lots, but only a few that are worth a damn. I’ve come to call them “Han Solo Simulators”.
Its a genre that seems to attract a lot of half baked game designers. Make a big universe sandbox where you fly a spaceship to space stations and planets and moons and trade stuff and do pirate shit or anti-pirate shit. Lots of people have this idea, only a few make anything good out of it. Doesn’t seem like it can go wrong, and yet . . .
Battlecruiser 3000 AD is a particularly infamous case of 90s Internet lore. By all accounts, it did eventually patch the game up enough to be decent, but it took years to get there. At release, the game’s installer would crash for most people. However good it might have ended up, the Internet drama was better than the game ever could be. Look up “Derek Smart” if you’re interested.
The X series is one I want to like, but it’s been really buggy for me. Like rage quit when it destroys my progress kind of buggy. I haven’t played X4, though.
No Man’s Sky was an infamous mess at launch. Unlike Battlecruiser 3000 AD, it did eventually change its reputation, but it was a long, hard road. I played it a few years ago and found it uninteresting, but basically playable.
And then there’s Star Citizen. I’ll just leave it at that.
Anyway, the Elite series is probably the most successful for single player or smaller multiplayer, and Eve: Online for massively multiplayer.
Wierzę, że konieczne są małe zmiany i walka o nie na froncie także parlamentarnym. Niestety, to jak to wygląda obecnie choćby w PL jest zbyt smutne nawet dla mnie :(
Sorry, jeśli było to triggerujące pytanie – been there, tried that, attaching solidarity. Myślę, że można założyć, iż jest nas w takim razie co najmniej trzech tutaj na tej instancji Fediverse’u, którzy moglibyśmy się (warunkowo?) zidentyfikować z politykami wybieralnymi, nawet większościowymi, o ile te służyłyby Wyższemu Dobru, np. Postępowi Cywilizacyjnemu. Aktualnie komentatorzy raczej nie widzą perspektyw na depolaryzację społeczną w Bolandzie, która mogłaby wypromować np. Polityki Opiekuńcze, Welfare State, cokolwiek Kooperatywnego – bardziej Intelektualnego niż emocjonalnego. Za swego życia dostrzegłem, co oznacza inżynieria społeczna oddziałująca na całe pokolenia – Myśl Lewicową zmarginalizowano, dominuje liberalizm (gospodarczy z koncesjami dla obyczajowego), konserwatyzm (w odsłonie internacjonalistycznej oraz narodowo-bogoojczyźniaznej) – te są nazywane “zdrowym rozsądkiem” przez większość populacji, “Bolanda PO (A)” i “PiS (B)” – potem nic, później mniejszości (w tym Lewice, różnie posytuowane na osi Idealizm-pragmatyzm), na końcu “fringe politics”, raczej bez “zdolności wyborczej”, w tym my tutaj, Ideowx Lewicowcx, czy np. Nierynkowx Wolnościowcx (jak niżej podpisany) – opozycja pozaparlamentarna.
Spotkane na Szmerze drogi/paradygmaty demokratyczne, chronologicznie:
Wreckfest has been big for the last week or so. The only reason why I picked it up again in the first place (after having only played about an hour of it before, mostly on the Steam Deck) was that I got a new controller (from 8bitdo), more or less replacing my worn out Xbone controller, and the idea was that I wanted to test it properly with a proper racing game - and proper racing it is! Hard and punishing, but not really unfair. I’ve been a fan of Finish developer Bugbear ever since the first Flatout (which this is a clear spiritual successor to), so it’s not exactly surprising that it finally clicked with me.
Driving physics in particular are sublime. Even with just a controller, you can feel the mass of the vehicle shifting around, you notice tires losing grip as springs are decompressed on top of a hill. Add to that the second best crash physics after BeamNG and delightfully aggressive AI drivers and the end result is pure carnage. There is some frustration (most races are decided in the first three corners and a single mistake can eliminate any chance of victory at the second highest and highest difficulty), later races are getting too long (since it’s not particularly interesting to lead for five laps after having basically won the race in the first lap) and the gameplay surrounding the races themselves is bare-bones to say the least, with a very basic campaign, upgrade and leveling system and some live service (ultra)lite challenges sprinkled on top, but it does the job.
There are destruction derbies (fun, but laughably easy, all of them) and wacky events like racing a tiny three wheeler against a field of school buses, but the majority of those are really more fun in theory than actually playing them, since most of these unusual vehicles are just slow, fragile and control purely. Worst example so far: RV racing. Nothing fun or interesting about that and the Top Gear segment they copied this from wasn’t exactly a high point in the series either. Normal racing is downright exhilarating though at the best of times, when you just edge out a victory on a slippery, brilliantly designed dirt track, worn out tires barely holding on, opponents trying to spin you out in every corner. I hope there’s more of that in the upcoming sequel. I have not tried the multiplayer yet, but I might in the future. Graphics are excellent - save for the complete lack of driver animations - and there’s a banging soundtrack that would be perfect if it had less screamo, but that’s just my taste. The soundtrack doesn’t quite reach the same heights as Flatout 1 and 2’s, but it’s close.
This really applies to the whole game. It’s not just nostalgia, since I replayed both relatively recently. Wreckfest has better driving physics than its predecessors (or really most other racing games), but that’s about it. The wackiness is more grounded, with plausible or almost plausible and no strictly unrealistic events that involve the driver being hurled into targets anymore, but this also means that, since there is really no “innovation” outside of ultra-basic leveling and daily events compared to the predecessors that it feels like they didn’t really have any ideas and were just doing it by the numbers. Bugbear are masters at the craft of designing tracks, vehicles and the physics that tie it all together, but outside of the immediate racing action, there really is nothing of note there. A campaign system that was below average 21 years ago is now hopelessly outdated. I’m not saying that they should try and make a dirty, ratty version of Forza Horizon with more of those lovely banged up real cars that handle so brilliantly, but… - okay, they totally should, that would be amazing! Anyway, 10/10 racing, 6/10 other events, 3/10 surrounding stuff for a weighed average of 7.99999/10. Don’t check if my math is correct.
Okay, and I also played a few more hours of Balatro (more hours than Wreckfest, I mean), because, well, I was forced to. Yup. I didn’t do it willingly, I swear! Is there a “Balatro players anonymous”? Asking for a friend.
The controller I mentioned (8BitDo Ultimate 2C Wired) is great, by the way. It’s a simple wired-only thing (there’s also a Bluetooth variant) that closely mimics the Xbone controller, except for two additional small shoulder buttons that I haven’t found any use for yet, as well as a turbo and remap feature that allegedly works without any software (don’t care about either, so I haven’t tried them). PC and Android only, just FYI. It has the best sticks and triggers I’ve ever used (both Hall effect, so I hope they’ll last) and the buttons and d-pad are also outstanding, despite this thing costing less than half as much as a first party controller. It feels exactly as solid as an original controller, even down to the plastic making the same noises at precisely the same level of grip strength when some hick from outta town spins ya out in the last corner of tha race for some goddarn reason, which is one hell of an achievement for the price. I’ve already had a Super Famicon style Bluetooth controller from the same company for a few years, so I knew their stuff was high quality. The only aspect about it that might put some people off is that for some reason, it’s only available in bright, almost garish pastel colors, but I quickly got over that. There is a branded Black Myth Wukong version with more muted colors, but it didn’t mention having vibration on any of the spec sheets on any site, so I avoided that one.
It’s loosely in the same genre but you may like Rebel Galaxy. It takes a slightly different approach to space combat making it closer to naval warfare. Very enjoyable soundtrack.
Love this game! Just reinstalled yesterday after years to start a replay of it. I just hope if they make a third they go back to this style (more capital/naval ship feeling) and not the smaller fighter style the second one adopted.
I’m commenting late, but there is The Precursors which does require Slavjank tolerance, but if you have it, it provides an interesting flavor on a space opera adventure.
I also haven’t tried The Tomorrow War which seemingly requires even higher Slavjank tolerance, and probably isn’t a top of all time game, but seems interesting if you like peering into strange forgotten games. Warlockracy did a video of this one.
I’ve actually heard of The Precursors before. It was featured in Tehsnakerer’s Playing series. I don’t know what my tolerance of slavjank is. I’ve played Operation Flashpoint a lot when I was a kid. Does that qualify as slavjank?
Really it just means the sorts of bugs you find with minimal QA testing combined with stilted voice acting, potentially untranslated audio or text, cultural beats that don’t quite cross over, and some game design choices that are different than how a game developed alongside western games might do things.
If you can stand this lack of polish, these sorts of games can at least give amusement for their price point.
I think that Tetris is probably the oldest game that I’ll play some implementation of occasionally. I don’t know if I’d call it my favorite, but it’s aged very gracefully over the decades.
I just had a look at their offer and it has a few issues.
Customers can’t resell a game license until 90 days after its release day and 7 days after their purchase (whichever is later).
The option to list a license for sale may be revoked if the publisher delists the title
The resale price is 100% of the current store price for the title but the reseller recieves only a 25% “resale commission”.
This commission can be paid as store currency “IRON” or credited to your original payment method for a fee. If your original payment method has expired then only IRON is available.
Suppose that on some level, this was possible. You wouldn’t see nice, cozy instances of people who’ve finished their old collection selling them to low-income folks that just got their first Steam Deck. You’d put some games on sale for $10, and an automated Python script would automatically buy them and put them back up for sale for $49.98, one cent less than the new copies being sold.
When literally every single digital copy of a game is “equivalent”, the used games market just doesn’t make sense - although there’s a hundred third-party sites that would like it to work that way so they can take their un-earned cut.
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