Dude, again? These are the default officially licenced images that merch sellers use to print onto t-shirts and crap. There’s no way this is hand drawn.
I’m souring on difficulty options lately. How am I supposed to know the ideal difficulty of a game without having played it before? You’re the developer, you designed it and if you’re confident in your game balance you should pick the default difficulty. Better yet, get rid of discrete difficulties and add customizable assist mode instead.
Whilst I didn’t enjoy the mechanics of Control, I was very impressed at the settings it offered. I could essentially turn off combat if I wanted. Yes, it won’t be the same game experience, but if I choose to play that way - let me!
In the old days we had cheat codes for this stuff. I cheated my way through a lot of games and then revisited later without cheats. Some of those became my favourite games of all time (Theme Hospital and Tony Hawk’s Pro Skater 3 both spring to mind).
By playing the game and adjusting as needed to the experience you are having. That’s what difficulty options are there for. Only you can decide what that is. No one can or should dictate that for you.
While I do change them if I feel things are seriously off, I don’t think changing the settings mid-playthrough is the solution. It is normal for the same game to have different difficulties at different times so if you’re adjusting difficulty mid fly on a first playthrough you probably won’t get the same highs and lows as intended. It is impossible to know from the first stages how the difficulty ramps up, sometimes they are easier, sometimes they are just mechanically simpler and sometimes they are purposefully difficult so you have to learn key mechanics.
Difficulty options are like consumable potions to me if that makes sense
Gaming experience is subjective. The highs and lows are entirely dependent upon the player and their preferences/capabilities.
It’s your experience, no one else’s. The experience is either fun or frustrating. If it is frustrating, then adjust until it is fun. It’s just that simple. For some, a brick wall challenge is fun and enjoyable, for others, it is time consuming and tedious. Both players are valid and both should have the option to play a game the way they want
The “highs and lows” should come from the storytelling, not the gameplay loop. The gameplay loop should always be fun, engaging, and enjoyable for the player.
People calling search action games metroidvania is a big pet peeve of mine. No idea why it bothers me. Anyways hollow knight is my favorite, followed closely by silksong.
I get it. I’ve seen some on here that make no sense to me as metroidvanias. But I think it might be generational. To me a metroidvania has to be 2D, because those are the kinds of metroid and castlevania games I grew up on.
Seeing suggestions for Batman Arkham games or Supraland (love both series) is a weird suggestion to me because I see those as action and puzzle platformer respectively. But for people growing up with 3D Metroid etc. I can see why they’d classify it that way, even though I think the series changed away from the classic metroidvania genre at that point and into more action or action platformer.
Mostly Snes for me. Ironically Simons quest for nes I’d actually consider a search action game, but the game was quite the outlier from the normal level based linear Castlevania games and not very popular.
This is not a drawing. I have 3 posters, a lanyard, 3 different desktop backgrounds, and 2 officially licensed books that use this same exact picture of Link. The only way I’ll believe this is hand drawn is that it’s a very detailed trace. But I doubt it.
Gawwdan preventing rebinding is so annoying! Or it’s monkey paw wish cousin, letting you rebinding but the on-screen prompts are hard coded to display the default key.
In a simmiliar accessibility vein, I’m hard of hearing so when a game has no option for subtitles then at best I catch 1/3rd of the story.
The fact that games act like climbing doesn’t exist. You reach a path blocked by a small rock that any normally able bodied human could climb and it just pisses me off.
Like Pokémon games with a rock you could easily just walk around but noooo you gotta travel to this other town to get a special item or learn a special skill to get around this thing you could easily climb over or walk around.
It’s even worse in VR games. As much as I love Half Life Alyx, there were certain barriers that are literally just a pile of rubble or a chain link fence.
spongy bosses don’t always mean they’re challenging. I can’t count how many times I’ve fought a boss who isn’t hard or interesting but just wastes time cause they have a ton of health.
I love my older retro games, like I’m a huge Metroid fan, but jebus to Betsy, they fall for this trapping all too often.
I don’t fault them, those were the Wild West of gaming when devs were still figuring things out, but damn does it make going back to older games a bit rough.
Too many games are “survival” games now which really means they will make you do a bunch of chores to get to the sub par shooter or adventure game the chores gate you from. No, I don’t want to chop wood and get rope or whatever for the 50th game that never innovates on any of these mechanics to get to the “good part”
Also lots of fun games seem to be ruined because they are battle royales.
Taking control away to have a cutscene that is all dialogue and no action that could have just as easily been something you control as you walk and listen. Especially if it’s not even an in-engine, real-time scripted thing but a pre-rendered video that doesn’t even show your actual character as you have them dressed.
Unskippable cutscenes absolutely need to die. Even on the first playthrough - give me the info I need in a notes section or something, but do not waste my limited time on this coil with slow “exposition.”
I usually quit those when they get too grating and move on, but it’s frustrating nonetheless.
I just want to skip the dialogue once I’ve read the subtitles. Horizon does an incredible job at this. So many games could have gotten a 2nd playthrough from me to get the platinum if I could have skipped the dialogue and cut scenes
Your work is always so sick. Love the attitude in your work; it’s so angular, and aggressively posed. The line work is beautiful. The shadows are so deep and so clean. Very impressive stuff, you’ve clearly worked hard!
Altho CoD and GTA are my main games I still play other things and I have like, 251 games on my Steam account, and countless others outside of it… Like, you do not need to restrict yourself to only yearly release triple A stuff… Those games get boring eventually.
bin.pol.social
Aktywne