#but what it lacks in gameplay and design
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Playing Dream Drop Distance as a TWEWY fan who wants more TWEWY content and:
You're telling me I can craft lil guys? >:3c There's so much magic potential here to work with
#my one lament is i cant get beatalike bc its only in the HD release on the PS4#and i have the 3DS copy#i did look around to see if anyone's modded it in along with the catanuki#but alas i havent found anything#and i lack modding skills myself so i'll just have to content myself with Sudo Neku#actually i have a second lament which is the fact that Shiki and Rhyme dont get dream eater designs#just gonna have to design some myself!!!#i dont think ill get hardcore into kingdom hearts just bc uhhh#i fucking dont like disney lol#itd be way cooler if the worlds you jumped into were the actual stories and not the disney versions#but i do enjoy the gameplay and TWEWY content enough to play this one#the dream eaters are so silly#i know the whole concept for kh came about bc someone wanted to fight Donald duck in a video game#which relatable#it's a travesty that i cannot fight and de-throne mickey mouse#but alas thats what working with disney does to you#prevents you from killing the evil mouse mascot
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shadow generations was so good...
#i have some disappointments with it but its like the best sonic game in forever#they cant go back to the regular boost gameplay after this#with what shadow's moveset and nuances bring#unless idk the level design is just ungodly good and expressive#but yea some aspects of shadow generations feel lacking but its so polished and fun to play#i just hope they go even harder next time and let go of some things that hold it back
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childe x wriothesley has potential
#genshin impact#childe#tartaglia#ajax#wriothesley#prisoner x guard is a classic#but also i cant stop laughing at wriothesley trying to deal with childe#with characters like zhongli or neuvilette you know they can handle childe on the virtue theyre also weirdos#but wrio.....hes just a serious guy#just some dude#i cant wait to meet him#i hope hes not boring#his design is so cool and i love the gameplay from what ive seen#his personality is lacking so far but im holding hope
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the further away i get from having finished drakengard the less and less concerete my thoughts on it become i need to write this fucking review aaaargh
#i didn't notetake when i was playing. i could just go through my liveblog tag though lol#i think it's more my thoughts on it are too disorganised and i don't know what exactly i want to focus on when writing about it#i'd like to keep it fairly short since i can run my mouth a bit when writing about games and i want to talk about the aspects of it i like#anyway i think somewhere in my drafts is that super long post i was writing about my thoughts on ainirv back when i played it#and i ran into the same issue. oh well#like i think it's a decently designed game within the contraints of developers first action game. the framework they chose to convey the#themes through gameplay and such work well. it feels amaturish at times not for the lack of 'polish' per say but rather#a lack of inexperience. like it sounds fucking wild for anyone whose played it for me to say that though. like. it's not buggy#it runs well. plays well (enough) etc.
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I notice a lot of people don't like the CV show, especially because Konami is not doing anything in terms of CV games, even though it's been 6 years, and the show's content is vastly overshadowing the game series' content on every online medium, but also because the writing sucks a little bit.
I mostly enjoyed the show, and so I was thinking about it, and there's a good amount of some substantial reasons on why people enjoy the show, there's SO MANY substantial reasons to either dislike or not want to watch the show entirely. Like I thought about it from my most 'average person' perspective, there's so much dumbass writing in the show. The amount of pointless characters or really stupid incentive or motive is actually mind-boggling.
I'm not gonna say I dislike it because the show is definitely a lot more than its spotty writing. I personally love the art style and not only the animation, but the choreography of action scenes is the pinnacle of the show tbh. And even then, some characters are fantastic to watch. Especially Sypha, Isaac, and Dracula. Even Varney was kinda perfect, in my opinion.
But the negativity is ramping up, because we're getting a second entirely new animated series, that didn't really need to happen, but honestly I'm for it, just because I really like Powerhouse animation, and YET, the ONLY Castlevania things happening are stuff Konami can't even bother to advertise, which are just ports to modern consoles, or a selection of niche merchandise.
If they announce a new game during gamescon or Tokyo game show, then great!! There's nothing to worry about there. But it feels like Konami is just handing Castlevania from one foster parent to another, instead of actually caring about it or working on it. Especially with all of the negative gaming press around Konami for the shitty MGS switch ports, the fact that Bloober is working on the SH2 remake, the fact we've heard nothing about the other SH games they announced for almost an entire year. People do kind of have a right to be mad. This shit is really getting out of hand.
#castlevania#long post#i know people usually like my little cv rants of like headcanons and whatnot#but i thought i might as well throw my hat into the opinion center#ive been ranting to my wife about the possibilities or lack thereof with CV games#even the excitement of showing them the DS games that i dont have#or showing them curse of darkness which my copy got stolen a few years ago and i never replaced#the whole ps2 got stolen actually lmao#and never replaced rip#anyway what im trying to say is that i get why people are super negative and mad#and im not blaming you this shit is bleak#but im addicted to hoping on the most ecstatic possibilities#literally imagining a 4k remake of lament of innocence with a revised story and more fleshed out gameplay and level design#anyway enough talking i love all my lil castlevania friends here the ones i dont are all on twitter or they know who they are#i should make a video about this
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so I've been watching the KH Union Cross stuff (in order, thank goodness, this would be so confusing to piece together otherwise), and like, I knew enough about UX that the appearance of the foretellers at the end of KH3 wasn't confusing bc I knew who they all were, but getting the expanded, explained lore and I'm like okay, actually these weirdos in animal masks are pretty cool, glad to know they'll show up (presumably) in future games
also I'm glad that memorizing the Latin names for the seven deadly sins is finally paying off
#I'm still going to have to comb the wiki or something later to figure out some lingering questions#which I probably still have bc I got a condensed version of all the games for just the story content#so any weird bits of minor worldbuilding that occur due to like gameplay stuff I'd totally miss out on#or I just simply Don't Remember what something was when it was explained bc I was distracted by the outfit designs or something#(I am so distracted by character designs all the time and KH outfits are off-the-wall distracting)#but like overall actually the UX stuff is very interesting!#love to see that lack of communication and poor decision making is not just limited to the old men of the series#(except Merlin he's fine actually he's the only old man who does not seem to make poor life choices)#like wow so many issues might have been avoided if decisions were made differently#which I mean the story works great bc the tragedy is knowing that things could have been better but would never be#bc the characters wouldn't have made the decisions differently bc of their characterization#and UX being Oops All Prequels means it was fated to be tragic in some way or another bc like#you do not get the setting of KH w/out the tragedy of the first Keyblad War (and possibly other things?)#so like I'm fine with the characters making poor decisions bc it makes a good story but also Hot Damn#KH is just generations of mistakes and poor life decisions#and the kids are actually really doing their best at every turn even if they're against the absolute worst odds#and still the theme of the power of friendships persists...absolutely excellent#oracle of lore
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that new silent hill game that came out yesterday is. well
#i knew not to expect much cuz like 1. its free and pretty short and 2. its a new silent hill game so. yknow#it is pretty mid. the story is interesting at points but its SO straightforward like 90% of the time which isnt bad usually#but for a silent hill game it's definitely disappointing. also the lack of any actual gameplay besides walking around and reading things#if i have to give it any props. i think the otherworld/monster design was cool (cuz it was done by masahiro ito) and its a pretty game#also also this is a stretch but. im almost certain this is gonna have some connection to silent hill f#the flower rotting motif + the mention of a japanese clairvoyant being persecuted as a witch seems like what theyre going for w f
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Theres some kind of bigger thing here I wanna explain but Im not really sure what it is or how to explain it, but basically I think wandering around lost for three hours at 10 years old is vital to the KH1 experience
#like. i think maybe youre way less likely to get frustrated in that situation than you are playing it for the first time at like 25.#but maybe thats just me cuz as a kid i never felt lost i just liked runnin around aimlessly fighting and sometimes having a cutscene happen#like. i feel like it has something to do with what i saw someone say one time#where we felt less attached to the dark road classmates cuz the remaining chapters came out all together so we lost them#too quickly to get as attached to them as we did the UX cast#like somehow the lack of proper direction and guidance and the resulting time you waste running around#was expecting and something about the gameplay was designed with that in mind#and youre actually losing a piece of the experience if you rush through knowing what to do or get frustrated trying to not be lost#and something something spending more time playing deepens the time you/sora spend with donald and goofy#and therefore makes you feels closer to them and adds to the impact of them leaving with riku then coming back#and thats like all i got. idk of i actually said anything that makes sense lol
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trailer was baller im not even sad about no bird <-lying
#i am easily influenced by cinematic shots and emotional music#it does look really fucking cool tho im so glad it looks like theyll be focusing more on the characters#both new ones and botw characters the amount of interaction you had with other people felt lacking to me in botw#I WANNA KNOW WHATS UP WITH THE ONE GUY THE OWL GUY THE GUU THAT HAS ZELDAS NEW LOOK VIBES THAT GUY? IM INTRIGUED#i am sad no bird but all wed seen so far was mechanics and thats like. eh to me.#like of course i want it to play well and be fun but what im gonna remember the game for is story and design and characters#and it looks like i will be very happy i expect it to be more gameplay based the way botw was but it does look like itll scratch my itch#for characters and lore and story#totk#totk spoilers#?#idk maybe
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Sometimes my most scathing insults come from a place of only moderate thought. This is, in fact, referring to that one time I told my friend that playing Elden Ring felt way more like playing Genshin Impact than playing Dark Souls. Because it does.
#i went into a longer rant actually explaining my opinion#and a lot of it comes down to the fact that ER doesn't really put up any resistance to the player#and the game seriously lacks any ways for the player to fuck themself over#ER's open world isn't very good#like from a primarily gameplay perspective#the game's systems just aren't designed in a way that makes you form memories in each location#which results in exploration being rather mindless#and that's basically the opposite of what I was expecting#since i played this almost immediately after beating ds1 for the first time so I was like#oh it's the same genre made by the same people#so certainly it must be similar#apparently not#but yeah#the two games that immediately come to mind as doing the thing I expected ER to do but way better are Xenoblade X and Rain World#Xenoblade X is the closest to ER's format it makes its areas feel hostile by placing enemies that you shouldn't be fighting#all over the place and near enemies that are around your level#so you often have to keep an eye out for the lvl 60 boss wandering around the lvl 20 area that you decided to roam around in at lvl 10#because you can and there was a side quest sending you there#rain world meanwhile accomplishes the oppressive feel by doing a ton of things that fromsoft could take notes on#the way the ai works is commonly sited#but there's also the world design and the philosophy behind the enemies#like a huge thing in rain world is that no matter how good you are at the game or how powerful your character is#there will always be at least a few enemies that you simply do not fight#and the notable lack of enemies in ER that you cannot fight but avoiding them is still a challenge#makes the game feel like it lacks a backbone in the same way that DS1 and these other games did#and tbc Xenoblade X isn't even a soulslike (the other Xenoblades also do this but they're way less extensive about it)#there's a lot of other stuff too outside of how the enemies pan out but I don't want to give an in depth analysis rn#elden ring
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Self promo for my newest card game, Jewel Thief; but you can play it for free! First, though, let's cover the basics...
TL;DR - Its a 4+ player competetive card-matching game with four rule variants; buy it here or look for the orange text in this post to learn how to play it with a regular deck
"What is Jewel Thief?"
It's a card matching game with a villain; one player tries to match jewels in a 36 card grid while their opponent, the titular Jewel Thief, periodically steals cards from the board. You can check out its page on The Game Crafter for more information, but it'll spoil the rest of this post
"What makes it special?"
The game's turn structure would theorettically allow you, perhaps via some kind of infinite cloning machine, to play a round of Jewel Thief til the heat death of the universe. While I wouldnt recommend that, its lack of a player cap (and ease of set-up; seriously, all you do is put cards on a table) makes it a good party game choice.
But that's not all!
There are three extra rule variants that drastically alter the gameplay while keeping card matching and stealing as main mechanics. I believe the cards are versatile enough to allow for many custom games, too
"Okay, but why should I buy a silly game from some bug nerd?"
First off, ouch. Second off, that's the best part; you dont have to buy it to play it! Jewel Thief can be played with a standard 52 card deck. Here's how:
Step 1. Remove the 10s, Jacks, Queens, Kings and Jokers
Step 2. Download the free rules from the shop page
Step 3. Play the game, matching cards based on their values. You'll need to designate a value as the Diamond jewel for game 4
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That's it for my little self-promo. If you dont buy the game, I hope you'll at least give it a try and consider supporting my future projects.
I also post art and photography, which you can find under the bugbeast art and bugbeast photos tags. I hope you check them out
Thank you for your time <3
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Edit (Mar. 25, 2024) : Thank you to everyone who liked and reblogged this; if you play the game I encourage you to share your thoughts in the comments and/or reblogs (even if you hated it). Feel free to share any custom games or house rules you come up with, too. I'd love to try them!
Edit (Aug. 10, 2024) : Final edit most likely; gonna blaze this one more time for good luck then maybe start work on a postmortem for the project, maybe give a little backstory for anyone who cares. Life is a little rough right now, but fate willing, I'll be able to work on/post about my future projects, including the future of Jewel Thief itself
#bugbeast games#indie artist#independent artist#indie games#indiegameart#tabletop games#indie designer#card games#board games#party games#self promo#pixel art#pixel aesthetic#jewel thief#artists on tumblr#board game design#card game design#card matching#card game art#card game development#board game art#independent games
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re: that HEFTY siffrin sweep on id5’s isat favourite blorbos poll — this might sound silly but i do actually think it’s kinda fascinating that isat, as a game so inseparably steeped in (for lack of a better way to describe it) queer fandom culture, managed to so completely sidestep the common Fandom Phenomenon that i suspect was behind the poll in the first place by creating a main character that is also overwhelmingly the fan favourite character for once.
obviously there are any number of factors we could point at to explain the extent to which siffrin nomiddlenames nolastnames manages to grab people and absolutely not let go, but personally i think one of the most interesting ones to consider is the one specific to the medium — that is, how siffrin subverts the “silent blank slate video game protagonist” archetype in such a way that happens to be primo brainrot breeding grounds.
like, when a video game dev makes a silent protagonist it’s usually a bid to maximize immersion by closing the aesthetic distance between player and character as much as possible, right? which is especially true of rpg video games — players find connection in the generic, as that is what gives you the freedom of motion to insert yourself into the story in whatever unique shape suits you best. you are your character and your character is you.
(as ever, post ran long. yall know the drill. tossin in a quick header pic before thoughts on blank slates & blorboification continue under the cut)
and then you’ve got siffrin, who is expressly pointed out to be the taciturn type; who when initially giving the player exposition about their journey so far doesn’t seem to hint at a life or history or even really any motivations outside the journey; whose every thought and action is narrated in second person so as to keep tracing and re-tracing the connection between him and you.
even their design — all darkless and shapeless, bundled up in that big cloak, as if an invitation for you to fill it in with whatever lets you relate to them most! at this point they are their own character for sure, but they also have enough very clear parallels going on with the silent protagonist archetype to feel more than accidental.
of course, as you keep playing you start to recognize that his blankness is much, much more than just a grab at immersion; his apparent lack of backstory, itself a fundamental piece of backstory. this is where he flips dramatically in the player’s perception from “generic vessel for story delivery” to “thoroughly multidimensional character trapped within endless torment nexus custom-built to target and exacerbate all his very specific worst traits rooted in very specific traumas”.
yknow, the good stuff !
but by then you have also been playing enough to be feeling the effects of the thing isat’s design does best of all. i’m talkin bout that ludonarrative lockstep baby. every piece of isat’s gameplay is designed to make you feel what siffrin is feeling — you understand by now that he is not a stand-in for you, but all the same you share in his frustration, his grief, his rare moments of joy and the subsequent heart-in-your-shoes devastation when that joy is inevitably poisoned — and through it all, the desperate grasping for anything new — all as if they were every bit your own.
so in this way the connection is maintained, even if you were someone for whom siffrin’s particular traits & struggles might not otherwise cause you relate to them at all if you had encountered them elsewhere, in a setting where you weren’t actively controlling them as a player. siffrin still gets to carry all the “just like me fr” impact of the blank slate protagonist in the tropes he embodies and in the game mechanics’ design, while totally free to evolve completely into his own character and keep you relating to closely them all the same. now toss back in the fact that said traits & struggles very much ARE of a flavour that a great many people Would Tend To Relate To and just like that you’ve got a perfect storm cookin.
too individual and compellingly written to be an empty vessel for plot delivery. too closely connected with the player’s emotional state to be a story observed impassively from the outside. he has 92 mental illnesses and for the low low price of free u can give him yours to carry too. nobody is doin it like him. congratulations on your well-deserved nose sniffrin nomiddlenames nolastnames <3
#isat#in stars and time#isat spoilers#isat siffrin#sniffrin#been trying to write this post for the past two days straight but it kept escaping me for some reason#luckily we got trapped in airport hell round 2 and apparently there’s just something about these spaces that gets the post juice flowing#& i wanted to be rid of it#shrug#i don’t think i’ve necessarily vocalized much that’s really new here but sniffrin poll just has me thinkinnnnn#also i am making an active effort to not apologize for writing words on the Writing Words website. thank u for ur understanding mwah#atlasisms
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dwarf fortress update
an important thing to note about this game is if you embark on an island with no other civilizations on it, this cuts you off from a substantial amount of gameplay, as you won't be able to do missions and you won't be able to trade with or contact other civilizations. It does, however, prevent sieges and other forms of possibly undesirable fun
i don't know if civilizations could arise on islands given enough time passing in game
I decided to start a new fortress to mess with some of the mechanics involving interactions between civilizations.
I embarked close to a necromancer's tower, which thus far has had no effects except giving me a frequently replenishing supply of armor and gear to loot off of zombies killed by my militias. I have also had regular sieges from goblins, which i've fought off pretty easily but the map is so littered with goblin corpses and clothes it's looking like a bit of a mess.
Essential lessons so far:
it doesn't seem to actually matter very much whether bedrooms are enclosed or have doors, and citizens get negative thoughts from sleeping in a dormitory, so it's better to just make a huge room, make the floor of a somewhat valuable material, space beds 1 tile apart and designate each 4-tile square as a separate bedroom.
Dwarves are happy around waterfalls, so if you flood your fortress your dwarves mental health will be great right up to the point that they drown to death.
The wiki says soap making is a low importance industry. This is a dirty rotten lie. You will need to have automated ash production, bucket production, lye production, and soap production to have enough soap ever.
burrows make dwarves STAY in a certain area, however they don't make them GO there. this essentially means they are useless as if you have ordered dwarves to stay within the burrow when a forgotten beast is attacking and causing havoc, they will not go there if they are outside it, however the dwarves inside will not be able to leave the burrow for food, drink, water or any sort of supplies so they will eventually just starve or thirst to death. so basically don't use burrows
limit the fisherdwarf task to one (1) dwarf AT MOST or you will have rotting fish everywhere and nothing will get done because everybody is at the fishery "cleaning raw fish"
you absolutely must go into the labor menu and turn off automatic web collection or else the instant you open a cavern your citizens will run into the furthest deadliest corner of that cavern and die.
you absolutely must dig your mine shaft separately from your main fortress and place multiple tiers of doors that you can forbid as needed to sequester off increasingly deeper levels of the mineshaft. it helps to have a separate still, kitchen and food stockpile within the mineshaft as well. when you designate a mining project, wait for the miners to go in and forbid the door to the surface behind them. place tiers of stone and ore stockpiles feeding into each other within the mine shaft so stones are hauled up to the surface levels and can be easily hauled into the fortress when you unforbid the door for a time. if you don't keep the doors forbidden, citizens will constantly wander in and out of the mineshaft and get killed or starve to death. In particular, they will try to haul objects out of the caverns and will path through the cavern passages instead of the stairwells you dug.
I've been killing all my grazing animals except sheep because babies born in a pen don't "belong" to that pen and will wander down into the fortress, and once underground they will starve to death from lack of grass. having to stop what i'm doing every 10 minutes to return to the pasture, scroll through my animals, and assign the new baby calf or donkey or whatever is such a pain in the ass that it's hardly even worth it to have animals that don't produce fiber.
castrating animals is super unreliable as a means of keeping their populations in check, because migrants and visitors are CONSTANTLY bringing in new pets
Either that, or some animals can reproduce asexually. I keep getting new reindeer calves despite having only one reindeer bull and no reindeer cows
Turning off contaminant tracking doesn't stop contaminants from being tracked everywhere
embark next to a brook, not a river, because with rivers your citizens will constantly fall in and drown. however you will need to dig out the rocks from the bottom of the brook in one spot and place a well above it. do NOT use "water source" zone designation because whatever zone you designate for water collection will get contaminated with vomit within 5 minutes due to above contaminant tracking glitch, and your dwarves will become miserable about being "forced to drink vomit"
even in an overwhelmingly happy and content fortress some dwarves will inevitably go insane and start killing everybody in sight.
The justice system can convict dwarves of disorderly conduct when they attack other dwarves, however if the victim dies of their injuries that isn't a crime and you can't convict the attacking dwarf. When a vampire kills another dwarf it DOES show up as a "murder," however the offender will not be punished
I don't actually know if there is a point in having a justice system, since all it does is chain up random essential workers for "violating production orders." Sentences are much longer for one instance of violating production orders than for 30+ separate counts of disorderly conduct, and there seems to be no way to punish murder.
Every way of producing food wildly overproduces for the needs of the fortress. i have over 1500 muskmelons help
if you don't turn off "forbid death items" the surface will soon be so littered with forbidden gloves and random crap worn by goblins that you can't build anything.
Once you make a tavern (and you should, it really helps dwarf mental health) you will have constant petitions to join your fortress to "entertain visitors and citizens." as far as I can tell you should deny all of them because visitors will steal your stuff, especially masterworks, and sometimes kill your citizens.
Approve all the petitions to stay in the fortress "eradicating monsters" though. When they die you can loot their stuff
if you're having too many migrants you can arrange a fatal accident to happen to the merchant caravan
if you need a fatal accident to happen to one of your dwarves (or need to separate them from everybody else) assign them to a militia by themselves and "station" them in either a dangerous place or a room that you can lock and forbid the door.
It's really disappointing how wrong the wiki is about a lot of things, i've been told incorrectly about game mechanics several times by it.
The bugs i've been dealing with would be less annoying if i didn't have a supposedly good resource telling me "This is how X works" and then it doesn't work that way
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did u not like totk?
i LOVED totk. i think it was well-written and did its job as a sequel to botw very well. HOWEVER. i do think it suffered slightly from the commercial success of botw. as i mentioned in my last post, nintendo does this. thing. when one of their games gets popular where every game after it has to be Exactly The Same so they can make all the money in the world via comparison marketing. (and this is a problem with the wider game industry in general but also a very observable pattern in loz specifically.) I know it's been a pretty long time since botw came out, but before (and immediately following) its release there was some pushback from longtime fans who worried that the open-world and lack of traditional dungeons meant that the game had strayed too far from the classic formula that makes a game a "zelda game." this is to say, botw was EXPERIMENTAL. and the devs had no idea if what they were doing was going to be successful or not. the open-world of botw wasn't a gimmick, and it wasn't the devs jumping on the open-world bandwagon. it was what CREATED that bandwagon. the open-world was a deliberate choice made specifically for botw because it reinforced the story that botw was designed to tell. the game is about exploring a desolate world, about making connections, and rebuilding both the broken kingdom and the player character's shattered sense of self by traveling and learning and building relationships. a large open-world map with only minor quest guidelines and lots of collectibles and side quests lends itself perfectly to this specific story, which is specifically about exploration and rebirth.
the problem is, botw was. almost TOO good. it was so good that every other game company on the planet started scrambling to build giant open-world maps into their next release, regardless of how much sense that actually made narratively. and because of that, when it came time to release a sequel to botw, the devs had a lot to think about. they had HUGE shoes to fill in terms of fan reception, but they were ALSO being asked to follow up one of the best-performing games of all time, commercially. totk needed to SELL as well as botw. And, likely because nintendo was worried about that potential commercial value, totk needed to keep people comfortable. I don't know for certain, but I definitely get the feeling playing totk that the devs were specifically told not to stray too far from what made botw marketable and successful--that being the open world and the versatility of gameplay. so in order to follow that up, they made... 2 more huge open maps, and new gimmick gameplay which was explicitly super-versatile.
do i think that the extra maps and ultrahand were BAD choices? no. however, i don't think they necessarily ADDED anything to the game as a narrative whole. one of my favorite things about botw was how everything seemed to be designed AROUND the narrative, with gameplay elements slotting neatly into the story thematically. totk just. didn't really have that, imo. there wasn't a huge narrative benefit to the gigantic, completely unpopulated depths and sky maps. ultrahand was cool, but within the context of the story it meant basically nothing. in some ways, i almost think totk could have benefitted from a much more linear approach to its storytelling, a la skyward sword, because there are a lot of story beats that have to be found in chronological order in order to have the right emotional impact, but because of the nonlinear open-world it kind of became a struggle to hit all the important story points in the right order. an easy example of this is the dragon's tears in comparison to the memories--the dragon tears have a very specific set order in which they happen, and finding them out of order can make the story you're seeing in them feel confusing and disjointed. the order in which they should be found is technically displayed on the temple wall, but most players aren't going to pick up on that or follow it--more likely, they're just going to explore the geoglyphs as they come across them organically, and therefore will likely witness the story in a completely disjointed way. compare this to the botw memories, which ALSO technically have a set order--the order in which they're displayed on the sheikah slate. however, because they're largely just small moments in time, and not one continuous story, finding them out of order has a lot less of an impact on how you as the player experience the narrative, and it's not hugely detrimental to your experience of the story if you find them naturally as you explore rather than explicitly seeking them out in order. If TOTK had been allowed to deviate from the botw formula a bit, i think we may have ended up with a more cohesive game in terms of narrative beats like that. as it is, i just think the game is torn slightly between wanting to be its own new game with new gameplay and needing to be botw, if that makes sense.
#again. love the game. have played it several times in its entirety. story is great. i just think the gameplay itself could have been better#yk?#asks#zelda analysis
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rating bella sara for 3DS
i don't really get why there's a human on the cover, is bella a shapeshifter? there are no humans in this game
in this game, you're a magical horse running errands for other magical horses around a beautiful magical world. right off the bat there are 2 different coat options for being a green horse, which i appreciate. there's lots of different categories of accessory for you to layer with, and you get a handful of them every time you do literally anything. as you progress, horses will bestow upon you magic wings that let you fly around to your heart's content, and three layers of magic invisible leggings that let you sprint for longer periods of time.
ultimately, bella needs you to gather all of the fancy magic jewels in order to protect the world. from what? who knows! the first gem is simply given to you for winning a race. all of the gems are just given to you by other horses after you help them with things like collecting roses and butterflies, although to get the last one you have to chase after a mysterious thief who stole both the gem and the magic special horseshoes!! who could it be!?!?
bellissa, no!!!
this quest can easily be completed in one sitting, and after that, it's just more fetch quests scattered around the world to unlock the rest of the cosmetics. they are stylish cosmetics! they really know how to dress a horse up fancy!
the world is pretty and there's a LOT of butterflies and flowers everywhere. there's even a few bees, which buzz really loudly in the gaps between the music. the music is pretty cool!
all of the horses seem to have vaguely the same personality, except for Bellissa who seems like she might have a valley girl accent. good for her <3
this game is full of magic and horse dress-up, but the length of the gameplay is pretty darn short and is entirely fetch quests, chases, and following fairy npcs that fly just a little bit slower or faster than you. this game is great for someone who gets distracted easily and has fun just wandering around the map lost, forgetting what they're supposed to be doing for long periods of time while enjoying magical horse dress up. it's kind of odd to me that the gameplay is so sparse because so much work went into designing the different worlds and environments! and it's incredible that the story revolves around protecting the world, but there is never any mention of anything bad. no bad horses, no villains, no threats. the lack of them almost makes them more concerning. if i were a 7 year old using this game as a portal to a magical world, i would rate this 5 out of 5 and then fail to defend it in court and retire in shame.
i'm rating this game 2.5 stars out of 5!
★★✬☆☆
#bella sara#horse game#horse game rating#nintendo 3ds#bella sara 3ds#3ds#four games rated in a row I'm on fireeee#*you are the horse
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Adult Gaming Survey Results!
Hey, hey! Here's the results of that survey on adult games I set up a while back. I was blown away by the amount of responses, totaling at 1,159! After reading every write-in, I've made a little write up with some analyses that adult game devs could chew on. I think it's also interesting from an audience stand point, so give it a read! The link above goes to the survey results, so you can see the percentages and write-ins for yourself. Oh also here's a link to the top 12 favorite adult games of the responses, so you don't have to count the 591 answers yourself.
As a reminder, this is a survey for adult games. Search any game in the response list at your own risk. Minors go do something else.
And with that out of the way...!
How often do you play adult games?
Something I noticed was quite a few replies mention very large gaps between adult game sessions. I'd like to drill down on this, because paired with respondents mentioning not know how to acquire adult games, this lack of awareness might lead to less opportunities for playing adult games.
The flip side to many responses in “Other” mention binge bursts, followed by long periods of no adult game activity, it might just be a case of adult life lacking free time.
How long do you expect an adult game to be?
A relief to game devs, there’s no major expectation for an adult game to be pulling JRPG playtime numbers. A majority would rather play a game that does what it sets out to do at its own pace, rather than hitting a target goal of X hours and be subject to poor flow and padding.
How long is an adult gaming session?
A majority spend over an hour, with time set aside to do said adult gaming. While “till i finish” could be less than an hour, it’s still a designated time set aside to play an adult game.
What’s interesting is the responses in the “Other” category that go into detail, if the goal is to just get off, it’ll be quick. But if a game has plot and gameplay, like some kind of video game, then it’s likely they’ll take more time as they’re now being entertained in the way a video game does.
When it comes to art, what level of quality do you expect?
Again, something that should come as a relief to adult game devs. There’s not a big expectation of painted, master quality art that would be hung in a museum. People want something that gets the idea across and something fresh.
The style should match the actual content of the game. Too many times I've played a game with the most facebook friendly mobile game style, and it just feels like it's distracting from what the game is trying to actually do.
It also would help if when a potential customer scrolls down the itch.io adult game page, their eyes don't glaze over at art that looks like every other game on the market.
Do you buy your adult games?
A problem that is highlighted here is the lack of ability or knowledge on how to buy adult games. Storefronts hide the settings needed to see adult game options, which actively lead to a lack of knowledge on how to purchase.
A majority of the “Other” category mentions it being a combination of spending money and playing free games.
Another point to note is that some mentioned that they will pirate with the intention of spending money later. A free demo, like some mention seeking out first, can help devs avoid piracy, since some people use pirated games as a demo when none is available to see if the game’s worth it.
Another note, which unfortunately won’t help the devs affected, but when non-english games aren’t available in english or on english storefronts, some respondents feel that the only way to play is by pirating. It’s difficult to get the numbers, but I’d be interested in seeing how well japanese adult games on steam that have been localized for english speaking audiences are doing, since that previously wasn’t an option for japanese adult devs until very recently.
How important is writing in adult games for you?
This was actually a surprising result to me. Adult games primarily advertise their art. How much of it there is, how well drawn it is, if it’s animated or not. So seeing 77% of respondents cite good writing as one of the most important parts to an adult gaming experience really changes what the priorities should be for an adult game dev.
While some would skip writing, either to get to “the good stuff” or just to skip over bad prose, some have an actively worse experience with being shown bad writing.
How important is animation in the porn scenes?
A recurring sentiment in the “Other” category is that if the animation is bad, don’t bother.
Combined with the majority of 67.1% saying that animation is optional, I think adult game devs are safe to not prioritize it unless their game is the kind that needs it to function, like a side-scroller. It drains a lot of money and resources, especially for a first time project.
Even the live2D tweening has little payoff with these numbers considered.
How important is voice acting in the porn scenes?
Similar to animation, voice acting is a nice feature to have, if it’s done well. Otherwise it can feel tacked on, or worse, detrimental to enjoying the game.
With 50% not caring or actively muting, I think it’s safe to say that it’s a “nice to have” and resources should be focused on other things like writing and gameplay.
How important is sex sound effects in the porn scenes? (moaning, wet slapping, squelching, etc)
What’s really fascinating is that the sound effects and audio design are more appreciated than the voice acting. If I had to pinpoint a difference, it’s that bad delivery can ruin a scene, but a sound effect is far less intrusive.
What genres of porn games do you like the most?
The genres chosen were a combination of which were the most populated as well as recent trends. A large amount of write-ins were expressing that simulation games were a favorite.
Now comes the question, is the number one favorite genre RPGs because that’s the best genre for an adult game, because it’s a genre people enjoy playing for gaming’s sake, or because a massive amount of adult games are made in RPG Maker? I think it’s a little bit of columns A, B, and C.
When it comes to adult games, what matters more?
People are here for porn, but that doesn't mean they're here for just porn. They want a good delivery vehicle for the porn. Both parts of this sentiment mean that there's one thing you should avoid more than anything and it's annoying padding and grinds. They bought your game, there's no need hide a nipple behind five hours of gameplay. Likewise, it's not very good game design to give the player everything at once, as I've mentioned before.
There are several draws to adult games. It's intimacy in a safe, virtual environment. It's making bonds with characters the player falls in love with that end with a climax, or two. It's exploring kinks. And it's blowing off some steam by getting your rocks off. These should be considered when designing a porn game.
Does a kink you enjoy influence if you buy an adult game?
In the future, I would rephrase this question as asking how much your kink factors into buying a game, rather than what was presented. As it stands, “I buy things if they’re good” isn’t that interesting or valuable of an insight.
Respect to the small slice that don't buy shit unless it has their kink in it.
Does a kink you dislike influence if you buy an adult game?
Making more extreme or polarizing kinks optional enables the developer to explore said kinks while allowing the player to avoid uncomfortable situations. As long as it’s clear what’s optional and what isn’t on the product description, this seems to be the preferred method.
What’s your stance on AI art?
A landslide stance. This can be attributed to politics: there is a hardcore stance against any and all AI. That aside however, when it comes to selling a product to a consumer, why would they want a product they know was made with no care or effort? Where else were corners cut? AI in porn games are usually used to generate the art and writing, the most important parts (according to the survey) to the porn game. It's where you want the most care and attention, not the opposite.
What aspect of an adult game do you care about the most?
Players care about the porn in their porn games. This isn’t a surprise. Audio being ranked so low also isn’t a surprise considering the previous results. But, what is interesting is how gameplay is ranked highest in the “important” category, past art and writing. I interpret it as “come for the art and writing, stay for the gameplay.”
Talking Points From the Free Form Responses
Replayability and customization are gameplay features people value, which can be reflected in the amount of responses citing games such as Corruption of Champions and Degrees of Lewdity as their favorites.
Porn games are really unique because you need to list out its content. We're used to spoilers being a bad thing in marketing materials, but for porn its mandatory. A customer needs to know: what's the degree of sexual content, is it cheese cake, is it gay, is there dub-con, is there inflation, the list goes on. Nobody will be mad to know that something they don't like is in something. Well, some people will be, but it's a lot worse when it's a surprise. Also consider, it stops comments asking if there's content like pregnancy in your game or not.
I can not understate how important customization is to a number of people, wanting the body and pronouns they have to be reflected in the player character. This gives text based games a bit of an edge, since it's significantly less resource intensive to accommodate for all these different identities in text vs having to make art assets for every configuration and body type.
There’s a general lack of knowledge on where to actually get adult games. This is due to social media sites making it difficult for adult content to be shared, as well as limited market places for adult content. Epic Game Store has a ban on it, despite allowing for full on con-artist projects like NFT and Crypto games, while Steam requires some settings to be changed that aren't advertised. However, Steam's new feature to hide games definitely helps gamers feel more comfortable acquiring adult games since their friends won't have to know when they're jerking off.
Woman focused content that doesn’t involve non-con is lacking. Meanwhile, a lot of adult games that feature a woman protagonist that does consent either have her be bimbofied or a literal succubus, rather than an actual character that wants sex like their male counterparts. These male counterparts could be extracted from their porn game and placed in any other fantasy story and get along fine, so why not women?
Don’t forget to add a gallery to your game.
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