they basically just looked at the recent popular games and yoinked the good bits, which entirely unsurprisingly results in a fun game when executed decently
like honestly palworld feels like something that should be used as an example in game design courses: this is what it looks like when you just set out to make a successful game, without any particular vision. Resist the whisperings of satan telling you to add microtransactions and charge 60 bucks for it, and people will eat that shit up
if i’m exposed to lgbt content i might be forced to confront that my repressed attraction to hairy man ass actually means i’m gay, and that’s much too frightening a prospect
this is like half the reason why DRG is so good, there’s so many rituals the community has developed and most of them have voice lines from mission control telling you to knock it off (which of course makes it that much funnier)
it’s kinda strange there’s no crouching though, i want to see my fellow dwarves crouching at light speed before doing something incredibly stupid
there’s a difference between a road and a street, a road is meant for quick throughfare and streets are destinations.
what happens a lot especially in america is trying to do both at once, which results in a street that is incredibly stressful to try and enter/leave and is miserable to be near outside of a car, and yet doesn’t allow traffic to flow smoothly and quickly.
These are commonly referred to as “stroads”, and the solution is to decide whether you want a street or a road and design it as such. In dense areas this means you have to bite the sour apple and accept that not everything can be a dedicated throughfare, the best solution is a backbone network of throughfares with streets branching off.
In less dense areas you can have the best of both worlds by simply putting a street on the side of the road, with some greenery between them so people have somewhat of an enjoyable view, and then connect the streets to the road at either end.