toffy is testing the limits of how deep the pit in the Dunning-Kruger graph can really go

A MECHA FARMING GAME BABY im so pumped i need to grow corn so bad

im getting into my phase of being obsessed w jon blow again .. he's such an asshole & his view on sw engineering is so limited so its hard to take him srsly but also.... he's just like a huge cutie

O YA MY NONON SIP PRIDE AVATAR . HAPPY PRIDE

@puniko omg hell yea thank u! its all super placeholder but its growing on me lol

made a hitbox editor for this quick & dirty rollback fighty game, its so much fun to use

@6a62 CRABBY ADVENTURE FOR THE PS2 ONE ZILLION DOLLARS

BIG VAMPIRE LADY IN VR BIG VAMPIRE LADY IN VR AOAUAOHOUGHOAAHUAOHAH SHE SITS ON U IRL

HAPPY PRIDE. BE PROUD OF WHO U ARE NO MATTER THA BULL SHIT. IM PROUD OF U TOO

@exelotl @mezzodrinker !!!!! exactly this!!!! u said it 1000x better than i could ahaha, thats exactly what i meant thank u

@mezzodrinker the roguelike combo of procgen + permadeath gives a game a high replayability factor but you lose a lot of control over the player's experience due to all the randomness, which makes the format ill-suited for telling heartfelt personal stories etc. Meanwhile making a game full of bespoke areas, characters, cutscenes etc. with the same longevity as a roguelike is a _lot_ more work.

So I guess what @toffy is saying is like, it'd be nice if more people would circumvent that whole conflict by just not caring about longevity, just make some really sweet 5-10 minute games that deliver a perfect hand-crafted experience without expecting the player to keep coming back.

That's not to say the games have to stick to older genres and established mechanics, if anything they have more freedom to explore design possibilities because there's less need to build up a whole content pipeline or framework like you'd have to do with a longer game or a procgen-based game.

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RaRuRe

It's pronounced ʁaʁyʁe. And written RaRuRe, or R3 for short.
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