Good luck my friend. Hollow Knight is a special one, but those bosses can be punishing. A few of them took me separate sessions over a few days, which is a frustrating way to play games for me, but it’s such a rewarding experience otherwise. I recently rewatched my recording of beating one of the bosses and I was fumbling so bad, I could see my own desperation in the way I was playing.
Apparently there’s a secret phase for the final boss that I was more than happy to experience via YouTube. I was perfectly satisfied with just rolling the credits.
Hollow Knight is the greatest game of all time for me. I replayed it recently and it was such a different experience for me to move through confidently and quickly when I had a grasp of combat from the beginning. It took me months to finish it the first time because of getting lost and not knowing where to go next.
Some generic (no spoiler) tips:
go in another direction and come back to the boss later if that’s possible. If a boss is way too difficult then there may be an upgrade you haven’t gotten yet.
take your time. It is more important to save your health rather than rushing to get a hit in. Sometimes it’s worth going to a boss and not hitting him at all and just focus on learning movement, patterns and figuring out where the openings are.
play around with your charms and get the best setup you need to help with the boss fight.
try to avoid attacks by running into the gap in projectiles rather than relying on dashes all the time.
if you’re coming to thinking of quitting the game based on difficulty, then there’s no shame in watching a boss guide video on YouTube. Or space it out with a secondary game so you can play something else and come back later.
Possibly. The very early part of the game is linear. Very quickly in this game you’ll find it impossible to look up a guide because it is so non-linear, and it is really difficult to judge where you are in the game because you might have done things in a completely different order. Generally, early bosses just take a bit of practice and pattern recognition, and tend not to be reliant on upgrades.
You could try dark souls 3 for the closest to eldenring experience while being 60fps. Then go onto eldenring or dark souls remastered. Dark souls 2 is a black sheep that plays and feels different to the rest and has all around wild design choices.
Oh hi! I played XI from release until recently (with some breaks). IMHO the original story (basically up to Rank 6 where you defeat the Shadow Lord) is fine, but it’s really more of a prelude and setting up the stakes. If you stop there it’s not really worth your time.
Rise of the Zilart and Chains of Promathia (+ optionally Apocalypse Nigh) are pretty good from a story perspective. These can be completed solo. This is what I’d recommend playing through to anyone interested in the real story.
From there it’s somewhat diminishing returns. Treasures and Wings add some interesting bits to the lore. Rhapsody is actually great but will take a lot of time and effort and is probably only worth it to a die hard fan.
I’m not sure what your definition of AA is so this might not be helpful to you, but here’s what I’d consider so:
Supergiant games, most Lego games, Telltale games, Klei games, most of the open world survival craft genre, Chorus, Alan Wake, Darkest Dungeon 1/2, Doom and other boomer shooters, most platformers (a hat in time, Celeste, ori, mirror’s edge etc.), risk of rain 2, disco elysium, most metroidvanias (hallow knight, hyper light drifter), older titles in some AAA game series / older AAA games in general…
What I’m reading is that it’s a quick way to lower expenses and pad the investors’ pockets, flooding the market with developers and reducing their value, to then hire them back a few months later at lower salaries.
That sounds like what I see people comment on Lemmy. Those opinions or impressions are not necessarily true though, or seeing the full picture.
People are laid off, which makes the news. But many others remain employed, those don’t make the news. Many others founded or found new companies, which don’t make the news.
Creating your own company, with all its investment, management, and risk involved is much scarier, higher investment and risk, personally and professionally, than being employed. Some people are willing to take that leap, others not.
I imagine profitably in creating games is very hard. You need to grow a user base or publicity. The market is flooded with games, publishers, and developers. Only the big ones have marketing budgets big enough that the marketing makes a bigger impact on profitability than the quality and discoverability of the product. (Like CoD investing a similar amount into marketing as the product development cost. And marketing is effective - more than a good game or product.)
Either way, I don’t feel I have an overview of the whole market situation, or statistics on the broader market and development people movement. But I’m sure “why don’t people start their own companies” is a wrong premise. They do. Some do. We just don’t see it.
The hiring back is unlikely to be the same people too. It’s new people. At the cost of experience, and possibly gain on lower salaries. I’d be skeptical it’s generally good long-term management though. Short-term management is popular. Lay off, you reduced costs, get more people, you increased productivity - and the cycle continues. Managers gotta manage. (/s)
The tabletop system is intended to be modular, with subsystems that can easily be added, removed, or tuned for different genres. The initial playtest I did was in a zombie survival setting, currently we’re doing a campaign that’s got a bit more of a Shadowrunny type feel, mixing technological dystopia and magic. The idea is to put out a core book in those settings as well as a fantasy setting and a space opera setting, so people can mix and match subsystems and do whatever they like with it.
I applied programming concepts to the design of the mechanics themselves in a way that I hope makes them more intuitive and tries to maintain a steady flow of tension and release without a bunch of pausing to check stuff once you know the system.
I don’t want to give too much of the details away, but I do plan to release a system resource document along with the actual books. And it’ll be released under an anti-corporate license, so other small creators can make modules for it, but big companies will have to shell out if they want to play ball.
Once that’s ready to go I have a couple of video games planned using the same system. One of them ties heavily into themes of abuse and autonomy, the other is about time travel. I have some of the early stages of the art and some shaders and stuff done for these, and have set up a few mechanics, but they’re still kind of on the back burner. I’ve been teaching myself music theory and composition so the soundtrack doesn’t become an afterthought, and I feel like there’s still something conceptual I’m missing at the core of the visual design. I’ll get there, though.
That sounds cool. Are you using any particular tools to organize your ideas/systems? That was one of the reasons I was curious--turning ideas into something real seems daunting.
I use Trello a bit, but not consistently. I’ll use it at the beginning of a project to kind of map things out, then come back a few times to kind of check in with where I’m at and see if there’s anything I’m not thinking of. I also have a ton of note files just laying all over my computer, my discord, and my notesnook account. I used to use Google Docs, but I don’t really want them scraping my stuff for their AI before I even get to finish it.
Honestly I just kind of operate like a blob. I expand in a bunch of different directions on a project a little bit at a time until it starts to come together. Stuff percolates and another piece will fall into place and I’ll get a burst of momentum. Eventually I’ll notice I’m banging my head against something that doesn’t work and I’ll realize I’m looking in the wrong place or I don’t have the right thing yet and I’ll work on some other component.
A lot of stuff just kind of comes to me at random times and I try to get it out before I forget it. But it also involves a lot of like sort of flow state thinking keeping track of how different pieces of a thing connect with one another.
But also like, I feel like you kind of have to be comfortable just having a bunch of files full of concepts that don’t necessarily go anywhere immediately? Like, you need to be ready to just throw some shit out there, see how it works, chop massive pieces off of it or throw it away entirely. The moment you let yourself be self-conscious about your work or worry if you’re “really going in the right direction” you’re fucked. I mean, you can have that moment I guess as long as you don’t stay in it, but it’s the drive and the confidence that gets the actual thing finished whether anybody sees it or not.
You have to do something. You can always do something else later.
Once it’s done I feel like that’s its own other game entirely. Like, I have some guerilla marketing ideas and some former contacts I can try to get on the radar of, but that’s another phase of things. I can’t worry too much about that while I’m over here in playtesting, tweaking, and adding play-informed mechanics land.
Like right now we’re just basically playing a game and I’ll stop suddenly in the middle of it and be like oh I need to add something, and I take some notes and then we keep going. A lot of the time at the end of the session I know pretty much what I need to do; whether a mechanic is too complicated or fiddly or not robust enough or needs something else to compensate for it or whatever, it becomes evident when you watch it play out.
I’m not really sure how I’d ever get anything done if I was too focused on the organization of it, to be honest. I give myself enough hats without trying to also be a hat rack.
My gaming groups (both tabletop and video) are leaning into experimental phase of trying new stuff. Count me in if I ever come across your release in the wild.
On the music and visual side. If at all possible I highly recommend finding or hiring someone to at least review what you have and advise, if not doing all the work. There's so much to both that it takes ages to get right but they can have such a huge impact as you seem to know.
I’m going for very specific look of stylized visuals that’ll play well into my animation experience with Flash. I’ve got the shader for it pretty much nailed, I’m just working on my actual like body concept stuff and I’m not fully sold on the actual perspective angle I’ve been playing with. I definitely have a lot of artist and animator friends who have seen it and I’ve gotten good feedback.
But yeah, on the music side of things, I honestly think I want to try to find some folks to play with some time soon. I’m still shoring up my performance end of things, but playing some bass and/or keyboard and/or guitar with a band would probably help my ear a lot and also give me some folks that I could have a musical understanding with who could help me with the soundtrack.
I’d honestly love to release a sort of grungy album. Most of what I’ve been composing seems to lean into experimental guitar stuff, but it’s all still pretty raw.
I still love the aesthetic a lot of PS2 games have, with smooth, bright textures instead of a lot of detail that gets stretched and blurry at low resolutions. The way metal surfaces look in MGS2 and Zone of the Enders is really nice.
But then there are games like Silent Hill 2 & 3 that use a lot of detail in the low resolution textures to create a grimy or rusted look. Those games really benefited from working within the limitations of the system, like the fog to reduce draw distance.
For me they have always sucked. The only one I liked a bit was “1112” (also known as Fade), BUT the developer actually cancelled the last episode because they didn’t feel like making it anymore 🤬 So yeah it also sucked big time.
Adventure games don’t sell too much, and four episodes are a lot if you make them separate purchases. Episode 2 would be purchased only by a fraction of episode 1 users, then episode 3 from a fraction of episode 2 and so on. And the longer the time between episodes, the smaller the chance it would generate new sales because existing users lost interest.
It’s instead much more remunerative to think a fun gameplay mechanic, then create a fake ad around it, buy some assets and create an idle game that plays by itself with the possibility to pay to get it faster. Use the fake ad with the fun gameplay to promote the completely different game and users are dumb won’t complain. Don’t worry if the assets you purchased for your asset flip are unrelated, it’s also allowed to be a completely different genre, for example evony (medieval and swords theme) is using zombies, tanks and machineguns in ads
And the longer the time between episodes, the smaller the chance it would generate new sales because existing users lost interest.
True, but with that particular game what didn’t help either was that there were many years between episodes, it was pretty awful. It’s one thing I really hate about episodic gaming. But Valve already proved it to be a failure, only Telltale And Dontnod still do it (and they do it consistently right, to be fair).
The rest of the gaming industry has gone on to “Early access” which is even more awful. Rather than buying the first part of the story for a lower fee, you now pay top dollar for a game which isn’t even finished and never might be because once you pay them there is no real incentive to actually finish it :)
But really, most categories of mobile games don’t interest me. Arcade and other simple crap like angry birds never interested me even in the 80s. Adventures yes but they’re few and far between on mobile and if they are they’re almost always desktop ports anyway. FPS really really sucks on mobile for me, the input is just too crappy and the screens too small.
“Bazzite is a custom image of Fedora Atomic Linux 40, utilizing Universal Blue’s custom image framework designed to bring users the best in Linux gaming for their PCs, including the Steam Deck and other handhelds.”
I used to write personal GitHub gists in the 6 years I’ve been using Linux/Fedora. To share with others to tweak their Fedora installs for gaming. Don’t have to do that anymore!
Stardew Valley, the 1.6 update adds lots of small new content in all the right places to really take the game to the experience I imagine ConcernedApe always wanted it to be. This is something like my 10th playthrough and it’s easily my favorite one since the 1st.
Whenever it comes out, I’m so excited for Haunted Chocolatier.
I think these are fairly popular in their circles but I will take every opportunity to recommend sleeping dogs and judgement. Played both fairly recently and the plot is amazing and action is satisfying. Highly recommend putting them on your wishlist so you can pick them up on a sale.
Perhaps you may or may not enjoy Space Asshole Red Faction: Guerilla. It’s a 2009 game that got a solid enough PC port that may run on weaker systems. There’s a remastered version but if you’re aiming for low-spec the original might be a better bet.
Anyway, it’s an open world set on Mars and you go around wreaking havoc and blowing up buildings with ahead-of-its-time physics/destruction mechanics. The combat is more like a shooter and you play with lots of explosives. It’s not a huge map by standards today but is a big enough playground to keep one occupied.
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