#“another boss” that needs to die so i can progress in the game
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What was I when you first knew me?
#minthara my beloved#this is in my top 3 interactions with her#i had to do something special with it#and preserve it forever#for Emotions™#i adore her so much#i love her so much#nobody since daenerys targaryen has had such an impact on my life#;w;#also this is SO CRUSHING#when you have done a run where you do kill her. my very first run. i didn't know she could be recruited at all. i thought she was just#“another boss” that needs to die so i can progress in the game#so this interaction is absolutely heartbreaking when you know you have done this to her previously#she dies a mindless thrall if you kill her in act 1#it's incredibly sad to think about#minthara baenre#bg3#video#baldur's gate 3
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I heard you talking on a recent OSPod about Hades, and as someone who very much can get ADHD-yoinked into games, it got me curious, but I'm...not great at video games and have found Dark Souls-y games where you try over and over and keep failing at the same task kind of frustrating. How's your Hades experience been in those regards? (although I'm not sure your general game skill)
Hades feels like it's really carefully designed to circumvent those frustrations.
I also hate the feeling of lost progress, which had me wary about playing a roguelite defined by constantly trying and mostly failing, but by far the most helpful part of the game design is that Zagreus also hates it, so it feels like the game and I are on the same page about it.
It also helps that most of the actual, tangible progress in the game is bound up in advancing the character arcs, which isn't a totally skill-free experience since it involves finding a couple characters out in the underworld, but a lot of it can be done back in the House of Hades, so every time you lose and die you can run around having conversations with everyone, almost all of which will be new and unique and advance your arc with them. If a character doesn't have a new interaction for you, you usually just can't find them on the floor, so there's very little time-wasting.
Speaking of, there's a lot of advancement that can only be done in the House of Hades, and a lot of it involves resources you can actively choose to seek out on runs. I did a couple runs today where my only goal was getting the last of a specific olympian's Boons so I could fill out their Minor Prophecy achievement and reap the rewards, and everything after that was just a bonus. This means the game is passively encouraging the player to develop secondary objectives beyond just making it to the end of the game again. It also helps that making it to the end of the game basically just gives you a weapon-unlocking resource and another small slice of conversation with [EXTREMELY OLD SPOILERS] so while it feels important, and is necessary for advancing towards the true ending of the game, it's not so overwhelmingly rewarding that you feel absolutely crushed when the final boss takes you out halfway through his second healthbar again.
You also benefit very greatly from not playing the game the same way twice - using new weapons or adding new challenge modes is the only way to re-acquire the unique boss rewards for the three main regions of the underworld, instead of the more generic resources that replace the unique ones after you win them for the first time, which means instead of feeling like you need to optimize a winning build and then use it every time, you're encouraged to play with the other weapons that you might find unwieldy or annoying, and if you manage to beat even the first boss with them, you'll be disproportionately rewarded. Also, on every run a random weapon will be empowered to give you bonus resources if you choose to use it, so even if you're a strictly melee-only main you might find yourself willing to figure out how to use the bow in exchange for the extra gems. The Boons you get also dramatically change the strategy you're likely to naturally fall into over the course of fighting your way out - some builds are extremely melee-based, others just boost your ranged abilities to the point that you can mostly just dash around the battlefield while your Casts chew through everyone's healthbar at top speed. So when you reach the final boss, you're not going to be using the same strategies, and even if you lose, it feels less like you had a skill issue and more like you've learned something to look out for or try out next time around. The final boss's strategies and moves don't change either, so you'll know what to expect every time even as your own moveset might be completely different from run to run.
In my personal experience, I have a pretty good feel for when a game is disappointed in my performance. Nothing says "the designers didn't expect you to get stuck here" like endlessly looping dialogue or not-so-subtle hints that you can knock down the difficulty if you need to. Hades has thus far done this to me very little, and only in specific areas - even if I'm no longer getting unique banter with Theseus every time I kick his ass, I'm still having unique conversations with Asterius in the same region and it doesn't feel like I'm anywhere near done with the dialogue back in the House. Zagreus's dialogue when he enters the same three boss arenas will also randomly go from seemingly-interchangeable lines of "yep it's this boss again" to much more unique angles that legitimately change the game from then on. Yesterday, after killing the bone hydra something like a dozen times, he randomly decided to nickname it Lernie, and now he consistently calls it Lernie and every time I kill it the victory banner says "LERNIE VANQUISHED". Today he got Tisiphone to say his name instead of just "murderer" all the time. The game knows you're going to be fighting these guys a lot, and this tells me I haven't outstayed my welcome in the anticipated main timeline of gameplay.
If I have a frustration, it's that I'm not always sure that what I'm doing is advancing the character plotlines, and you can only talk to a character once on any given visit to the House. The game kind of helps you out here, your little information codex will tell you stuff like "Learn more by having X more conversations with this character" or "learn more by deepening your relationship with this character" but it can still be pretty vague and opaque. There's no dialogue trees, Zagreus basically just says what he wants, so when, for instance, Achilles indicates that I should talk to Nyx about maybe getting Orpheus's deal with Hades undone, it's a little frustrating that I can't then go over to Nyx and ask her about that. Or, in fact, ask her about it at all in any of the dozen runs I've done since that nugget got dropped. It's not a game-breaker, but it is a little frustrating. On the other hand, this is clearly intentional, because this means you're tempted to get back into a run as quickly as possible, because then when you die more conversations will have unlocked back at the house - but also, to deincentivize just running out and dying on purpose to get those dialogues going, there are some characters who will only appear in the House if you get far enough into the run to deal with them, and certain characters whose arcs and dialogue only advance if you find and talk to their missing loved ones out on the run. So you'll always have something new back at the House, but you're strongly encouraged to get as far as you can before you die, because the farther you get, the more you'll have to do when you get back.
The game is basically designed to never, ever make you want to sit still. You can quickly exhaust everything there is to do in the house, and that makes you want to go out on a run and see what new things will happen. Then while you're on the run you have the benefit of randomization keeping things interesting and making you make plans for the next time you encounter a given character. It's got a good rhythm to it!
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one of the things in my totk rewrite that im most confident about is removing the building gimmick (to put it in another game truly build around it, its such a waste here imo) to add the hookshot instead
everyone loves the hookshot, i have never heard anyone say they didnt like it
in a world like botw it would be a perfect fit- it adds a unique and different movement option while-
it does not destroy the world design (like the building aspect does, though the towers also need a different function, letting you fly anywhere and skip everything everywhere all the time, including puzzles in both shrines and dungeons, something like that in a world thats build around climbing and gliding WILL end up destructive to the world design without really careful changes and balances .. that absolutely werent done in the game)
opens up a whole new way to think and do puzzles in a way that wasnt there in botw
preserves the feeling of dread when high up or in the sky, since falling is still a danger even with the parasail ( bc removing almost all warp points up there makes the danger being loss of progress rather than the fall itself- removing the parasail as a whole for the entire game is not an option and it will always be a security to not die by fall damage, so there should be a different danger even if im usually not a fan of loss of progress pressure, the bird mechanic i mentioned in other post would also help you not lose everything even if you make a mistake)
it makes climbing easier WITHOUT making it obsolete or skippable, especially with adding the main way to get up to sky islands as islands to climb up via the hookshot, its just adds another way to interact with the terrain instead of .. not interactign with it at all, the range is still limited and you still have to cling to the wall and get down to shoot it again
it being built into links prosthetic shiekah arm makes it more unique both in looks and mechanic/narrative aspects so i dont think it would be boring to have an old 'item' reused in a new way, especially together with the rest of the abilities- like it being not an instant 'pulls you to the thing' but a reactivatable one instead (so you can grab things to move them if lightweight enough similar to ultrahand)
bosses can benefit from it too, imo one of the coolest things in twilight princess was grabbing onto a boss to pull yourself to and onto them, being able to do that even to smaller ones shadow of the colossus style would be so neat
grabbing onto something moving and not pulling yourself immediately to it opens up not just fun but also funny scenarios aka you being flung around by whatever you grabbed (grab on a dragon ...weeeeeeeeeeeeeeeeee- on a lynel ...'ragdoll chaos')
(with the removal of building and thus the majority of all the puzzles being fly thing from point A to point B not being a thing it also makes way for cool kinds of ways to get to the next sky island for example- a thought i had was making the reason they fly and are practically invisible from most angles being that they are swimming in a special kind of cloud that hides them due to breaking of light in certain ways withing them- thus hiding it from below most of the time, eliminating the problem of 'sky too full' which was apprently a reason why they removed alot of them too, and it would be incredibly fun to be able to poof into little clouds (they look a certain way so you know which ones you can swim in) also! lil cloud bridges between islands! a boat to surf on them high up in the sky! mario galaxy vibes!
probably more im forgetting
anytime i think about the hookshot mechanic i get so sad bc i just keep imagining how much you could have done with in totk and desperately want to play that :U
#ganondoodles talks#zelda#ganondoodles rewrites totk#botw2 edition#the cloud idea is why i put the cloud boat on the poll some time ago#bc i just ......... keep thinking about a lil surf board that lets you surf across the special cloud paths#that would be so fun#it cant fly elswhere obviously its just made to glide on the clouds#you could even make that a mechanic in the end fight or a bossfight#like .... maybe the rito dungeon has a boss that flies up high and you need to surf alongside to catch up#and use tulins ... or teba (i might change them up bc honestly i liked teba more lol) changed ability to damage it on certain points#(the changed one being a windcut somewhat like the yiga officers do but like ... stronger and cooler)#(bc thats mroe different from revalis ability and a rly useful one imo)#(also ...... i dont like how tulins thign in totk is like just revalis but sideways .... bc it invalidates so much of his struggle)#(like you see revalis struggeling to get it working and its a huge achievement no one else was able to do an then-)#(-tulins just like YEHAW im a lil kid and can do almost the exact thing already and without being shown how im jsut THAT talented)
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Heya inspiring dev here, I'm brain-storming for a game concept based on classical RPGs (specifically on the 2000s Tales Of titles), I wanted to ask as somebody who's being a big fan of RPGs and a game developer yourself, what is the one big sin in terms of design you should avoid doing for a game in vein of the games of that era?
This might not be a particularly helpful response, but I generally shy away from "always do this"/"never do this" type game design advice these days. What works for one game might not work for another, and what sucks in one game might be exactly what another game needs. It's all about execution, and knowing how different choices enhance or detract from the overall experience you're trying to craft.
Players tend to vocally dislike anything that inconveniences them. Random encounters, for example. Everyone says they hate those. But random encounters have their place! They can be used effectively, and you can also design around them to make them more palatable for a modern audience, or you can just use them exactly how the classics did if that's the experience you're going for. People complain about limited inventory space, but having a smaller number of items usually means players will actually use what they have, rather than sitting on a stockpile of 99 of everything "just in case they need it later." People say they hate ice sliding puzzles in games, but I put some in SLARPG because I thought that was what that section of the game needed and by god, I'd do it again!!!
Uhhh anyway for a small piece of actual actionable advice: it's annoying when there's an incredibly long cutscene directly before a boss fight and you have to watch the whole thing again if you die and try again. Being able to fast forward dialogue or outright skip a scene is good, but so is structuring things so that longer dialogue scenes tend to come after bosses rather than before them, or placing a point where the player can stop and save between the long dialogue scene and the boss fight.
Also PS1/PS2 era JRPGs (especially FF) were often obsessed with including tons of obscure missable items that you could permanently lock yourself out of obtaining by progressing the story too far. Again, I won't say this is something you should never do - the argument can easily be made that this increases replayability, or that it encourages players to talk to their friends about secrets. But it can get frustrating if you do it too much, and it can encourage paranoid behavior in players.
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I think one of Aqua29's (H, Dave, False, Cub) best qualities is that they were an extremely forgiving and consistent team
(I know the MCC just happened, but my brain is going crazy right now and all the details are flying past my head but I hope you'll get the general idea.)
MCC's nature is that it is unpredictable. That's what makes it fun! The chickens, the weird lag (sometimes 💀), luck, sudden clutches, etc etc. But this unpredictability can sometimes mess up teams on a really good trajectory. One "bad" or "unwanted" game would kill a team's morale- I've seen that before.
In the midst of the MCC chaos, Aqua29 is very solid. They were steadily climbing up the ranks and kept their morale high. Even when they won one round of Dodgebolt, they convinced themselves to act like they "were losing". I forgot the English word for it but their mental states / attitudes were very consistent throughout the entire MCC. This helps them power through the unpredictability. Especially for MCC29, which is a well-balanced MCC and pretty difficult to predict (and the stats don't do False and Cub justice in this particular situation).
As I said before, Aqua29 is very forgiving. This allows them space to make mistakes and to bounce back. Dave felt pretty guilty over dying to speedbridging in Sky Battle and said he really usually doesn't do that, and while the loss of the team's best PvPer might be fatal in some other situations, Aqua honestly did fine. Their morale wasn't affected.
In Rocket Spleef Rush, sometimes a teammate would die "early", leaving two teammates behind, and it felt like they took turns dying early, which showed how balanced they were. Same with TGTTOS. Sometimes an individual teammate might get unlucky in a round of TGTTOS, but overall they all worked hard, and they could pull it back.
Battle Box would be another good example, in which they lost the first two rounds, adjusted their strategy, and then did better. Dave also apologised for missing the comms during the round against Purple, but like SkB, they progressed normally.
In Grid Runners, sometimes they placed bottom half in some rooms, but they steadily improved and cleared them faster- ending up in the last room in which H bossed everyone around and they got through it the quickest. There is a narrative: they learned from earlier "mistakes", had the room to afford making mistakes, and improved. Therefore, they rose up.
And Dodgebolt. Dodgebolt! All four of them are good at it. Of course, we have HBomb, king of Dodgebolt. Then Dave, confident PvPer. The two hermits, both great shots, have grown more confident in their skills. They all trusted themselves to the point they didn't need H to nudge the arrow in their direction- they just picked up the arrow if they felt like it. Cub did that, and he got his kills. Even if half of the team was taken out, or heck, even if it was a 1v3, they had enough skill to power through. All four of them were in good shape, felt great, and meshed well together.
In a way, Aqua29 are each other's safety nets. No one got top 10. Their placements were: 12th, 13th, 20th, 21st. Which honestly wasn't too far from each other. You won't really expect a team with those individual rankings to get second in coins, but they did. Even if False ended up losing the 1v3, her valiant efforts would motivate the team even more and I'm sure they would've won (even though a Cyan reverse sweep would be cool).
And it's this kind of stability and mutual support that powered them through MCC. They didn't get the finale they wanted (Survival Games), that was out of their control, but they squeezed themselves into Dodgebolt anyway. I won't deny that they were lucky- MCC is unpredictable, so luck is often a factor, but I feel they could weather a storm.
Aqua29 is a nice team to watch live. They always bring it back, and I'm not just talking about placements or coins, it's also their morale. This team is going up with Blue9 and Purple15 as one of the competitive hermit teams with best overall team synergy. They were very stable and encouraging of each other <3
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Video games that suck and why they suck
Dark Souls spawned a wonderful genre with an excellent, new (besides Demon's Souls), combat system that has been improved to have everything you could think of asking for, by games like Stellar Blade. Dark Souls, even though it was first, however, sucks. Here's why it sucks.
Dark Souls was made by a self-proclaimed masochist who said, about the game, "these are ways I would like to die," and then set the entire game design team to the objective of killing the player at every opportunity. It's like hostile architecture as a video game. The game is trying to kill you at almost every step, but it had this amazing new combat system, so that was tolerated. Now the blind sheep that are the masses worship it.
Elden Ring and Sekiro, on the other hand, did not have this incredibly sadistic touch to them, and are far more fun to actually play. And these trainwrecks who love Dark Souls would say it's a skill issue, to not enjoy crawling your way to the next death spot like it's progression in Final Fantasy XIV raids only through a fu**ing level, let alone the boss fights, and would blame the victim of literal and admitted game design sadism.
Red Dead Redemption, Spiderman, God of War, and also Grand Theft Auto (at least the campaign) and Uncharted-- all of these games also suck. This is because they are not made with gameplay in mind, because the target audience hardly gives a sh** about gameplay and just wants an interactive movie. They are, as a popular and often contrarian video game critic put it, "ghost train rides". They are theme park attractions that are purely there to entertain from a distance, and not really to be interacted with like you would expect from a video game. Gameplay is secondary, and it's often almost tertiary it's so far from being considered important. That is why these games suck.
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Another somewhat extensive area for video games to suck in, is the Fallout and Elder Scrolls type of games. These games, instead of making story so fu**ing primary that gameplay, the whole point of video games existing at all, is ignored, do the exact same thing with their open-worlds and RPG mechanics. Just imagine a turn-based game like Final Fantasy 7, only the gameplay that can actually kind of stand on its own is actually gameplay that sucks co** and could never stand on its own.
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I play video games for combat. To have fun and display skill. Everything else is set dressing for that one primary thing, and games that suck either intentionally obstruct fun combat, like Dark Souls does, or might as well not even include it it's so bad.
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Some other games that suck are fighting games, because in order to get your ration of 3 seconds of neutral game per match, which might be pretty good but in my experience isn't anything to write to my girlfriend in jail about, you have to spend 8 million hours mastering filler moves that waste both players time and just drop the health bars to what they might as well be at the start, which is 3 hits until death.
Tactical RPGs are not that bad, I don't think, but dear God are they stressful sometimes. It's also slow and can get tiresome unless you personally are slow and tired and prefer that pace over action games.
First Person Shooters need defense options other than fu**ing sprint or better offense (throwing a flashbang is an offense action, as is laying a mine) for every situation, which Remnant: From the Ashes really put in sharp relief.
MOBAs, like League of Legends, need to be done differently rather than copying a game that had a barely passing grade on its combat system (DOTA 1 on Warcraft 3) because it took it from an strategy game where you're supposed to be spending 3/4 of your time managing your base and resources and only fighting a small portion of the time. Battleborn actually showed what MOBAs are capable of to some degree, although it didn't have dodges or anything, but got overshadowed by Overwatch which everyone either immediately regretted or regrets now since Overwatch is agony to play.
One game that largely sucked but did not entirely suck, contrary to what everyone and their goldfish will tell you, was Anthem. At one point it had a triple jump, triple dodge, comboing melee character that could frontflip into sniping something in the head or spraying it with submachine gun fire. Yes, that was motherfu**ing Anthem that had that, in the Interceptor Javelin, though the people in the other Javelins did not look to be having much fun.
The last games that suck, which I think everyone largely knows they suck, are Ubisoft games. Now Far Cry isn't that bad, because it still has a reasonable focus on gameplay, but Assassin's Creed games have combat that is almost as ass as Rockstar games' gameplay.
Just, all you have to do, lol, is take some reasonable approximation of soulslike combat, with an actual functional deflect if you include one, unlike Rise of the Ronin, and do whatever your little gimmick is on top of that. People will fall over themselves saying how amazing it is. Just make ACCEPTABLE gameplay with whatever your horsesh** is that your audience of nitwits loves, and it will be something as if from an advanced society in the future.
Although, I personally think the window for that is closing and it wouldn't be jaw-dropping anymore, with soulslikes branching out so much. All we really need now is a soulslike MMO and that'll be the kitchen sink, and I think it's rapidly approaching. All I would ask of someone doing that is that you model the PvP after Guild Wars 1 Random Arenas, and you'd have to study that pretty extensively because there's a lot of nuance that made it so good, but it was namely an extreme difficulty to combat, like you'd get from a PvE game set to Insanity difficulty, somehow enveloping the PvP experience.
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Anyway, that's how video games of today almost all suck. And it's because they're not really video games; they're either like a simulation of something, traveling or getting stronger, or just straight-up a movie, with video gameyness slapped onto the side like a sticker, with about as much effort put into the application. The games that are good, as video games and not interactive media, which is what a lot of these things should be distinguished as, ask the user to display skill and they make that display enjoyable and varied. There's a million ways to screw up the execution of that design or to excel at it, but only a few games even set that objective of good combat as an actual goal.
But, if it makes makes money it's fine how it is, fu** foresight and artistic integrity, and we must all keep churning out pig slop to the pigs.
#dark souls#battleborn#overwatch 2#red dead redemption#spiderman#call of duty#remnant from the ashes#league of legends#warcraft 3#dota 2#god of war#elden ring#sekiro#fromsoftware#game design#hidetaka miyazaki#anthem#video games
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The Metaphor: Re Fantazio hype train isn’t quite chugging at full speed yet, so I thought I might share some of my theories regarding the plot: Specifically: who is the *real* villain? The Big Bad? The final boss? I can identify a few candidates, who I’ll list in order of increasing likelihood (in my opinion).
1. Louis - This is the obvious one. Too obvious, methinks. I honestly think this guy is going to turn out to be an anti-villain/hero in the end. We’re probably still going to have a big climactic battle with him (bonus points if he has an archetype), but it won’t be the final battle. I predict that he will be defeated, die staring into the Protagonist’s eyes as they realize they weren’t so different after all, and then...the Prince’s curse doesn’t wear off. Uh-oh. We did exactly what another bad guy wanted us to do. Fuck. Who is that nefarious villain, you ask? Read on...
2. More - I’m not sure I trust this guy. We know he’s a prisoner in Akademia. For what? Writing a book that the powers that be didn’t like? Maybe. Or perhaps there’s another reason that he’s not telling us? I dunno. I might just be having P5 flashbacks. (They wouldn’t pull that twist AGAIN, would they?)
3. Forden - This is the “other bad guy” I was talking about. The game seems to be setting him and Louis up as foils and rivals for the throne, and while we’re being led to believe that the latter is the more dangerous/evil one, I don’t buy it. I seriously wonder if Louis is really the one responsible for the Prince’s curse. We see the masked figure cast the spell, but how do we know it’s Louis? If Forden wants the throne himself, he would have just as much reason to want the King’s only heir dead. As the leader of the Sanctist Church, he’s already seen as a de facto leader, and he starts the election in the #1 position anyway. He probably wouldn’t have killed the King with his own hands like Louis did, but as a Rhoag (with their long lifespans), he could afford to play the waiting game once the Prince was out of the picture. I’m rambling now, but you get the picture. This guy is potentially just as villainous as Louis, if not more so.
4. Hythlodaeus V aka the late King aka the Big Giant Floating Head of Doom - Yes, I’m serious. I mean, just look at him/it! That thing is just screaming Final Boss. Hell, it could be a final dungeon in itself, like Sin in Final Fantasy X. It’s present in the battle UI from the moment it appears. Why? Because it’s watching you. It’s watching *everyone*. In-game they mention a “royal magic” that only the King can wield, which isn’t described in detail but is said to be a deterrent to invasion. That sounds pretty damn powerful, whether it’s defensive or offensive in nature. It sort of seems like it has a will of its own, activating after the King’s death right in the middle of his funeral. The election “seems” a tad fishy to me too. Sure, it seems progressive for a high fantasy setting, but consider this: What if the purpose of the election isn’t necessarily to find a new ruler for the kingdom, but for finding the royal magic a new *host*?
Honorable Mention: “Scheming Man” - As shown in the latest preview, this character appears in the beginning, breaking the fourth wall to ask the player for their name. So...what exactly are they scheming, anyway? If they can perceive our world, then they could easily know some things that no one else in-universe does. That already makes them more dangerous, potentially. There’s also the possibility that it’s someone we know already. It could be More; I need to listen to their voices again. If it is More, then he belongs at the top of the potential villain list. If not, then he stays where he already is. This is why this entry is off to the side. I don’t know if he’s somebody we’ve seen or not.
In any case, I’ve talked enough. I can’t wait until next month, when all of my predictions get proven completely and utterly wrong. I’m honestly hoping for some kind of mind-bending twist at the end of the second act, but only time will tell.
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Kirby Games Ranked From Easiest to Hardest
If you haven’t played a Kirby game and don’t know where to start, hopefully this can help you decide based on what you want from Kirby. If you’re looking for a game to simply relax with and have a good time, games ranked 13-9 will suffice. If you’re looking for a challenge, every Kirby game ranked 5-1 will be up your alley despite the popular belief in all Kirby games being cakewalks. Finally, games 6-8 are what I consider to be an average difficulty by Kirby standards. Keep in mind that the difficulty of these games will be based on simply finishing them, not necessarily 100%ing them, though some games require 100% completion to be finished regardless and I will take that into consideration in games where it will be applicable. If you have played these games, I’d love to see where my rankings agree and/or disagree with the rest of the fandom. Without further ado (oh look a Kirby pun), here are my rankings:
13: Kirby’s Epic Yarn
It is literally impossible to die and no collecting is required. Very little to no effort is needed to finish this game. I wish I could say more, but there isn’t anything else to talk about.
12: Kirby Star Allies
The reason why this ranks so low is because a good amount of the game plays itself with the helpers both in puzzle solving and combat. Bosses, often the hardest parts of Kirby games, go down in mere seconds. The reason why it’s not at the very bottom is because it’s at least possible to die in this game, and there are more one-hit kills in this game than any other game in the series. Yes, there are difficult stages like Heroes in Another Dimension and the return of the infamous Shiver Star factory level, but both of these are completely optional and therefore not make the base game any harder.
11: Kirby Super Star Ultra
The combination of being able to take like 10-12 hits and the sheer power+versatility of the copy abilities makes you almost unstoppable (except for auto scrollers). Not even the extra modes like Revenge of the King are all that hard, and Meta Knightmare Ultra is far easier than the main story because you can heal yourself up to 5 times by collecting 10 blue orbs from killing enemies per use, and seeing as enemies are everywhere, your ability to heal recovers and stacks fast.
10: Kirby Nightmare in Dreamland
Not a lot stopping you except for the eratic enemy behavior, but your 6-point health bar makes it only 1/6th as bad as instant death, and seeing as every door is a checkpoint with about 2-5 doors per stage, and the fact that this game showers you with lives, this game isn’t much of a challenge either. Although this game’s Meta Knightmare is an actual hard mode with only three HP and a lack of blue orbs, it has the same issue as Star Allies’ hardest levels in that it’s optional and doesn’t make simply finishing the game any harder.
9: Kirby Squeak Squad
This is the first game on the list with something that can genuinely halt one’s progress, that being the star seals. The player will not be able to progress to World 7 if they missed at least one star seal. With that being said, the required star seals only barely raise the challenge since there are only five of them, three of which are easy to obtain. Mecha Kracko, Dark Daroach, and the Star seals in 4-2 and 5-1 are the only somewhat hard parts of the game. Aside from that, it’s basically Kirby Nightmare in Dreamland 2 but even more forgiving with combat because of the ability scrolls and health upgrades.
8: Kirby’s Dreamland 1
Both the levels and bosses are pushovers. It doesn’t help that this is the shortest Kirby game by a long shot, so there isn’t much challenge the game can throw at you. So why is this in the middle of the list? It’s because of King Dedede, who is easily the hardest Dedede fight in the series. It’s all thanks to the claustrophobic arena you fight him in, making the window for evasion of Dedede’s attacks far smaller than the fights in the rest of the series. I legit “game overed” to this fight many times when I played Dreamland 1 for the fist time. Even to this day, Dedede knocks me out a few times before I get the hang of his move set. Regardless, one very difficult boss fight in an otherwise easy and short game can only get Dreamland 1 so high up on the list.
7: Kirby Return to Dreamland
Now we get to the games that consistently require effort to finish, and not just limited to one or a few instances. Return to Dreamland is basically Kirby Star Allies but with less automation in that you have to perform a lot more tasks yourself, from problem solving to obstacle dodging to combat. Although the number of one-hit kills isn’t quite as high as in Star Allies, it’s up there, especially in Egg Engines.
6: Kirby 64 the Crystal Shards
This entry would be a solid contender for the hardest game in the series if it weren’t for its cheat code, because Kirby 64 has the highest number of mandatory 100% completion tasks, but because the code exists, Kirby 64 is middle of the road when it comes to difficulty, and it plays a lot like Return to Dreamland, being a straightforward action platformer where the meat of the game is overcoming tricky to fight+dodge enemies+obstacles, with a fair amount of obstacles being 1-hit kills. The reason why 64 is above Return to Dreamland is because Kirby is nowhere near as agile in 64. Not only can he run out of flight, but he walks and runs slowly, making avoiding obstacles harder to avoid than Return to Dreamland.
5: Kirby’s Dreamland 2
If you’re like me and prefer easy games over hard ones, this is where the franchise transitions from a lot of fun to kind of frustrating. This game has a 100% completion requirement in the form of rainbow drops, though there are only seven to collect. While that sounds easy, getting the rainbow drops in 4-4, 5-5, and 6-2 are some of the hardest things to do in a Kirby game. 4-4 and 5-5 are fast-moving auto scrollers that can easily one-shot you and take away the power you need for the Rainbow drops. 6-2 has an insane amount to steps to get its rainbow drop, and all must be performed in a row flawlessly. Another thing that puts this game high on the list is the lack of time to react to pretty much anything and everything. Ever played Marble Garden Zone from Sonic 3? The zone where you move far too fast and the hazards move far too fast for you to react? Imagine if every stage was like that, it was on a 10-9 aspect ratio, and the sprites were large relative to the screen. That is basically the level design of Kirby’s Dreamland 2. With no time to react to and prepare for any enemies or hazards, a player is likely to take hits and die quite often, many of which feel more like the game’s fault than a lack of the player’s skill.
4: Kirby Planet Robobot
3: Kirby Triple Deluxe
2: Kirby and the Forgotten Land
Triple Deluxe, Planet Robobot, and Forgotten Land all share the same reasons for their high placements on this list. The first reason is not allowing non-completionists to finish any world if they haven’t obtained enough collectibles, many of which become inaccessible if the player fails to collect them after one attempt. The second reason is because unlike the rest of the series, completing the boss rushes are required to finish the games because the final bosses can’t simply be fought in the main stories and instead are locked behind the tail ends of the boss rushes, and unlike the regular stages, there are no checkpoints or continues in the boss rushes, so the margin for error is insanely small. The reasons why the Kirby games are in this order are because Triple Deluxe on average demands more sun stones than Robobot does for code cubes and the absence of the stone ability in Forgotten Land makes the boss rush at least ten times harder than it was in Triple Deluxe and Planet Robobot.
1: Kirby’s Dreamland 3
Imagine taking the difficulty of Dreamland 2’s 4-4, 5-5, and 6-2’s rainbow drops and putting it in every single stage of the game. That is basically what you get for Dreamland 3. There is not one heart star that isn’t a pain in the butt to get, and the worst part is that they are all mandatory. Because there is absolutely zero margin for error, I have no choice but to put this game above all the others when it comes to difficulty.
This truly was an interesting way to analyze the Kirby series, and if you have a difference in opinion, I’d love to hear what Kirby games gave you the easiest and hardest time.
#kirby#kirby 64#kirby return to dreamland#kirby super star ultra#kirby star allies#kirby’s dreamland 2#kirby squeak squad#kirby nightmare in dream land#kirby’s return to dreamland#kirby’s epic yarn#kirby super star#kirby’s dreamland 3#kirby planet robobot#kirby triple deluxe#kirby and the forgotten land#kirby’s adventure#kirby series#kirby games#king dedede#queen sectonia#chaos elfilis#ado#video games#ranked#kirby memes#kirby 64 the crystal shards
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Digital Monster: D-Project - Final Thoughts
Some quick stats:
This is my 13th Digimon game completed in less than 2 years, yay me!
This game took me 10 days to play. Love me a game that doesn't overstay its welcome.
This game was fantastic! It was probably most similar to the first Digimon World gameplay-wise, but waaay less convoluted and a lot cuter. Unlike in DW I had no problem getting the digivolutions I wanted and progressing through the game at a comfortable pace. There were a few "guide dang it!" moments here and there, but the game is mostly reasonable about hinting at what you're supposed to be doing. Full thoughts below.
Notes:
I loved the meta premise of this game. Basically when you boot it up, DemiDevimon comes along and "corrupts your game file." You then get sucked into the game world, "Swan World" (geddit, cuz Wonderswan?) The rest of the game is dedicated to restoring your corrupted surroundings and returning evil digimon to their nice forms. Very satisfying.
The v-pet aspect of the game was fun. The controls for calling/releasing your digimon were very intuitive. I liked how I could release them in various places like I was putting them out to pasture. The only really annoying thing was keeping the digimon fed because you had to input 4 digits to get one meat over and over and over again.
Of course I just used a guide to figure out the right codes, but the "enter a code and get a mystery digiegg" gimmick was cute. I really liked the animation of the egg slowly generating. It was a little weird because what digiegg you started with didn't matter much in the end, but oh well.
For some reason you have the ability to praise and scold your digimon? I understand praising because maybe it raises their happiness (I never actually checked), but there is no advantage to scolding in this game as far as I could tell.
Instead of the DW1 digivolution mechanic where you need a PHD in digivolving to get the right digimon, you just raise them in a certain environment to get the desired outcome. SO much easier. I liked that I could switch from line to line going from rookie to champion to make the game go quicker.
Except for the crazy last boss, it sort of felt like the difficulty level remained the same throughout the whole game. I brought a rookie into many battles, for example, and ended up being fine.
Omg the sprites in this game are so good!! Battling was so fun to watch (you can button mash to improve accuracy, but you don't really participate). Some kind soul uploaded all the sprites for download. I thought the Kyubimon victory animation was really funny:
Once I discovered jogress/DNA evolution I was like HELL YEAH 🔥🔥🔥 cuz the animation was so badass and took up like half the screen (wish I got more screenshots). There was also a really satisfying "BOOM!" sound effect during digivolution.
Lots of colorful, fun environments (especially compared to the last game which was blah). Another quality of life complaint is you have to go all the way to the start of the map every time you need food. There should have been more shortcuts to get from place to place.
I was actually kind of grateful that digimon die in this game. They have a pretty long lifespan, which is nice, but sometimes you need to clear up storage in your PC or you want the chance to raise a different type, so mons dying wasn't as soul crushing as in previous games.
If you can't read Japanese, I think I'd still recommend this game. The visuals and gameplay are enough to carry it and the controls/menus are pretty simple.
I give Digital Monster: D-Project an 8 out of 10
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Dark Souls Advice for Beginners: A Mindful Approach to a Challenging Classic
Dark Souls is, without question, one of the best games I’ve ever played… Which is why it pains me to still see so much gameplay discussion regarding it being overshadowed by overblown exaggerations of its difficulty or judgemental opinions hurled at others over whatever they think the "correct" and "incorrect" ways to play the game are.
As someone who recently beat the game for the very first time, I want to dispel these unhelpful ideologies and offer some tips I’ve picked up on just from playing the game by myself in hopes that they can help out beginners who want to experience this wonderful game first-hand.
This will NOT be made up of objective gameplay tips that one can find in hundreds of guides at this point (ex: how to parry, best order of bosses to fight, where to get the grass crest shield, etc.). Instead, this guide aims to narrow down the most important mindsets one should adopt while playing to best ease themself into this game’s challenging-but-rewarding mechanics BEFORE they would need to ask for help.
Dying is a Lesson, not a Punishment
Most people who've heard of Dark Souls even in passing are aware of the penalty given to players every time they die: losing your souls and humanity, or basically the in-game currency and natural resistance bonus + bonfire kindler + icreaser of finding item drops, among other things.
And you will die in this game.
A LOT!
Although this game has become infamous for having a high difficulty, it actually handles its death penalties very fairly in my opinion.
Like its predecessor, Demon’s Souls, this game expects the player to die many times throughout the adventure, and the gameplay accommodates for this. While the cost of death is losing ALL of your on-hand souls and humanity, the game gives you a second chance to reclaim those lost souls by returning to the spot where you died and recollecting them on the ground. It is only if you die again before reaching your souls that they disappear forever.
If you find yourself dying over and over again without making any meaningful progress, it’s best to view this as the game not telling you “Oh wow you must be terrible at playing this game!” but instead as suggesting “Perhaps you are not fully prepared to venture through this area or kill this boss just yet.”
Dark Souls 1 offers a lot of open-endedness to its world-design. If you’re stuck in one area, then try exploring another one. You’ll always find something useful wherever you go, and you’ll keep on getting better at the game the more you practice with the freedom you’re given!
Don’t Be Afraid to Experiment
Hopefully this one is obvious to you, but I know some people might be afraid they crafted their Chosen Undead “wrong” simply because of the very first choices they made. Like I said in the previous tip, exploration is the name of the game; not just in the world itself, but also for the gameplay and leveling system.
While indeed some weapons have better damage output than others, and starting characters’ stats often imply that you should go for a certain build (ex: Clerics = Faith Build), what’s wonderful about Dark Souls is that you don’t NEED to stick with one build throughout the entire journey. The early portion is meant to be a time to discover your personal best ways of getting through the game.
For a personal example, I started out as a Thief: a class with great dexterity, but with only decent points in faith and intelligence. While I was primarily building my character around dex and endurance, I did experiment with the various magic systems in the game and found I really loved using various sorcery spells, so I made sure to level up my intelligence & attunement whenever I felt it best just so I could use more. This strategy led to my character being a sort-of-mixed build of sorcery and dexterity, which ended up being a lot of fun for me!
Experimentation is not just limited to weapons and builds either! Dark Souls does an excellent job with placing items to find in areas where you may need to use them, so be sure to try them out whenever you find them. You won’t know how useful an item will be to you unless you give it a go, so save the hoarding for only after you’ve grown to covet them.
Use (but Don’t Abuse) Your Shields
For a newcomer to the game, the shield is a tool that is just as invaluable as any weapon you'll find. In a game so full of unpredictable hazards, the shield is both your lifeline and an important tool to learn the attack patterns of your enemies.
I hid behind my shield constantly when traveling through the first few areas of Lordran, which certainly saved me a good few deaths I would’ve otherwise gotten from still getting a hang of the controls (and with my limited estus flasks). More importantly, however, having my shield up allowed me to study the speed and variety of my foes' strikes. Once I felt like I understood them well enough, I naturally began using my shield less and less when fighting them, eventually reaching the point where if I wasn't two-handing my weapon I was using my shield for parrying enemy attacks.
However, this is where the don’t abuse part comes in.
While it’s certainly a good idea to always have one at the ready at the start of a new area, it is also unwise to fully rely on the shield for protection against every foe you meet. Eventually you WILL find some enemies that won’t stumble back after you block their attacks, or even ones that won’t be bothered by your shield at all.
Really it all comes down to using common sense when up against your foes. Think of the shield just as you would a weapon; if it isn’t going to work, then don’t wear it down for nothing!
The World is Your Oyster, and Won't Bend To Your Every Whim
Possibly the most important tip I can provide to those just getting into the souls series, so take this one to heart!
One major feature of Dark Souls is the fact that it constantly autosaves EVERY action you make as you play through the game, which in turn means that it makes nearly every action you do permanent.
If you used a rare titanite material to upgrade a weapon you’re still not entirely sure about using or if you killed an npc for their armor/item drops but then felt bad about it, you CANNOT simply reload your save and reset everything. Your actions have consequences, and you need to learn to live with them.
Thinking out your every approach is vital to getting the most out of this game. When you're upgrading your stats, carefully consider what you feel would benefit you the most for the next area/boss you plant on going to. If you have limited resources, then spend some time planning out when and where it’s best to use them. If you have a weapon that requires a TON of souls and/or rare materials to upgrade, then perhaps contemplate on if it's even worth the effort or not.
Dark Souls has very strong opinions on players who are driven by greed, so smart thinking can help you avoid how the game expresses those opinions so to speak ;)
Hopefully these tips will help you out on your own first journey through this truly amazing video game. So have fun, and Prepare to Die!
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Greenie's Masterlist — Come & join the party <3
About Me:
Hi! My name is Greenie, which is a reference from David Bowie's song The Jean Genie which has the lyric "Poor little Greenie" in it.
I'm a 20-something lesbian virgo, triple earth sign, eternal-student, Donna Tartt enthusiast, 90's alt rock enthusiast, record-collector, & fic writer <3.
This blog doesn't have a specific theme... I go wherever the muses take me. Below you'll find links to & descriptions of all of my fics sorted by fandom.
Link to my AO3
Stories:
The Bear:
Rules For (fake) Dating an Italian 🇮🇹 - Sydney/Carmy. Complete, WC: 100K.
WANTED: Female, aged 20-30, to be my date for Christmas eve dinner with my Italian family. Must be willing to eat my mom’s cooking. No physical intimacy required. No strings attached—I will drive you home after. 4pm-10pm, 12/24. Salary negotiable. Call Carmen: (773) 555-0901.
OR: The one in which Sydney just needs a job, and Carmy will die before he proves Richie right.
Yellowjackets:
Wretched Things 🔥 - Jackie/Shauna, Taissa/Van, Lottie/Natalie. Complete, WC: 260K
It’s been five years since Shauna Sadecki volunteered for Jackie Taylor at the Reaping and won the 45th Hunger Games. Now, at the second annual Quarter Quell, everyone who has been previously Reaped is eligible to be thrown back into the arena. That includes former best friends Lottie and Natalie, and former lovers Van and Taissa.
(aka, me offering up another Yellowjackets Hunger Games AU)
The Killing of a Sacred Doe 🦌 - Lottie/Natalie, Jackie/Shauna, (minor Tai/Van, minor Natalie/Shauna). In progress.
|| Inspired by The Secret History by Donna Tartt || (but can be read without having read TSH)
By every metric that matters, Natalie Scatorccio should not have been admitted to Wiskayok Conservatory for The Arts. She didn’t have the test scores, or the tuition money, or any particular talent or ambition that might have made her a promising asset for a conservatory to acquire. She did have a drinking problem, a dead father, and no other option. So sure, why not art school? It was better than rehab. Or jail.
let the light in 🖤 - Van/Taissa. Complete, WC: 5k.
“Take me home, please, Van.”
Taissa’s words are soft. Not a question, just a destination. They have always been heading here.
(Post finale getting-back-together fic)
Six of Crows / Shadow & Bone:
angelum mortis amo 🪽 - Jesper/Wylan. Complete, WC: 45k.
Jesper and Wylan are both hitmen from rival gangs. Wylan tries to kill Jesper. It goes about as well as you might expect.
(Featuring crazy-in-love Wylan Van Eck, flirting-at-gunpoint Jesper Fahey, and mob boss Kaz Brekker).
Show Me Yours 🐦⬛ - Jesper/Wylan. Complete, WC: 20k.
Wylan's past abuse hovers over him like a shadow. Jesper's gambling addiction binds him like a chain. But as they grow closer, it turns out secrets can melt like ice in the right kind of warmth.
(A character study of TV show-Wylan & Jesper & the way their backstories could factor into the progression of their relationship).
Stranger Things:
Star Star ✨ - Steve/Eddie (minor Chrissy/Robin). Complete, WC: 93K.
Rock band AU in which Robin, Eddie, Jonathan, Nancy, and Chrissy play in a band, and Steve has no choice but to hang out with the most annoying frontman in the world, Eddie Munson. Things escalate when they're forced to pretend they're in a relationship.
Modern AU, fake-dating (kind of).
I Buried a Hatchet (it's coming up lavender) 🪓 - Robin/Nancy (minor Steve/Eddie). Complete, WC: 60K.
Vecna nearly killed Robin before Nancy could take him out for good. Luckily, Robin's too stubborn to die, and Nancy's too stubborn to let her. Nursing her back to health, Nancy soon begins to question the feelings that almost losing Robin awoke in her.
In which Nancy has to do everything herself, compulsory heterosexuality is a bitch, and Robin Buckley is more charming than she thinks she is.
Harry Potter / Marauders:
Burn, Pine, Perish 🎶 - James/Regulus (minor Sirius/Remus). Complete, WC: 33k.
Sirius' family has magically forbidden him from dating anyone until Regulus finds a suitable pureblood partner. The problem is, Sirius is in love with a certain werwolf, and Regulus' romantic inclinations remain a mystery.
James, a pureblood, is nothing if not eager to help a friend.
AKA - A '10 Things I Hate About You' AU in which James attempts to woo Regulus so Sirius can have a chance with Remus.
Lonely Bones 🦴 - Draco/Hermione. Incomplete, on indefinite hiatus, I'm sorry, please stop asking me when I'm going to finish it, your guess is as good as mine, final answers is... sometime, probably, maybe?
Hermione Granger can't sleep. Draco Malfoy can't walk. The war is over, but it feels like it isn't. Neither of them are happy, but maybe the times together are better than the times apart.
Draco is cursed in the battle of Hogwarts with unhealable bone fractures. Hermione is in desperate need of money to bring her parents back from Australia, and when Narcissa offers her a job attempting to cure Draco, she has no choice but to take it.
A League of Their Own:
It's Rotten Work 💐 - Jess/Lupe. Complete. WC: 10K.
Nobody's ever taken care of Jess McCready.
Not until she met Lupe García, anyway.
(In which Jess is oblivious, Lupe is romantic, and both of them are a little bit confused.)
Devour What's Truly Yours 🏴☠️ written in collaboration with the lovely @somebodytoundress - Jess/Lupe. Complete, WC: 37K.
Lupe Garcia had planned to go down with her pirate ship when it was raided by Spanish soldiers one dreadful night. Bleeding out on the deck, she accepted her fate—until an infamous ghostly captain with no name and a haunting face rescued her from the burning ship and nursed her back to health. With no ship, no crew, and no fortune, the solution is clear for Lupe. She‘s going to kill this captain and take over her crew so she may return to ruling the seas. And she’s definitely not going to fall in love with her.
Simply Elegant 🚬 - Jess/Lupe. Complete, WC: 7K.
Lupe is the most popular jock in school.
Jess is a burnout weed dealer.
Lupe goes to Jess to buy weed for a party, and things progress from there.
Bein' Good Isn't Always Easy ⛪️ - Jess/Lupe. Complete. WC: 32K.
The hottest part of summer, working in a guitar shop in the heart of Texas, Jess has the worst sunburn of her life. And she has the hots for the preacher’s daughter. She’s not sure which is worse.
Sing Me to Sleep 🌃 - Jess/Lupe. Complete. WC: 5K.
Lupe's past comes back to haunt her on the anniversary of an important date.
Jess tries to understand. They fall a bit deeper in love.
Slice of life.
Keep Your Electric Eye on Me, Babe ⚡️- Jess/Lupe. Complete. WC: 4K.
Five times Jess caught Lupe's eye when she shouldn't have + one time Lupe did something about it.
Fever With Thy Flaming Youth 🌡️ - Jess/Lupe. Complete. WC: 2.5K.
Estí gets the flu. Jess & Lupe take care of her.
FAQs
Can I translate your fic?
Please ask first! We can discuss details.
Can I bind/print your fic?
As long as it's legal and no one is profiting off of it, go wild, send pictures when you're done!
Why haven't you updated (insert fic)?
Either I lost interest in it for some reason, or I got really excited about something else & intend to return to it, or I have something personal going on & can't write as much. Sorry!
Can I make fan art of your fic?
PLEASE make fan art of my fic. Please send it to me when you're done so I can share it!!!!
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Imma talk about Side Order
Now, I've only got 7 hours of playtime so far so take what I say with a grain of salt, but I've completed 3 palettes in around 7 or 8 total runs.
As someone who loves roguelikes and has played a ton of games in that genre, I do have to note to other roguelike fans that Side Order does very much lean towards being a rougelite. Each time you die, you get Prlz to spend on hacks to improve your base stats, add new features like rerolls, guarantee shops on certain floors, etc.. You don't unlock a whole lot to throw into the color chip pool sadly, which is something I would have have liked to see more of. You can unlock extra ability chips for the Pearl drone, but that's about it. You do unlock new palettes using keys that you get by progressing through the tower with other palettes, which is similar to unlocking weapons in Hades. One neat thing is that each palette has a bias towards certain classes of color chips, but you need a hack to improve this bias.
In terms of gameplay overall, I would describe Side Order as "What if you made Octo Expansion a rougelite and a hoard-shooter." Each floor is a randomly-selected map with one of a handful of objectives. Hoards of enemies will quickly start spawning, and they'll spawn more frequently depending on the floor's difficulty. At times, it did feel like playing singleplayer Salmon Run on Octo Expansion stages. Some floors come with bonus objectives that give you extra Membucks the better you do at them. My issue comes in that there isn't much initially to spend your Membucks on. You have to spend a ton of Prlz to unlock floor rerolls, shop rerolls, continues, and shop price reduction, not to mention reducing the initial cost of rerolls and continues after you unlock them. There are bosses every 10 floors, but for floor 10 and 20, the game only picks from 3 bosses. The bosses do get slightly different movesets depending on which floor they appear on, but again... 3 BOSSES. AND ONE OF THEM IS JUST AN EASIER VERSION OF GIRL POWER STATION FROM OCTO EXPANSION. For my first three runs in a row, the ball boss was on floor 10 so I just thought that it was the dedicated boss for floor 10 and for some reason they only decided to randomize floor 20 or that Parallel Canon would like a boss that could randomly invade on boss floors, but no. It's because the game ONLY HAD 3 BOSSES TO CHOOSE FROM.
In terms of story... Man, I'm sorry, but you guys hyped this thing up for yourselves waaayyyy too much. (I did too, to be honest.) Acht sadly doesn't contribute a lot to the story, other than giving little snippets of backstory for them and Marina. Agent 4 doesn't really show up other than their palette. (I heard the center Inkling in the Parallel Canon cutscene is based on your Agent 4 if you have Splatoon 2 save data but I couldn't tell.) Most of that lore is dumped in Marina's diary that you unlock with keys.
I haven't completed Side Order yet, still got a lot of palettes to reconfigure, but when I do I'll probably do another post talking about my thoughts afterward.
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R-Type (TG-16 Mini)
In March of 1988, the PC Engine found its true calling. Did people know it at the time? Maybe not. But the release of R-Type on the platform was a real statement. It was the first home console port of a certified arcade hit, and a relatively recent one at that. Indeed, there would be no Famicom port of R-Type at all. It's a stunning conversion, too. Perhaps more than anything before it, R-Type laid bare exactly what the increased power of the PC Engine could offer versus the Famicom. We can spot the shortcomings easily today, but at the time this was practically like having the arcade machine at home. Well, half of it anyway. More on that in a bit. Perhaps most importantly of all, this is the first shoot 'em up on the PC Engine.
The console would come to be known as the home of shooters in that generation, and as opening salvos go, R-Type is big. Even today, R-Type is considered one of the best games in the genre. From the look and sound of it to the wild boss battles to the varied stage designs, this is a game that positively cooks from start to finish. It's a very tough game, but also a fair one. The versatile Force Pod gives the player a lot of choice in how they want to deal with the numerous creatures that fill the screen, and there are even a number of other fun power-ups to get. Even the basic beam can be used with small rapid shots or charged up for a big blast. You've got every tool you need in order to win.
Another nice thing is that unlike with many of its contemporaries, you're rarely put in an unwinnable position if you die. It might be hard, but you can usually survive long enough to get back on your feet. A Force Pod power-up is typically placed not far after each checkpoint, and you can go pretty far with just one Force Pod in R-Type. I'll be very clear here: I love this game. And I love this port of the game, too. It's terrific. It would be nearly a decade before a better version showed up at home.
The version included in this mini-console is actually the North American release, and for good reason. Due to the size limitations of HuCards at the time, the original Japanese release came in two parts. R-Type I arrived in March with the first four stages, and R-Type II came in August with the remaining four. You could use a password to carry your progress from the first to the second, or just play each as a standalone.
By the time the North American TurboGrafx-16 launched, Hudson was able to fit the full game on one card. Despite the game being split into two halves, R-Type's PC Engine port had a big impact in Japan. It's easy to see why. Even going off just the first four stages of the game, this would have been the best release on the system so far. Once that second part hit, you would have had some proper bragging rights as a PC Engine owner. There's a reason Konami usually tries to license R-Type from Irem whenever it decides to do PC Engine stuff. It's one of the early icons of the console in Japan.
Normally I would conclude by talking about why the game is on the mini-console or what role it serves to the line-up, but R-Type doesn't need any of that. It speaks for itself.
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do you mind if i give feedback on the game you're making?
i played a little bit of it (i got to the temple place) and so far i love the art style, but it is super not obvious what is and isnt an enemy? like i saw these garbage worms that damaged me, but they where so thin i died to them and didnt even see them
i also encountered what i think is a bug, where if you jump and then quickly jump after, you can almost double jump, and it gives you enough height to clear distances you probably could only climb without, however it does feel satisfying to pull off, therefore im unsure if its intended or not. i also couldnt heal, despite there being a control shown at the beginning that said i could, not sure if theres a reason for that or not
(also sorry i realize its kinda rude to ask if you want feedback, but then give it anyway, take that what you will lol)
last thing, a lot of the enemies are super vague in how they attack, and a lot of the time i die, its because an enemy i encountered hits me with something i cant really dodge, like the firelizzard guy, i hit him enough and then it blows up and jumps at me? i cant do any damage to it without dying before i land a hit, its just super confusing
i will say though, the platforming is really fun, if its a bit finicky, but so far the art style is stunning, and i love how the main character moves and looks. they look like they give good hugs lmao
sorry if this seems overly negative, but i love the game so far, and i cant wait to play more of it! (it might also be a problem with my potato laptop that i use lmao) ((also i realize this is a MASSIVE ask, its really easy to talk about this game it seems. i cant believe how little people are talking about this! its such a cool game so far and EOURGH i love it and i love the characters they hit all the right spots with me EUIUGH))
sorry for my inefficient way of typing, and the wall of text uuuh your really cool and i wish more people talked about your game and your art because its absolutely amazing how much you have made and how little its talked about! this is such a diamond in the rough and its absolutely stunning
thank you so much for playing, i always welcome feedback so don't worry about that and to address each point:
it was deliberate to make some enemies very hard to spot (blame pikmin 2 and rainworld) but it could be worth considering adding some additional audio and/or visual indicator i did plan on adding low threat music to play when any enemy was near you (similar to rainworld) though i haven't gotten around to learning how to make music yet so we'll have to see
yea that's a bug that appeared pretty early in development, a consequence of how the game detects if the player is on the ground or not i haven't bothered to fix it as my general rule for bugs is if it doesn't negatively affect the player or gameplay, i wont bother touching it so semi intended
im curious, did you ever craft any upgrades or know about that, including the healing potions needed to heal i didn't provide any tutorial or indication that there was a craft system for upgrades since i assumed that at one point or another the player would try to figure out what they could do with the materials that came from enemies, plants, and such sorry if that sounded rude, im genuinely curious for obvious game design purposes since i wanted to make roa with as little tutorial as possible to let players figure out the game without too much hand holding, but i could definitely add some additional tutorial/indicator besides the interactable arrow indicator
im guessing you went to the ruda'ishvura temple region straight away and that area is purposely filled with enemies with much higher health pools and damage its basically to indicate to players who get there early that they may need more health and general upgrades though i don't block it off based on boss progression since i want to allow the player to explore and well figure out their limits tho i could try make certain enemies a lil less confusing (not promises on that sorry akfaghs)
lastly, im curious about the "potato laptop" comment, were you experiencing stutters or anything like that optimization wasnt really my main concern at the beginning given that i just wanted to get something out there and as long as the game ran 60+ fps on my setup in the editor, i considered it good enough to run on most pcs and laptops but i might have to do an optimization patch of sorts if there are issues on lower end setups
anyways thank you so much again for playing roa and for the feedback, it is always good to get insight from different player experiences and their reactions/responses to my admittedly silly game design philosophies for my game
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Fear and hunger 2 is ripping me apart and spitting on my grave. I just spent the past several hours going to key locations over and over again and fighting god awfully hard bosses, using strategies that let me get by just barely to have enough healing items for the next area. Though eventually I did it. I beat the bosses and finally did the requirements I needed to unlock what I believe is the final location to reach some kind of resolution. I would have preferred saving before continuing (honestly I felt this whenever I made any kind of substantial progress), before I probably fight, what I guess is going to be the final boss, but through testing beforehand I have no way of saving that lets me keep my party members. I considered it but, the state I'm currently in, I think trying to go into the end game with just myself is straight impossible with the resources I have. On the other hand, the only other method of saving, I unknowingly cut myself off of hours ago by letting a certain character die and that making a certain shopkeeper that gives me a very expensive save item disappear for the rest of my run. So, going forward was my only option and I was at the point where I would be happy at least being able to attempt fighting the final boss. I go into the area, go into one off shoot room and immediately get burned alive by a a random soldier I both had no time to react to and had no way of knowing that he was there. My favorite part was how long it took me to burn to death. I just had to watch my character get burned alive for several seconds just blindly hoping maybe this is a scripted event from how long it was taking. It was not. Being brought back to the title screen I realize I now have about three options infront of me. Option 1, I go back to my most recent save, go through the previously mentioned hell again just to maybe hope I can skim by in the final section if I'm just really really careful (this will ultimately lead to me doing this several times). Option 2, I go to one of my several other later saves and just try to continue things from where I left off and make smarter decisions based on what I know now. These saves are so far behind of where I am currently, its not even funny but at least its something. Option 3 is to give up and completely restart with a fresh run. Yeah I can go back to any of my earlier saves but, throughout all of them I made mistakes that I now see are fixable/avoidable in one way or another. One of those mistakes being the amount of times I saved. I didn't realize how much I'd be pushing myself into a corner later by thinking I'm doing the opposite, thinking I'm saving myself so much extra time by saving over important accomplishments but, I didn't. There was so many times I should've gone a little bit further before I saved so I wouldn't end up where I am now. The funny thing is, regardless of how much I think about it and where I ultimately choose to go from here I have to make up hours and hours of progress. Everything leads back to fighting just to get back to where I was before with varying levels of success. To an area honestly at this point I'm not even sure is the final location. Least to say, I cannot remember the last time a game has made me feel so stupid. When I look at everything I've done in this game, its my fault I ended up like this. As unfair and frustrating and for lack of better word just *mean* as this game is, I cornered myself out of fear of losing progress much earlier in the game. Fear and hunger 2 Termina is a video game.
#tldr im coping seething and malding#I'll get an ending. eventually#also along with making me feel stupid I cannot express to you how stressful it is going into a new area blindly#like yea obvi the final area but also every place leading up to that i felt like i was gonna die if i let my guard down for just a second#fear and hunger 2: termina
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Fear & Hunger: Finished!
23.6 hours and 30% of the wiki later and alas, here we are Fear and Hunger was kinda intimidating at first, but most of it came down the to publicity of it. I don't think I could call it "cruel" or "brutal", it just has a different gameplay loop than the games most usually play. Hell, I don't wanna speak too soon but it really feels like Dark Souls all over again, except in this case F&H is good. What I'm saying is that if you make YouTube essays you should die
To make it simple: the game's core philosophy is "bash your head against a ball until it cracks before your heads does". Death does not matter much as runs (to Le'garde) aren't supposed to last more than half an hour, and each death does not reward you with any items or permanent progression stuff but knowledge, which sounds corny as shit and I hate agreeing with youtubers but it's true. Died to a certain enemy? Avoid them next time. Fell down a toilet and had to commit suicide? Don't!. Pulled off a sword from some rubble and got crushed by debree? Avoid it or try something else! Slowly but surely you start developing your own route, you can get to places that took you an hour in mere minutes, you know what areas to visit and which aren't worth it, which items you want, and most importantly: How to cheese every encounter and every moment of the game
On a lore level I still don't think I'm qualified to talk, I've read as many books as possible but I still have some doubts here and there. What I can say however is that, as a sucker of Lovecraftian horror, the way the dungeon works, look, and feels was, put simply, my shit, same thing applies to most inhabitants of the dungeon as well
And that's the real golden detail of Fear & Hunger, the "feel". I hate words because I really don't know how to describe a "feel" other than by just, idk shove an electric rod in my brain and analyze the neuron connections to see what I mean. To put it as best as I can: The mechanics of the game really feel "fitting" to the atmosphere. Even when you're overpowered you still don't have fights guaranteed, you can always lose a limb or fail a cointoss and guess what no amount of Eastern Sword crits are gonna save you now. The dungeons feel heavy and dark, every new enemy is a terrifying learning experience, a question of "is he just a normal grunt or does he-" and the Lizardman raises his shield and now D'arce killer herself like an idiot; and once again, it's your knowledge that will defeat the dungeons, not your Strength stat
There's only one moment where I feel the game was bullshit and that was the room right before the very final boss, there's a mage there that constantly casts hurting and tears your limbs, and there's a good chance you won't find him in time before both your arms and legs are gone, so yea that's a good 15 minutes of progress lost to pretty much a quicktime event where you have to guess the inputs, now you need another 15 minutes of walking and avoiding stuff just for another chance of finding that fucker. It's less than 1% of the game but when everything else felt near perfect it really annoyed me that it was at the very last moment where something had to go wrong
But other than that, game's good, gave me a type of brainrot I haven't felt in a long long while. Would recommend if you thought Saya from Saya no Uta was cute (this post was written in a notepad and proofread exactly 0 times)
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