The question is moot from both sides of the deal, but understanding why is important.
For something like a game, you will only ever pay approximately what you think a game is “worth”. How you determine that value is entirely up to you and should be based on your own opinions and beliefs. Therefore, if you derive value from supporting niche developers, that’s great for you and you should continue to do so as you wish. If you don’t value that quite as much, then wait for a sale price that does.
Your individual decisions will not affect the decisions of publishers and developers.
Their decisions will take into account the total profit that they think a game can provide over its lifetime. This is determined by the initial price and sales as well as future discount prices and sales. The way they estimate the potential profit of a new project is based on past data. If they see most of their sales at launch time, they will price the game accordingly. If they see more revenue over time from sales, then they will price the game accordingly. As long as they continue to hit those goals, then they will continue making products for those audiences.
Therefore, the best way to support the projects you like is to buy the game when the price justifies the value to you. That is buy it whenever you want. The only way to not support (I am purposefully avoiding the word hurt) the publisher and developer is to pirate the games.
I think for a visual novel, you’re probably better off buying it near release for full price. Maybe even get the more expensive version that comes with the soundtrack if you like the game.
For other types of games, especially more mass market games, they’re more complex and prone to bugs. Visual novels, not so much. So being patient in this particular case would certainly hurt the small creator making the game more than it will hurt your bank account. Visual novels aren’t usually $60.
If you’re not excited about Brighter shores then I really don’t know, for some reason no one else has ever tried to make the same type of game (aside from Genfanad and Titanreach, both of which have shut down quickly after release)
You could check out Project: Gorgon, it’s something of a mix between Runescape’s multitude of slow-to-level, interconnected skills on one character and a more typical MMO with distinct classes, buildcrafting and group content. It has a free demo on Steam. All of that said it’s only vaguely similar, and I wouldn’t mention it if there was anything closer to OSRS.
I believe the things you are calling out are an integral part of the ARPG genre so there isn’t going to be much change to the core without fundamentally changing the game you’re playing. Plenty of people enjoy the wanton clicky destruction and seeing numbers rise, just look how popular stuff like cookie clicker is.
Have you tried monster hunter? (Or god eater or wild hearts) Those games sound a lot like what you’re describing. At its heart the core gameplay is ‘Hunt monsters to gather parts to make better gear to hunt more powerful monsters’
Instead of mowing down tones of small things though, you take down a single large and dangerous foe. As you progress, new and more powerful foes appear, but despite the large roster of monsters, they all feel unique. And while better gear certainly helps, a good deal of skill is also required.
This is why I’m looking forward to the first few seasons of PoE2. It sounds like they’re starting out focused on making the moment to moment gameplay more interesting. They’ll cave to the zoom zoom crowd soon enough and ruin the game with power creep within a year, so I’m very much planning on treating it as a temporary game, but it’ll be fun while it lasts.
Lol stardew vally in doom clothing killed me. Quite the write up but all I can really say is an unhelpful “everyone likes different stuff”. i like twitch and boomer shooters. I had to wait ages for them to come around again. I had to wade through slow shooters like halo, milshooters, milsims, coverbased shooters, and other stuff that I genuinely don’t enjoy as much until the type I liked most started to resurface with Doom 2016 and the now regrettably named “boomer shooters”. Fast, arcadey, dark themed, with health and ammo drops. I’m not big on some of them but overall I’m in an oasis compared to the drought I endured.
My best advice is patience for it to come around again or to make it yourself if you don’t want to wait.
I get bored of games were you have to make your character better and better and that’s it. Now I’m playing games were I have to get better and more knowledge of the game, like shmups.
Turn-based RPGs I can understand, but “RTS” is “real-time strategy” – it’s intrinsically not turn-based.
You can get turn-based strategy games, but they aren’t RTSes.
It depends on what you’re looking for. There are more hard-warsim oriented games at Matrix Games, though a number of those are also available on Steam these days.
Depending on the specific game itself, we can boil down the multiple-stat problem in a few ways. If the goal is to get all the stats as high as possible evenly, then we can assign each stat a multiplier based on how low it is. Fixing lower stats becomes worth more than buffing higher stats. That multiplier would depend on the game, on how much it punishes the low stat. The multiplier itself might end up being a whole new problem to solve, but for now I’ll just say its not my problem and call it X.
Whatever X is though, every stat can then be reduced to a single value using it. Super-low fortitude should be buffed over already-high mana according to X, so all of the numerical values in the game become directly comparable at any stage in this problem. Then I expect it will be equivalent to the knapsack problem. Each item in the game will boost several stats in certain ways, and all of those boosts can be combined using X to become our item value in the knapsack problem.
So I consider it to be the knapsack problem + figuring out X (which might be NP-complete on its own, depending on the game).
Lorn’s Lure - This game absolutely enthralled me over the past 2 weeks. It’s a parkour/exploration game, one developer, and it’s just so well designed. Punches way over it’s price for $15.
The maps are these enormous sprawling runes of an ancient machine, and there so much to find and see in each level. Then after beating the game you can go back with all upgrades and there are so many new paths, new secrets. There’s this special feeling when a developer adds so much in just for their love of the game. Things that don’t unlock new content, don’t satisfy any goals, just more fun and interesting stuff to look at and play around in, if you want. Then you get to the last level and it’s such an emotional peak. It’s like the dev spent 7 chapters just teaching us, preparing the player for the final level, and then doesn’t hold anything back.
AND it relates to both Hatch and Kill the K.O.T.H., Hatch specifically could be a lesson in pacing, I recommend that as well for anyone interested.
I feel like I’m ranting but I just want to talk about this game so much. The game is basically linear, but if you find a random hidden path you’re rewarded with a tiny bit of environmental storytelling. If you work your way off the main path, you find entire sections of jump challenges that have no purpose to the game. It’s like the game is saying “Look at this thing I built! Come jump around for a while!”
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