Tumgik
#retry mechanism
smsgatewayindia · 2 months
Text
Tumblr media
Voice Call Software - SMPPCenter.com | OBD Voice Call Solutions
Discover SMPPCenter.com's advanced OBD voice call software. Rent or buy licensed software to send OTP voice calls, connect with HTTP vendors, use Text to Speech, and more. Engage globally with high throughput, secure platform, and comprehensive management tools.
0 notes
hamable · 7 months
Text
I giving FHJY a rewatch currently bc I need to see if the number of times Cassandra was mentioned to have those flashes of red spiking pain prior to Mall Madness is equal to the number of stress tokens the Bad Kids are can risk getting (which I think is five iirc)
315 notes · View notes
gayestcowboy · 9 days
Text
help. i just killed orin solo in the duel. no slayer form required. the monk is unstoppable
8 notes · View notes
mayordeas-clone · 4 months
Text
idk this felt like an interesting question in my head so might as well make a Poll!!!
in an fe game on the final map, do you take the time to reset to save a character, even if you won’t be needing any of them once the map is complete?
there are probably some other options i failed to consider, so feel free to elaborate in the tags/replies (and just pick which option best relates to your choice)
12 notes · View notes
risetherivermoon · 8 months
Text
pro tip: dont schedule time to play a dnd oneshot with friends that youre dming w/o having anything prepared beforehand and/or not having read a single manual
14 notes · View notes
hybbat · 1 year
Text
You know a world where your ability to carry something is determined by quantity rather than size or weight is very easy to accept in a video game, because of mechanical convenience, but would probably be so strange in a story in any other medium, and I think a few more books and shows could stand to get a little funkier with the fundamentals of their reality like that.
17 notes · View notes
astranauticus · 5 months
Text
Tumblr media
brb im gonna go find a place to Scream
6 notes · View notes
hydrachea · 6 months
Text
Tumblr media
In light of recent much needed difficulty adjustments, who's part of the "I beat Aventurine before the nerf" gang?
4 notes · View notes
ljaesch · 2 days
Text
Crunchyroll Announces Simulcasts for the Fall 2024 Anime Season
Crunchyroll has announced its anime simulcast lineup for the Fall 2024 season. Dragon Ball Daima Airtime: October 11, 2024 (Time TBA) Available in: North America, Central America, South America, Australia, New Zealand, South Africa, Indian subcontinent and Southeast Asia Re:ZERO -Starting Life in Another World- Season 3 Airtime: October 2, 2024 (Time TBA) Available in: North America, Central…
0 notes
zincbot · 8 months
Text
beat undertale yellow!!
#undertale yellow#jfc am i grateful for easy mode. there's no way i would have been able to beat ceroba without it jfCHRIST#the newly implemented dodging mechanic....bruh i know it was in mew mew love blaster and i played the shit out of mew mew love blaster#but i never beat the final boss. + i barely moved and definitely never dodged#yeah even with easy mode i nearly fucking died. so.#it was very good i understand the hype. good music. fun characters#the ANIMATIONS. those were incredible#but yeah i do think the bullet patterns. especially for bosses. were a weaker point#the retry battle option and later the easy mode carried the game through for me#but i think that a lot of the fights in the original game had more patterns that#once you learned the right movement to do. they were avoidable basically 100% of the time#and there definitely were difficult fights that still had that recognition. the gardener is one that comes to mind as being challenging#but doable!#i also think the implementation of new mechanics was a little clumsy occasionally. the wet floor for the mop bot comes to mind#especially in duo fights where the wet floor will stay even when the enemy is spared#(though that may be a bug because the sign doesn't display)#but things like dodging and the shield weren't telegraphed enough within their fights.#and in my opinion were added as mechanical changes too late before two very difficult fights#(pacifist axis and ceroba)#one mechanic i really enjoyed was the lasso. the patterns felt more crafted in line with movement on the lasso. good design#i suppose the audience of undertale yellow is expected to be familiar with undertale but also i felt like blue and orange attacks were#maybe sometimes overused in boss fights. again especially the last 2 in pacifist. to be fair i didn't notice them as much in cerobas#because i didn't notice anything because it was crazy in there#honestly though compared to many many many undertale fangames i've seen. the bullet patterns were very good. some undertale fangames....#anyway i'm glad i played undertale yellow and honestly it made me want more peeks at the underground further in the past#i liked how it made the underground seem a lot bigger#now i want undertale orange-#i've been wanting to replay undertale but its too fresh in my mind still imo. but this helped whet my hunger for undertale/deltarune content
1 note · View note
mailperson · 8 months
Text
Caved and got Bald Nerd’s Gay. Playing using an Xbox controller and with zero knowledge of dnd so once I get used to the bajillion possible inputs at any given time on a controller I do not use ever I will have a better read on how I feel about it
1 note · View note
prokopetz · 16 days
Text
Inadvisable tabletop RPG premises #137: a game which uses a variant of the "express" version of Eleusis as its conflict resolution mechanic. At the start of each conflict scene, the secret rule is selected from amongst a deck of pre-defined options, possibly with separate decks for easy, medium and hard conflicts (i.e., with the latter containing rules which are more complex or difficult to reason about). The rule is known only to the GM, who declares success or failure of tasks based on the legality of the associated card plays.
Possession of relevant skills/attributes allows retries in the event of an error, while elevated difficulty may be expressed by being required to correctly play two or even three cards in a row, without disclosure of which card(s) were mistaken. Hand size is initially fixed (i.e., all plays are immediately redrawn), with "damage" represented by reducing one's hand size for the remainder of the conflict. Certain character-specific "super moves" can only be activated by correctly guessing the current rule, yielding a large one-time benefit in exchange for causing a new rule to be drawn, thus invalidating all prior knowledge.
213 notes · View notes
jesawyer · 5 months
Note
Do you prefer skill/stat checks that are chance based, or just a flat you pass or you don't pass? Example: To reactivate a robot you need a Robotics skill of 50. If you have 49 in Robotics you're guaranteed to fail. If you have 50 in Robotics you're guaranteed to succeed, vs. If you have a Robotics skill of 50 it gives you a 50% chance of reactivating the robot.
Flat checks whenever the checks are "stand alone", i.e. they are not part of a series of checks and cannot easily be retried via reloading or other mechanics that require no adaptation from the player.
RNG in stand alone checks you can retry with no cost (other than time) feels more than pointless to me. Feels bad imo.
124 notes · View notes
canmom · 5 days
Text
100%ed neon white.
Tumblr media
it took about 32 hours. lots to say about this game...
mechanics/design
it is fr an absolute tour de force of mechanics and level design. call it a platformer or an FPS (it's kinda both), it delivers a sense of speed and flow like few games I've played. since this is a pretty big inspiration for types of game I might want to make (such as the backburned THRUST//DOLL project) let me break it down a bit.
the learning curve is excellent. like many games, it gradually introduces new movement options with interesting ways to combine them, and levels themed around the new movement option. but the shortcut hints system adds an extra dimension. essentially, levels are scored on time, with bronze/silver/gold/ace medals; generally speaking the level will guide you along a route, and a clean run will get you the gold, which will unlock a hint to guide you to a shortcut which will let you reach the ace. the ace times are far from optimal, but do tend to require a bit of execution skill.
Tumblr media
the result of this design is that it's hard to get stuck, but you are gradually given an introduction to speedrun routing over the course of the game. I was, inevitably, the type of player to insist on getting an ace on each level (and grabbing the gift) before moving on, but it is totally optional. that said, it's perfectly designed to retry levels until you nail it: restarting is near instant, the music doesn't get interrupted, and it's very easy to get into a flow state, gradually getting more familiar with the level and discovering new tricks.
along with this is the gift system, required to unlock additional dialogues and backstory scenes. every level has a gift box hidden somewhere, and while this isn't timed, it takes on more of a puzzle aspect as you have to figure out the right way to use the level's movement resources to platform to the gift.
the design of the levels has something in common with a Sonic level: a series of rapid dashes forwards interspersed with moments of floating in the air, when you need to spot the next thing to target. generally speaking it's built to facilitate flow: if you're on the main route, you typically get a movement card just at the moment you'll need it, mixing between sections of shooting and using the discard to keep you on your toes. (even so, it does kind of have a rhythm game aspect). the level design, colour palette etc. does a solid job of guiding your eye towards the next place to go.
Tumblr media
enemies are stationary, and only barely a hazard - generally more of a tool. they're part of the level design, with many of the later levels designed around specific enemies which either kill other enemies or help you move. since most levels require you to kill all the demons 'when to kill which enemy and how' is a large part of the routing, but generally speaking you kill enemies nearly instantly if you're on pace.
I ended up playing most of the game on controller; there is a pretty helpful aim assist that makes this possible at all, though I switched to kb+m on the last few levels where rapid aiming became more important. in my previous post I said the controls are 'tight' - what I mean by that more precisely is essentially loads of air control. indeed, you have pretty much the same horizontal acceleration in the air and on the ground, making it very easy to steer into position to line up moves.
in general I think a huge aspect that makes this game work is that it's very predictable. there is essentially zero RNG beyond the chaos of physics; enemies have predictable attack patterns and always stand in the same place, so you can plan like 'I'll grab the shotgun and shoot that guy then dash through that guy which will give me the rifle and let me dash into that balloon' etc. etc. it is also very visually readable, making it pretty easy to make a split second judgement of where to go next while hurtling through the air.
this is exactly how speedrunners tend to approach games, minimising sources of randomness and exploiting predictable behaviours; in general the genius of this game is to take the jank out of speedrunning so that you don't have to master complicated tech or rely on RNG to get the experience of gradually refining your movement through a level.
but, it's not just 'easy mode speedrunning'. even just looking at friends' times, I can see there is a huge degree of room for improvement; the global leaderboard even more so. there are special secret red medals if you can beat the lead developers' times, of which I have so far managed to get only one (it took me by surprise on a late-game level), and even then I'm still like forty seconds behind a friend's score on that level. I bet there's some crazy tech in the fastest runs. maybe at some point I'll go back and see if I can tighten up my times on other levels, though I feel pretty satisfied as thing stand.
all in all, should I manage to return to solo game dev projects (or even if we ever make a speed game at work), there is a lot to learn from Neon White.
narrative/aesthetic
so mechanically, very positive. on the aesthetic aspect: it's a very slick game, particularly with machine girl's latter-day breakcore soundtrack (machine girl is the most trans-ass name for a band but is actually two guys, unless some eggs remain uncracked here...). the UI flows very nicely - not quite as flashy as something like Persona 5 but definitely in that direction. it's a game that wants you to know it's stylish; Paradise Killer comes to mind.
and visually it's very solid! the levels are varied and, while generally consisting of 'floating architecture over an ocean', appealingly lit and coloured. the enemies have distinctive silhouettes and there are some cool unusual designs, like the giant laser heads, as well as some classics, like mimic chests (not particularly stealthy).
but of course the main visual aspect is the character portraits, illustrated by Rebecca Ryan. which is to say: white clothes with monochrome accents according to each character's colour name (curiously the characters are known only by colours in both life and death), animesque illustration, and hannya masks. and a bunch of symbolic manga-like expressions (blush, anxiety gloom, etc.) these portraits (plus, here and there, CGs) show up in the visual novel-style story sections and generally speaking, they work - if in a very 'Americans paying tribute to anime' way.
Tumblr media
the story... most of what people react to is the whole weebcore thing it's got going on, finding it either cringe or endearing depending on taste. I feel like there is little to say about this that has not already been said. apparently the intent was to fit the style of dubbed anime, and... yep, it does.
instead I want to talk about... the religion thing! because what's going on there!
well, it's not that complicated on one level. the smarmy 'believers' stormed heaven and killed god, setting up essentially an american mall in its place. but this 'heaven' is actually Sheol; God was managing it using two macguffins called the Books of Life and Death. your goal turns into restoring God to His rightful place. these Books come with a Star of David on the cover, with a bunch of smaller ones around it...
Tumblr media
the game is also however full of crosses, which generally speaking seem to be the Believers' symbol/weapon, as seen here in the Third Temple area (you know... not clear why this is in the afterlife as opposed to Jerusalem)
Tumblr media
so it's fairly easy to read: most of the old school 'Heaven as it should be' stuff is associated with Jewish symbolism, but the dang Christians ruined everything.
the plot, meanwhile, rather heavy-handedly focuses on a theme of the importance of forgiveness. broadly speaking the story is that our lovable MCs - dorky MC White, slightly dommy love interest Red, childish and violent Violet, and laid back bro Yellow - who were all treated as disposable tools by the group's abusive leader Green. who is basically Vicious.
Tumblr media
right down to the hairstyle!
the characters in this game, while decently voice acted, are all terribly one note archetypes. the story flashbacks almost all concern the botched job where Green - with White's support - led the whole group to their deaths for the sake of a long held grudge.
later in the story, Green gets a new 'destroy this shoddy universe' motivation, but it is honestly pretty unconvincing. probably the best aspect of his character is the dark yaoibait interactions with his object of obsession White, but this isn't the kind of game to go all-in on that front (its attitude to sexuality is very much a 'tease but don't depict').
all this leads up to a final decision to basically decide whether Green goes to heaven or hell. if you send him upstairs, White also gets to move on (I picked this since the game was blatantly angling very hard towards this being the true end); if you don't, White apparently remains trapped in Sheol until the next cycle. the thrust of it is basically you need to forgive and move on instead of obsessing over those who have wronged you.
Green remains unrepentant throughout - if you Book of Life him, he's not exactly happy about this, going like 'what do you have to gain from this' lol. the point is pretty explicitly not 'your enemies deserve forgiveness' and more 'don't let them live rent free in your head' I guess.
as a theme this is... reasonable enough? probably best not to stay mad about shit if you can avoid it, though certainly easier said than done. but the presentation suffers a lot from, well, telling/showing issues. you know this is the theme because towards the end of the game, the characters talk about it, a lot. ironically for a game in which you get sermonised at by comedically smug preachers in between chapters, it feels very much like sitting in a sermon: abstract ideals that don't really connect because the characters are so one-dimensional.
(it turned out, reading the credits, that one of the co-writers of this game was Aevee Bee, of WKTD/HWBM. I have lingering beef with her because she joined in brigading a friend of mine out of the indie game sphere over spurious vague accusations back in the day - a peripheral player but still very much on the wrong side of it, and to my knowledge she never apologised or anything. so it all feels kind of 'bit rich coming from you' for her to go off about the importance of forgiveness and moving on. but, even aside from that, on a craft level the story's approach to its theme already felt heavy-handed and unconvincing.)
beyond that... I'm just plain not convinced that resurrecting God is all that. the game's presentation of God is basically distorted audio and blurry shapes for text, with the characters reacting as if they understand; the Angels are presented as cute cartoon cats with the explicit conceit that this is just White's brain comprehending the incomprehensible (though we do get a brief wheel of eyes appearance near the end). but the reason the plot has to play out as it does, with God essentially choosing White to put things right because of the remorse in his soul... well, let's just say I don't much like chosen-one narratives in general, and the Abrahamic set dressing does not help. it feels very arbitrary, but also a bit straightforward and comfy for all this vague guesturing towards being strange and alien.
all that said, as much as I'm ragging on it, I do appreciate that it tried for something. a distinctive identity which doesn't fit my taste is better than a game with no identity. the character interactions are generally pretty charmingly silly. White and Red do at least make a convincing couple. Sungwon Cho is there, playing a father-figure office worker angel in his characteristic style.
other observations
the game's team is very small, with one developer (Esposito) doing most of the programming and mechanics; besides that we have a couple of level designers, a couple of artists... However, it had the funding of Annapurna Interactive, who recently made the news for basically imploding, but have been a pretty big player in the indie sphere of late. and obvs Machine Girl are kinda huge in their scene, but really a lot of the names are also pretty familiar ones if you've been hanging around indie games for a while. it's sort of like... indie but by broadly established names. still, small team makes me wonder: how feasible is it to make a game along these lines, either as a solo project or with a similarly small team at work?
what is notable is that it seems to have gone through a pretty long period of iteration; apparently an earlier version of it used randomly drawn cards, before the current predictable speedrunning focus came in as a clearly better approach. which is interesting: it has such a laser focused design that I would have guessed that it would be a speedrunning game from the outset. definitely a testament to experimenting around different ideas, which is really the essence of game dev.
the main thing I feel like I should take away if I return to working on THRUST//DOLL - which had a very similar planned structure, of fast levels that focus on time and visual novel sections to tell the story - is that if you're moving at high speed, it's absolutely essential that the information that you need to make a decision is readable, and acting on it is not too finicky. I might have to rethink the bullet-hell aspect, and introduce similar 'snap to enemy' mechanics to the dash abilities in the later stages. something to think about another day, anyway, I'm not sure when I might be able to continue that project.
all in all, fun game, very addicting, I have so much work to catch up on now...
31 notes · View notes
dumbuni-fication · 2 months
Text
loser big sis recommending you this new puzzle game she found
she downloads it to your computer and you enter the tutorial its a nice voice telling you all the mechanics but as the loading icon spins, you don’t remember falling asleep-
but it’s alright! you aren’t dumb you can do it and the first few puzzles are so easy!
but then as you get further- you encounter a simple new puzzle but the solution doesn’t work-
the failure screen flashes pink, a pixelated voice reads the text.
“What a Dumb Puppy!”
you shrug, and try a slightly different solution
“Aren’t you just a Dumb little pup?”
Again
“Dumb Puppy”
It kinda sounds like your big sis now that you think about it-
“Dumb Puppy”
“Dumb Puppy”
“Dumb Puppy”
“Dumb Puppy”
you feel a bit warm and foggy as you reset the puzzle again, the loading icon spinning again as you retry.
but eventually you’re softly knocking on your big sister’s door. she scrambles to close her laptop and hide a microphone as you enter. but happily grins as she hears that your having issues
“Aw do you need Big sis’s help with the puzzles?”
you nod your head and she smiles and makes her way over to your computer. She seats you right in her lap as she tells you to guide you what you’ve been doing
you show her slowly, and you can’t tell if she’s watching the game or you
“Don’t you want to be a good dumb puppy?”
The voice reading the text sounds clearer now
Big sister grins as she lifts the controller from your hands and easily solves the puzzle. She giggles as you pout over how simple it was.
“It’s alright to be a dumb sometimes, that’s why big sis always helps you”
she hands the controller back and watches as you start to struggle with another puzzle
“You’re such a Dumb puppy”
you try again as the loading icon spins
“It’s okay for dumb puppies to ask for help”
big sis softly takes the controller, resting it right against your lower stomach as it rumbles. it makes you feel weird and you feel even fuzzier as you watch the icon spin.
“Dumb puppies should listen to their big sisters”
“and you’re a dumb puppy, right?”
“Dumb Puppy”
“Dumb Puppy”
“Dumb Puppy”
“Dumb Puppy”
“Dumb puppies should spread their legs more”
“Dumb puppies should let their big sisters use them”
“Dumb puppies let their big sister cum in their holes”
and as she pants ontop of you, the game spinning forgotten in the background
She leans in close, whispering in your ear
“Dumb puppies go to sleep and forget this happened”
37 notes · View notes
multitrackdrifting · 1 year
Text
LobCorp Recommended Mod Guide (One-step install modpacks now linked below 1 for QoL but close to vanilla, and one to smooth over the progression curve/reduce grind)
As someone who played LobCorp vanilla (and strongly adovcate aganist it unmodded even for the theme of the story) these are my mod recommendations. I don't have the time to actually test these but these are what I think would help a lot of people play this game.
Basemod is a mod management platform that allows LobCorp to be modded - and because the game has a lot of jank that don't really speak to the game's actual difficulty curve a lot of it is worth modding out or adjusting even if you don't want to reduce the difficulty bad QoL is not an actual difficulty curve so some of the time you spend in this game is a result of jank and not actual mechanical depth or challenges. More below.
Original Basemod 5.1.1 guide (explains in simple terms how to install it in 2nd paragraph, unlinked mods are in here. This is the most popular mod guide afaik). A lot of the mods are translated/adapted from the forum DC Inside from the original BM creator abcdcode. Basemod 5.2 (unofficial) guide (maybe check this if some older ver. mods don't work) NexusMods (for most English mods that might help).
Make the game playable [QOL Focused, does not actually functionally change anything about the game's actual mechanics] (the game will still be hard as nails but without the jank that should be in the game):
Infinite Rerolls (95% of lategame difficulty is being trolled by RNG, if you don't want to use this mod, you can hit "return to menu" in the vanilla game to retry from last day without repo rewinding). [Checked]
Employee Group Select (the base game makes it really hard to micro departments unless you really like RTS) [Broken For Me]
Detailed Work-Related Stats (see discrete success chances as opposed to vague wording). [Checked]
Work Macro (holding Shift Auto-repeats work, great for mindlessly farming when all ordeals for a day are over). [Checked]
Agent List (Hitting TAB shows department select as opposed to an ordeal being required to do this). [Checked]
Shield Health Viewer (Shields actually show how much mitigation is remaining, notably absent from vanilla). [Checked]
Agent Recustomization (no longer costs 1 LOB to make your OCs or friends). [OLD] Have not found a working version.
Make the game approachable for all to enjoy [Removing constraints but still keeping MOST difficulty in but respecting your time because the game is absurdly grindy]:
Full-Time Employees (Your units remain if you go back to day 1) <== super good if you dont want to re-grind units every time you rewind. This means yo uwon't have to go through the bs of re-farming stats and can focus solely on gear-farm & doing the story while optimizing your Abno picks with infinite rerolls). [checked]
Overtime Pay (stat-grinding now gives extra points) [checked]
Instant Stat Gains (don't have to end a day to get rewarded with stat increases) [arguably a QoL mod too not gamebreaking]
Rewarding Ordeals (boosted EGO gift odds and stat growths after ordeals killed) [untested]
Extra Justice Attribute (justice now scales DPS) [works somewhat]
Increase Max EGO to 5 (reduces the re-roll grinding substantially) [Checked]
Speedup (increase game speed to 5 if you want) [OLD]
Suppress Leveling (suppressions actually give XP for combat). [Unsure but it seems to work for me]
Sticky Agents (agents no longer wander back & forth, caution this may make certain animation dodges very precise but will more often than not be helpful if you hate the wandering idle anims). [Checked]
Better Central Command Architecture (this department just has a bad layout imo) [Checked]
Flatten the curve to make the game reasonable [I just want to read the cutscenes but still play the game]:
Unsure if Super Agents works because it is old but if it does you will basically be invulnerable to ordeals/suppressions [OLD, replies seem to suggest it doesn't work but worth a try].
"Casual Mode Mod", a 2023 mod that makes daily energy lower and substantially reduces meltdowns to cut down the time of the grind. +100% exp rate, and LOB rewards increase. This mod alone doesn't make the game free but it cuts down the bizarrely high time requirement to play LobCorp which is one of the most substantial barriers to entry. (I'm about to beat it at around 150h). Combine this with the red and green mods and you'll basically have a great time.
Guaranteed Gifts (abno gifts will 100% trigger)
Overlapping Gifts (gifts no longer are 1 per slot)
There are mods to boost stats and EGOs, I suggest you find working ones on Reddit or NM.
I recommend looking around on Nexus Mods or even on reddit for other useful mod recommendations, but be careful, some mods will spoil you. The ones I suggested and recommended here do not contain any - but some on Nexus Mods definitely will.
If any mods don't work please check the Nexus Mods link for any similar mods that are from 2020, the 2019 ones seem to not be working as consistently or at all.
I can't attest that all the mods listed play nicely with each other but please give them a try if you find the base game too daunting, trust me, I went through the grinder and vanilla is fundamentally missing the green mods I listed here at the very least. The ones in the 1st document indicate which Basemod versions and above it will work with so if you have compatibility troubles just use the google doc that is first.
STEAM VISUAL GUIDE FOR MOD INSTALLATION:
The TL;DR for installing Basemod into the "Basemods" folder is that you need to make sure every mod has its own dedicated folder if the download itself doesn't come with one. This is an example layout where none of the mods have files outside of the folders they have dedicated to them. If they don't have an included folder, just name it after whatever the dll file is so you can tell what's in there. It will work nonetheless.
Tumblr media
I have added the tag #lobcorpguide to make this post easier to find if it updates since tumblr hates proper-clickthroughs now. So you can find the updated details.
One-click installations (drag the files to the steam installation location and drop the minside the folder called LobotomyCorp_Data).
QoL only & Progression focused. Let me know if it works! The guide/readme file is in the "Basemods" with an s folder along with each mod. I explain what each does, and you can delete or add more at your leisure to that folder, just make sure it has a dedicated folder for each specific mod.
176 notes · View notes