I, uh, have kinda given up on progressing for the foreseeable future. I’m bad at platforming, and after struggling for probably around half an hour to get through one aection that was particularly difficult for me, I was met with a surprise boss fight. Nearest bench before that section. It’s brutal. It takes me about 5ish minutes to do that section now, but fuck I wish I were exaggerating. None of the other fights have anywhere near as nasty a runback and it honestly feels like they forgot a bench.
The game is hard and that’s fine, but that instance I feel ok bitching about and don’t feel like I’m a qhiny pathetic fuck for doing so, which is incredibly telling given how easy it is to make me feel like a whiny pathetic fuck.
Title is tongue in cheek, of course—they probably are gamers. I get that making a game is complex and full of trade-offs, and you can’t please everyone. Still, there are certain design decisions that just feel like they weren’t made by people who play games regularly.
There is NO reason for hunts UX to as fucking terrible as it is. They literally took it from bad to straight up awful. Believe me, I know how hard to design and implement a good UI can be, I’m a software engineer. I’m not just handwaving “make it better, duh”. It’s flawed from the user requirements up. It’s like they never used their own ui before. It’s stunning how thoroughly they don’t comprehend how people have a terrible time navigating the game menus.
“It sounds weird but we try to keep our innovation as low as possible,” the director explained. “We’ll say ‘it’s this game but with that.’ It takes so much time to innovate. Sometimes you find the hidden holy Grail of game design, but often indie developers sit for five years trying out stuff. We’re a studio of...
I’ve been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them… irritate the crap out of me over time, and I want to talk about that....
You specifically called out PoEs passive tree, but honestly the tree isn’t the crazy complicated part of making builds–its finding combinations of mechanics that synergize above average. On the tree sure, but the gear and actual skills are really what makes it crazy. Planning around what items can have what mods and what you can reasonably expect to get on what budget is the real brain disabler for me. I love build crafting, but fuck I hate planning rare tier gear.
Which is kind of funny because that corresponds inversely with the quality of the game lol. The game director changed and they have been killing it every since
Towards the end of the decade Total Annihilation would be released and it’s modern day fan made remake, Beyond All Reason, is really good. Sad there’s no campaign though, I really loved the TA campaign
TL;DR: Any recommendations for a game like Overwatch that actually functions? XDefiant was promising, but it doesn’t have “roles” that don’t require shooting, so my friend got frustrated....
About the game: A tower defense action roguelike where you control a single tower to fight against hordes of aliens coming from all directions. Pick your tower, equip up to 4 skills, and choose from a variety of traits and items to craft powerful builds that lead you to victory....
Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks (www.ign.com) angielski
Hollow Knight: Silksong is out now on Steam - and it broke Steam servers for 30 minutes and counting now (store.steampowered.com) angielski
Picture of isSteamDown showing that Steam is indeed experiencing issues...
What are signs that the game devs aren't gamers themselves? angielski
Title is tongue in cheek, of course—they probably are gamers. I get that making a game is complex and full of trade-offs, and you can’t please everyone. Still, there are certain design decisions that just feel like they weren’t made by people who play games regularly.
A game you "didn't know it was bad 'til people told you so"? angielski
I’m talking about games that you still like but you had no idea were criticized so much....
Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' (www.pcgamer.com) angielski
Deep Rock Galactic roguelike dev says innovation for innovation's sake is too expensive to survive: "We're a studio of 50 people with bills to pay" (www.gamesradar.com) angielski
“It sounds weird but we try to keep our innovation as low as possible,” the director explained. “We’ll say ‘it’s this game but with that.’ It takes so much time to innovate. Sometimes you find the hidden holy Grail of game design, but often indie developers sit for five years trying out stuff. We’re a studio of...
I love diablo-likes, but they're also really annoying. angielski
I’ve been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them… irritate the crap out of me over time, and I want to talk about that....
Why do Counterstrike and the other top 10 games on Steam NEVER change? angielski
steamcharts.com...
What games popularized certain mechanics? angielski
I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry....
Looking for Overwatch alternatives angielski
TL;DR: Any recommendations for a game like Overwatch that actually functions? XDefiant was promising, but it doesn’t have “roles” that don’t require shooting, so my friend got frustrated....
It's out now! The prologue for my solo project, a roguelike tower defense, is live. Check it out. (store.steampowered.com) angielski
About the game: A tower defense action roguelike where you control a single tower to fight against hordes of aliens coming from all directions. Pick your tower, equip up to 4 skills, and choose from a variety of traits and items to craft powerful builds that lead you to victory....