Floey

@Floey@lemm.ee

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Floey,

If we are taking about battle mechanics I hope they come up with a new system all together. I think both the OS2 and BG3/DnD mechanics were serviceable, and it was fun to play out fights. But neither was much of a challenge and fights didn’t often feel like unique puzzles.

Floey,

Better not make any characters elven. Who could relate?

Floey,

Tales of Maj Eyal is a roguelike that is on the scale of an epic adventure rather than a single dungeon delve. It has some of the most unique class design I’ve seen in a game. It has great automation features that let you set trigger conditions for skills. The game has received persistent updates for over a decade now.

Crystal Project is a relatively new JRPG that features some of the best exploration I’ve ever seen in a game. Also like ToME it has interesting class design. The end game bosses are fun, and actually make you think about your team design, they are generally not brute forceable.

Both games are well received but have less than 10k reviews on Steam, where indie darlings such as Cuphead or Hades have over 100k.

Floey,

Path of Exile
Echo
Enter The Gungeon

Floey,

I like Gunfire a lot but it doesn’t have story and av comparable to Hades and doesn’t have the replayability and difficulty of Dead Cells. A better comparison would probably be Risk of Rain 2, another game with a lack of story and budget art, that isn’t as replayable as its betters, but still an enjoyable experience.

Floey,

Okay, you’re only xenophobic, not racist. The distinction is really important to us!

Floey,

I only really agree with the endgame being lackluster and that’s something that will certainly improve with time as they add more mechanics that get incorporated into Monoliths. The core gear and skill systems are good, which is something that can make or break an ARPG, so saying the developers are unskilled seems a little harsh.

Until it is more fleshed out though I would definitely recommend Grim Dawn over it, which is a game with a lot of content and polish, as well as modding if it’s not enough. I would recommend PoE, but it’s complex enough that it might be better to wait the 1+ year until PoE2 and try that, maybe also learning PoE if it maintains a large playerbase and good support, they claimed they will continue to release just as many expansions for it.

Floey, (edited )

7000 people is misleading. Being a general purpose game engine it has to be everything for everybody. An engine developed for a single game can be simpler, and once it is done, making the game will be simpler than it will be in Unity. Also those 7000 people are doing way more things than develop an engine.

That said, an engine like Unity can save a massive amount of time, especially for games that are medium scope. It’s these games where developing engine code and tooling would both take a lot of time and the advantages would likely go unnoticed.

Floey,

The model makes no sense.

Consider how it affects $60 AAA games vs close to free $1 games, it’s wildly disproportional and somehow the $1 game dev starts paying significantly earlier. Now consider how it affects games that make far less than a dollar per user, this is true of many free-with-in-game-purchase mobile games.

Then consider demos, refunds, piracy, and advisarial attacks.

It would have been simpler, more balanced approach, and have none of the pitfalls if they had just gone with a profit share scheme.

Looking for games with unique core mechanics

I’m requesting for recommendations for games that stand out from the rest in their genre, and not in the sense of being the best game in that niche but actually bringing something new and innovative to the table. I’ve not had much experience in gaming, but I have a few games to give you a hint on what I am talking about:...

Floey,

Opus Magnum. It’s an optimization puzzle game. You have to assemble mechanical arms and other bits (that grab, swing, rotate, push, and pull) into contraptions that assemble resources that look like molecular diagrams. Optimization puzzles aren’t unique but I felt like the pieces you build the contraptions out of in this game are pretty unique, the game is on a hex grid so rotation can play a big roll. Another interesting thing the game does is that to beat a level you simply have to accomplish a proper assembly, which in itself isn’t that hard, but the game grades you on three different metrics (speed, size, cost) and gives you no overall score to tell you how much you should value each metric. In this way it is up to your preferences what you want to optimize for if anything. I had fun trying to minmax every stat separately on every level before building my “compromise” machine was not supposed to make big sacrifices in any field.

A lot of people have mentioned it but I definitely recommend Obra Dinn, haven’t played a mystery game as unique and enthralling.

Floey,

I didn’t get many bugs with later content, but a big problem with later content is that the player gets immensely stronger but enemies stay about the same. It also becomes way too easy to pass out of combat checks. I doubt this will be fixed any time soon, maybe in the future they will add a new difficulty.

Floey,

Even if enemies got a lot stronger you’d still have numbers go up, and less superficially you’d still have significantly more options than a bunch of level 1 characters. I don’t want to feel like Superman when the roleplaying situation is supposed to feel grim and insurmountable. My mood to use caution and diplomacy is really killed when I know I can destroy any encounter. I also just want a fun tactical experience in addition to the roleplaying elements, is that too much to ask?

Currently, the game on tactician, even without abusing resting, consumables, or strong multiclass is too easy in my opinion, and this is coming from someone with no prior DnD experience. I do have a little bit of Pathfinder experience as I got WotR during the Steam Summer Sale.

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