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Excrubulent, (edited ) do games w Any Roguelike/Roguelite suggestions?
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My absolute favourite roguelite is Noita.

Beware though, it’s quite different to other roguelites in that the world it creates is suprisingly expansive. You can get lost in it, mentally. There are quests that can take you dozens of hours to complete, all on the same run, and even if you become so absurdly overpowered that nothing can threaten you directly, till you can fly inside the sun, you can still get turned into a sheep and die in a single hit.

Also the wand-building is complex, it’s like a programming language. People have built wands that can teleport you to parallel worlds, and the developers did not intend for that to be possible. And in a way I’ve never seen magic be done before, you can screw up and kill yourself with your wands, just like a discworld wizard. It’s so easy to do, it’s a rite of passage for any new player.

Some people don’t like spoilers on this game so here you go, but honestly getting just a little spoiled made me get properly into it to understand what the hell people were talking about.

Tap for spoilerI was maybe 8 or 9 hours into reaching the hardest boss in the game, up to NG+24 or so, just a couple of hours away from my destination. I was teleporting, had hundreds of thousands of hit points, had immunity to every kind of damage, could tear through the terrain like it wasn’t there, had weapons that would evaporate any enemy in the blink of an eye even as they became exponentially more powerful with each NG+ level, and I was being careful. I had even pacified the world so nobody would attack. Then some asshole dropped in from off-screen with a wand of transmogrification, got hit by the chainsaw on my tele wand and retaliated while something exploded nearby throwing fire over us, and I, now a sheep, flopped around impotently for a few seconds on fire then just fucking died.

I… stopped playing after that one, I’ll be honest. But I will return.

And rather than simply being repetitive, the way the world loops creates an ennui that’s kind of haunting to me. The whole game is littered with versions of people trying to achieve immortality, and if you manage to reach a point where you actually can’t die, you feel like you’ve soft-locked yourself, because dying is how you get to the end-screen. You can just end the run from the menu, but it feels fake somehow.

10/10 would try to kill god and confront my mortality again.

Excrubulent, do games w What's the greatest joy you have gotten from a video game?
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That is so good to play with my kids. Another in a similar vein is Spider Heck.

Excrubulent, do games w Notch says he will work on a spiritual successor to Minecraft
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You know why villagers cause so much lag if there’s too many and they’re allowed to roam free? Well, rather than optimise their pathfinding logic they just… recalculate their paths every goddamn frame. They also take shortcuts in calculating their paths to reduce this overhead, so their movement is derpy and frequently kills them.

You could make the path then record all the blocks they will interact with, and only recalculate if one of those blocks changes. Boom, millions of operations eliminated, and you’ve got some spare time to make sure the paths will actually work. You could also stagger pathfinding so if a bunch of villagers need a path all at once - like you just blocked a path to where they were all going - you could spread out that load, and prevent lag spikes.

But they don’t do that, so people end up sticking them in tiny boxes on top of carpets so they stop trying to pathfind. Just absurd stuff.

Excrubulent, do games w Valve is fixin' to start some arguments over the holidays because 'All adult members in a Steam Family' can see your Steam Replay page
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I have been playing Cyberpunk all wrong it seems.

Excrubulent, do games w What are your favorite "gotta go in blind" games?
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It’s by the same guy that made The Stanley Parable, but it’s more serious.

It’s the same themes from Stanley Parable except made into an actual story instead of one long recurring joke.

I’m not saying the long recurring joke is bad - someone will probably hate that I said that - but they’re just two different things that both do their different things very well. The Stanley Parable explicitly never builds to any kind of conclusion.

Excrubulent, do games w Half-Life 2 peaks at 52,000 concurrent players, 20 years after its release
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I’ll be straight with you - I never played Ricochet. I was just doing the joke from that one guy who asked Gabe about it that one time. But the fact you ported it to the Source engine is honestly really cool.

Excrubulent, do games w Half-Life 2 peaks at 52,000 concurrent players, 20 years after its release
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I mean who hasn’t at least once?

Excrubulent, do games w Half-Life 2 peaks at 52,000 concurrent players, 20 years after its release
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Ricochet hasn’t recieved the love it deserves. We’ve been waiting on Ricochet 2 for decades. The fans need closure.

Excrubulent, (edited ) do games w 'My personal failure was being stumped': Gabe Newell says finishing Half-Life 2: Episode 3 just to conclude the story would've been 'copping out of [Valve's] obligation to gamers'
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The combat may not have been the most interesting versus basic grunts, but it never got stale. I’ve never played another game where the core gameplay changed so much so frequently.

Physics interactions -> Basic FPS -> Fan Boat -> Mounted Gun -> Gravity Gun -> Zombies & Traps -> Car -> THE CRANE FIGHT -> Rockets & Gunships -> Ant Lions -> Ant Lion Minions -> Turrets -> Resistance Squads -> Striders -> Super Gravity Gun

Honestly the HL1 combat may have been somewhat more challengjng, but it was a grind. Fights were often just frustrating. I’ve abandonded playthroughs because I didn’t feel like spending another 10 hours beating my head against the endless amounts of enemies just to get to the end of… whatever I was doing I forgot.

HL1’s big innovation was never removing control from the player just to tell the story. Beyond that they also had some interesting AI behaviour and weapons. It was a game with old-school length and old-school difficulty.

HL2’s big innovation was the physics engine, and they played with it in so many ways, while polishing every other aspect of the design. They kept the gameplay tight and did something just long enough to explore it and then they moved on. They never forced you to hang out just repeating the same loop over and over to pad the length.

Excrubulent, do games w Recommendation engine: Downvote any game you've heard of before
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Oh wow, I never heard of this but I love Knytt Underground by the same developer. You also play as a bouncing ball at least for part of it.

Excrubulent, do games w Recommendation engine: Downvote any game you've heard of before
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Had to downvote, but the game is great. I play it with my kids and it is reliably hilarious. There are so many interactions that something surprising happens with amazing regularity.

Excrubulent, do games w Shadows of Doubt, the procgen private-eye immersive sim, is leaving early access next month
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That sounds very realistic to me.

Excrubulent, do games w Bethesda Game Studios developers form 'wall to wall' union that includes artists, designers, and programmers
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I think it might be more subtle than that, unions exist so that when negotiations happen they can fuck back, but we know Microsoft can strategise longer term than that. They pioneered “embrace, extend, extinguish”. Embracing a union then trying to infiltrate and turn it into a corporatised union is another version of that exact same play.

Excrubulent, do games w Steam Is Run By Fewer Than 80 Staff, Lawsuit Docs Reveal
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I suspect subcontracting is how they get around the lasseiz-faire nature of employment there. There’s a famously open policy where nobody tells anyone what to do.

But I imagine that policy can’t extend to subcontractors. There it’s “here’s money, make the servers happen”.

Excrubulent, (edited ) do games w Are there any good casual/low-stress mobile games that aren't filled with microtransactions?
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A Dance of Fire and Ice is an incredible rhythm game that you buy once and that’s it. I think there’s an expansion pack but it’s a single purchase. Whether that’s your idea of “casual” really depends on what you like. You can always play chill low difficulty levels when you need to zone out, and high difficulty levels when you want a challenge. It can get stupidly hard.

You can try a demo online at that link. It told me webgl wasn’t supported on mobile, but it worked pretty well for me just now on firefox, even if it was a bit laggy. It should work fine on PC.

I pirated it on PC after my kids told me about it and ended up buying it three times on Steam and twice on mobile. It’s just that good. I’ve built a custom digital drum to play it and I’m now making a custom MIDI controller, so we’ll see if that does better when connected to the game.

The game works as well on mobile, if not better because the touchscreen is so responsive.

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