It’s a single player, top-down, 2D space combat and trading game. If you ever played Escape Velocity back in the mid 90s(?), it’s essentially a clone of that setting and gameplay.
The selection isn’t huge to begin with but shattered pixel dungeon is a great one, it’s cross platform but I love to play it on my phone when I am bored!
Forge, the open sourced MTG client. It’s written in java, fully portable with an android version even. Full rules enforcement, an incredibly active dev community with the new sets implemented pretty quickly after release. I’ve honestly put more hours into just playing against the AI in 4v4 commander games than most steam games I own.
It’s got all the cards with art, a good deck builder, and it supports multiple game modes, including Commander. It’s also got bot players that are good to test decks against and it forces game rules, so it’s good for learning.
*I’ve never gotten the multiplayer to work. My friends use Cockatrice for that. (Also FOSS) Cockatrice is clunkier and much more manual to use but, the multiplayer works.
Zero-K. It’s a competitive online RTS loosely based on the classic Total Annihilation (which led to Planetary Annihilation and Supreme Commander). Some of its features are a bit overcomplicated, but it does an amazing job innovating within the RTS genre.
It’s fast, aggressive, and fun. You spam units, claim territory (in the form of metal-extractors and energy-grid that upgrades their output, and building defenses to protect that) and raid and assault your opponents.
It abandons the hoary old concept of factions, instead giving you your choice of starting factories… and as the game progresses, you can expand into other factories to access the synergy of units. So you start a battle with a narrow slice of the unit-pie, but ultimately can access the whole inventory in a single match. There is no “teching” really, besides constructing resource-buildings, which keeps the focus on resources, construction, and combat.
It has a full single-player campaign that introduces the game’s complexity bit-by-bit… but the campaign does have some difficulty spikes, particularly since the units do get rebalanced once in a while and so an old mission will become suddenly easier or harder as the developers patch the game.
The game has a Lua-based GUI plug-in architecture if you like WoW-style UI mods as well.
Yeah, I feel the same about the events. But there’s only 2 “pro” tracks (White Land and Port Town 2), and I think they’ve dropped the frequencies of the full Grand Prix now with the Miniprix (which also include White Land and Port Town 2 as their final race)… which means I still haven’t played on Silence (I tend to be a bit too aggressive and end up blowing up on the 3rd or 4th track on Grand Prix).
That’s still a total rotation of 6 tracks (I’m not counting Silence because it’s hard to get there), and most of the time you’re playing on only 2 of them.
I mean even without inventing new F-Zero content, there are other Mode-7-style F-Zero games (that nobody played, but still they exist). It wouldn’t ruin my nostalgia to play tracks from BS F-Zero GP2 or the GBA F-Zero games. But yeah, you can’t tell me splatting some tiles down for new tracks would be that hard… I’m sure this is a game where you could even procedurally generate the tracks pretty well and eliminate the “memorization” aspect. I’d love that as an “event mode”.
Honestly, I’ve been playing quite a lot of SuperTuxKart recently and it is by any standards a great game! The amount of mods and skins is just the cherry on top.
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