Stardew Valley. I was a big fan of Harvest Moon FOMT and kept hearing that I should play it and when I did was I blown away. It felt incredibly similar and 90% of the time I thought “It would be nice if this is a feature” it was
I just started getting into Deadlock and that was the last game I played in 2024. However, I only played for about an hour. Before that, in the same afternoon I played Foxhole for about four hours and Balatro for two.
Vacation ends the moment I put my phone down and go to sleep… It was a good time.
Edit: Ah I forgot we played Jack Box at the party I went to leading up to midnight. Does that count?
I brought in the new year playing Fire Emblem: Awakening (which I’ve been obsessed with after finally getting it working on an emulator). I’d been struggling with lunatic mode but I figured out I can just feed Robin because of the XP boost and then use her to carry the team. Changed her to Pegasus Knight and then Dark Flier and now I can just swoop in and one-shot any enemy and she’s over-levelled enough that the enemies won’t prioritize her, and if they do, she dodges everything and has enough HP to survive a bow to the face.
The early levels were very challenging and I had to heavily abuse save states but once I got rolling it’s been a lot smoother. The two cavaliers you start with literally can’t survive a single hit starting out. Since everyone’s so vulnerable, you just have to get one unit good asap to avoid relying on your Jagen.
Last game I finished was Veilguard. Pretty close to EoY. It wasn’t exactly what I wanted, and the difficulty falls off a cliff as a mage when you get life steal, but it wasn’t bad. The romance with Neve was entirely too… unromantic, and PG-13 though. Very disappointing. No intimacy.
Then I started CrossCode and it’s been good. Feels like a mix of old snes games (Zelda, lufia2) and MMO, without the annoying parts like other players. The puzzles also aren’t very hand holdy, which is nice. I feel like a lot of games are too aggressive with their “HEY IT LOOKS LIKE YOU CAN SLIDE THAT BRICK. HEY I BET FIRE MELTS ICE.”
Hell yeah! I’m trying to finish up the DLC I never got around to before Avowed comes out. Have you checked out the turn-based mode? I like it way better, and I’m surprised it works as well as it does.
I didn’t try that. I had been so used to RtwP. I might have to try another run with turn-based!
I’m currently a mindstalker duel-wielding blunderbusses. My previous character (on my way to Ukaizo) is a Scout duel-wielding daggers. I seem to like duel-wielding hmmm
I’ve pre-ordered Avowed, but will probably wait until the DLC comes out… Hopefully there will be :)
I like that they did turn based but I didn’t actually like it that much. There are too many trash fights. I think one of the developers suggested a mod to cut HP so they go faster.
I also don’t really like the “one action per turn” model (as in DND) and kind of would have preferred action points (as in divinity).
But overall I’m a big fan of Deadfire, and I’m bummed they’re not making a third one.
I think the most fun I had was with chanter. Just hang out and summon dudes that wreck shit. Slap on the heaviest armor you want and just scream at people until they’re dead.
I think if they ever made a Pillars 3, they’d come up with a new system so that RTwP and turn-based aren’t two different versions of the same game. Or at least, if they were able to start a Pillars 3 right after Pillars 2, that seemed to be a direction that made sense for them. I like action points in theory, but they tend to lead to fights being very static, because attacking twice is basically always better than moving and attacking in the same turn, so when you always have a movement every turn, it keeps things more interesting to me. I’m definitely bothered by trash mobs, but Pillars 2 turned that knob way down compared to Pillars 1. Maybe the turn-based version of the game would have been improved by another slight reduction on that knob, but I still loved it.
I haven’t used GrapheneOS myself, but I’ve heard from others that running it in sandbox works. The game requires Google Play Services in order to count the steps in background, so sandbox with Google Play Services should fix that. The API the game specifically uses is the Recording API.
From my understanding, any app installed directly from Google Play should be in the sandbox and have access to Google Play Services. I haven’t quite worked out where the steps are missing, but it seems when the game is open it’s fine, and when the game hasn’t been killed by the OS it’s also fine. If I go back to the game and it has to launch again from scratch, it doesn’t seem to count steps that happened while the game wasn’t running (foreground or background).
I also see this post where others are seeing the same thing, and are not using GrapheneOS. Maybe my use of GrapheneOS is a red herring and there’s actually something else happening.
It was always odd to me that apps need to be constantly active to get the steps. I don’t get why the phone doesn’t just count in the background then allow you to request “how many steps today” or “how many steps since X date/time” via the API.
The game doesn’t need to be active on regular Android and counts steps when killed. I’m pretty sure the reason why it’s like that on GrapheneOS is that when the game is killed, the sandbox is killed and the Google Play Services shut down. If Google Play Services aren’t on there, the Recording API will not count steps in the background.
Probably easiest solution is to let WalkScape to run in the background, when it’s freezed the battery consumption should be basically nothing.
Yeah - battery optimization has tendency to kill apps, even if they’re not consuming resources. If you’re experiencing battery drain from doing this (or if it works fine), I’d appreciate if you send me your findings to our contact email address ❤️
It doesn’t seem to be helping. If I ever work out a more reliable way to get steps counted I’ll let you know. I know some pedometer apps don’t need Google Play Services and use a persistant notification to keep it active, but it seems like quite a significant change from what you currently have which wouldn’t be worth spending time on to appease such a small group of users.
Before Google released the Recording API, that’s what we used. But it was a huge time sink - with the amount of Android devices and operating systems, there were a ton of device specific issues which were impossible for me to reproduce without buying the models that had these, and we don’t have budget for such.
Pixel devices tended to have battery consumption issues with it, and Chinede devices with battery optimization were killing it very often etc.
If you find some way, I would love to hear about it. In the future we’ll be adding in smart watch support, which could help you to count the steps if you have one.
Edit: also one thing to try out if possible is to remove battery optimization from Google Play Services. Your device might be killing that, which stops counting the steps.
Yeah I can imagine trying to do it manually could get pretty tricky. I’ll look forward to the smart watch support (though I don’t own one, I might get one if others report it working well with GrapheneOS).
Edit: also one thing to try out if possible is to remove battery optimization from Google Play Services. Your device might be killing that, which stops counting the steps.
It seems it’s already set to not be optimized. It doesn’t seem to have access to the physical activity permission, but granting that permission didn’t seem to help. It still doesn’t count steps with the screen off.
No matter, thanks for all the ideas, I’ll just keep watching and see if others find a solution. I’ve subscribed to the Walkscape community so hopefully you’ll be posting updates there 🙂
Capcom released a comically ugly version of this a while back, shaped like a giant Capcom logo, with a very questionable selection of games. Only fighting games included were SF2 Hyper Fighting and Cyberbots. No Super Turbo, no Alpha, no 3rd Strike, no VSav...
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