Older games are purely singleplayer, multi is something they leaned on later on. For PC Rayman Legends also supports local co-op, I believe. This one however is only available on Steam and requires Uplay account or linking your Steam to it. Origins is available on both Steam and GOG - I can confirm the latter version does not require any additional accounts or services.
Finally, there’s Rayman Raving Rabbids but that’s more of a mini-game compilation/party game rather than a platformer. It also has multiplayer.
Since you mentioned platformers, Rayman Origins might be worth a look. It’s a 2D platformer from 2011 so it doesn’t require a lot of power, levels take a few minutes to complete so it’s perfect for short sessions and it has local co-op (up to 4 players).
I tried it recently on my desktop (Pop!_OS, ubuntu based) and Steam Deck, played without issues on both of them.
Completely understandable. Getting annoyed or defensive is a pretty natural reaction when people just downvote and move on, without articulating their reasons. I get why people did it but I also understand the frustration.
Current state of social media can be a pretty draining experience.
As the other posted said, it’s easy to see something like this and get the knee-jerk reaction of “stupid ads!”, especially in a place like fediverse where many people are overly sensitive towards such possibility (I know I am). I’m always curious about new stuff to listen to so I’ll make sure to check it out when I can.
They also do Bandcamp Fridays! These are the dates where all of the revenue goes directly to artists, without the usual 15% share for Bandcamp. Here is the list for this year if anyone’s curious.
Didn’t know about SourceHut though it would have to wait until I find a job. GitLab on the other hand could work. I’ll keep those in mind at least, thanks!
The question however is: where should one move then? I’m genuinely asking since moving away from Github is something I’ve been meaning to do for a while now but didn’t have the time to search for alternatives.
The only one I know about is Codeberg, which could work for most but not all of my projects (for now at least). Anyone here knows other tried and tested platforms worth looking into? Preferably free as I’m not in a position to pay for this stuff at the moment.
Yup, something like this or simple sliders would be an ideal solution for what I’m talking about - preferably both, depending on whether the setting is a numerical one or not. It doesn’t have to be a completely granular access to every value, I just want enough control to adjust the experience when things are close but not exactly right.
I’d be down with that. Or at the very least give us modifiers like skulls in Halo games - dunno if that’s just Master Chief Collection addition or if they became a thing after 1 but it’s better than nothing.
I completely agree that accessibility/assist modes are more important and if I had to choose I’d go with that. Since we’re in a fantasy land however I’m still going to advocate for customisation because, let’s be honest, most of the difficulties (besides “the main one”) are usually not that great.
I’m speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That’s it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren’t exactly common and that’s my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.
Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there’s simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can’t (and shouldn’t) baby-proof everything, in my opinion.
I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.
Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.
Oh totally, I’m mostly focusing on solo and co-op titles like Terraria/Minecraft/Raft or whatever is popular for multiplayer these days. That said, it’s not like Souls games have to by played with online functionality even now - it’s already off when not in human form after all.
It’s not a perfect choice for every single title but a good chunk of games could support it without worrying about matchmaking and the like.
Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.
“But my artistic integrity and vision!”
No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.
Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.
It was also an unfortunate victim of the time when IOI struggled with figuring out how to transition from “classic” way of making games to the modern, high budget approach. I’m glad they managed to get back into the rhythm with new Hitman games but it’s still a little disappointing K&L had to serve as a stepping stone towards better times.