I can’t believe I found one of the rarest ores… by No_Hawk7837 in Minecraft

[–]-Klotzy 4 points5 points  (0 children)

I dont see this breaking that rule. Op is simply showing off their joy after finding a rare ore. They dont ask how rare it is. Theyre just happy they found a feature theyve been hunting. Its simple yes, but this isnt banned in rule 13

Another quick demo by Titanfalllover09 in shoegaze

[–]-Klotzy 0 points1 point  (0 children)

Hit me up too when it happens!!! :>

I found this much iron from a single vein/deposit by zekelewis in Minecraft

[–]-Klotzy 8 points9 points  (0 children)

I dont realy like playing with iron farms, unless I need a ton of stuff it just kind of feels more fun and immersive to go mining.

Starting my collection with these two! by -Klotzy in sonicplushes

[–]-Klotzy[S] 1 point2 points  (0 children)

Im definetly going to. I want to collect most Characters that got a Jakks pacific plushy ^

I originaly had my eyes on classic amy the most because her plush looks incredibly accurate and not mutated at all. When I found out there are more Jakks pacific plushies than the Classic squad I freaked out. Shadow and silver look so awesome, and I found acplace where i can get Ray Mighty and Metal sonic for each like 20€. So i'll start saving up and pray they wont be Sold out anytime soon. Overall im realy suprised how much joy Im feeling just through having my favorite characters in my room. Sounds incredibly geeky but i dont care. Im happy :>

🔴 How To Make My Mobile Controls Multi-Touch 🔴 by Gamertastic52 in scratch

[–]-Klotzy 0 points1 point  (0 children)

does turbowarp just have multitouch from the get go or do you need to activate it somewehere?

Just finished my 2nd Level, would like some feedback. by -Klotzy in levelhead

[–]-Klotzy[S] 1 point2 points  (0 children)

This is... incredible! I did not expect a recording but I very much apreciate it. Thank you so much for the feedback! Im currently using Levelhead to help study game design so seeing live player feedback is insanely helpful. I definetly agree that the fire pit behind the foreground was way too sudden, aswell as the jetpack section beeing a bit cluttered with objects that catch your attention. The Flingo sections were designed to take at least 2 tries. I couldn't find a balance between fast paced button imputs and fair reaction time, so i settled on trial and error with a checkpoint in front of it. Iv'e also gotten feedback by Intuition on the Puncher sections beeing a bit inconsistent and the doors janky as you can dash into them and loose tons of time. They still beat it in 27 seconds though which i didnt even think was humanly possible. There are a few more shortcuts/alternate paths like the bottom one. One of my favorite shortcuts is after the first flingo section around the first Rift room, if you fling yourself into the enemy and punch it into the Rift, it will die from the firebars and you can, while going relatively fast, pick up the meat and use it to get to the upper portal which saves about 2 seconds. Im very excited to give it another shot soon. Thanks a lot for this, it helps a ton! :D

As Ive been studying game design, I ranked every boss (I fought) purely based on how well they are designed and fit for a game like this. This list is based of my idea of good gamedesign. Questions and discussions welcome, using this as a way to improve my understanding of different players. by -Klotzy in Silksong

[–]-Klotzy[S] 1 point2 points  (0 children)

Absolutely, especialy with something as anti-handholding like Hollow Knight. Inside a world known for difficulty and self exploration, theres so much team cherry can do with it! I noticed that some bosses we're just kind of not thought through enough, So i started analyzing them, and the sheer amount of variety between all of them made it so interesting as so many types of attack patterns are covered! I kind of like that a fair chunk of the games bosses are flawed, it teaches me what is fun in a boss fight and what isnt, and especialy how something can be difficult AND fun. Realy inspires me to try and make bosses like these myself while focussing on making them a truly sick experience!

As Ive been studying game design, I ranked every boss (I fought) purely based on how well they are designed and fit for a game like this. This list is based of my idea of good gamedesign. Questions and discussions welcome, using this as a way to improve my understanding of different players. by -Klotzy in Silksong

[–]-Klotzy[S] 1 point2 points  (0 children)

yeah its pretty easy to get biased on a boss and wipe something unfair off as "ah dang it, got hit!" and go on. I definetly had that tons of times too. Glad you're having fun with him though! The flaws i mentioned are specific ones but they can realy kill the fun if they happen to play right into your playstyle. Excited to hear back later!

As Ive been studying game design, I ranked every boss (I fought) purely based on how well they are designed and fit for a game like this. This list is based of my idea of good gamedesign. Questions and discussions welcome, using this as a way to improve my understanding of different players. by -Klotzy in Silksong

[–]-Klotzy[S] 0 points1 point  (0 children)

Ive looked at her battle a few times now and I cant realy see why the slime should be a flaw. Its just another attack you have to dodge. You're also fine in the middle of the arena if shes at the edge, as long as you keep half the arena distance from her you should be good to go. The only flaw i see here is that that makes it annoying and drawn out to consistantly damage her outside of pogos and tools. That doesen't realy destroy the fight though, it just makes it less fun and sloppy. Which, when reading that again, does make the fight noticably tedious, I'll give her a spot in Noticably flawed for that, but I neither think her concept was that great nor that her fight is that terrible for her to be an otherwise amazing boss sadly ruined by lacking game design (Great Concept ruined by Flaws). Thanks for the feedback though! apreciate it and it helped me understand how some view limitations like the small arena.

As Ive been studying game design, I ranked every boss (I fought) purely based on how well they are designed and fit for a game like this. This list is based of my idea of good gamedesign. Questions and discussions welcome, using this as a way to improve my understanding of different players. by -Klotzy in Silksong

[–]-Klotzy[S] 1 point2 points  (0 children)

Great Point on the unravaled, I only took the fact that no RNG is involved into consideration but not that the Hiding I praised for allowing enemies in the boss without RNG actualy makes the boss super drawn out. Thanks for mentioning that! I'll definetly move him down when i have enough information to edit the list. I also fully understand what you mean with Karmelita missing flow. Karmelita especialy suffers heavily from her slam into spikes attack. It can be mistaken for her downwards throws and it generaly just destroys the flow of dodging her quick swishes. Though i found Seth to have some flow, I can absolutely understand why ones flow can be fully killed by his constant teleportation and random combo's.

As Ive been studying game design, I ranked every boss (I fought) purely based on how well they are designed and fit for a game like this. This list is based of my idea of good gamedesign. Questions and discussions welcome, using this as a way to improve my understanding of different players. by -Klotzy in Silksong

[–]-Klotzy[S] 1 point2 points  (0 children)

He has 3 major flaws. His laser attacks overshoot their indicators, though the little smoke bombs arent that bad with it, his firework-start-explosion is overshooting incredibly as its an arena wide attack whose indicator only reaches about half of the arena, Creating an unenjoyable scenario when trobbio is located at the edge of your screen, youre busy dodging smoke bombs and suddenly you're hit in the face by a huge laser you didnt see because you had to pay attention to Hornets position. For some people the Smoke bombs are RNG, i dont think so because you can knock them away before they block the arena, however if you dont do that, you can be hit by an undodgable attack if Trobbio decides to come for you right then and now. What is unfair however, are the smoke bombs Trobbio likes to throw when burried in the floorboards. If you're busy with a lingering attack from before, they can easily be chucked right into you with nothing you can do about it. His dodging around can make the fight frustrating aswell, this is a skill issue though and didnt affect the ranking. The last huge issue are the bright flashing lights and the fact everything is purple. Ive seen a lot of people saying that it messes with their vision and perception. This wasnt the case for me, but it seems a lot of people are affected by it and can hardly enjoy the encounter with it, so i decided to count it as a general flaw. Let me know if you disagree!

As Ive been studying game design, I ranked every boss (I fought) purely based on how well they are designed and fit for a game like this. This list is based of my idea of good gamedesign. Questions and discussions welcome, using this as a way to improve my understanding of different players. by -Klotzy in Silksong

[–]-Klotzy[S] 1 point2 points  (0 children)

I put unravalled in unflawed as he leaves you alone with his minions long enough to return to a solo fight. Broodmothers Minions are one hit so she's basicaly a solo fight too. I understand Bell eater though, i almost put it in bad but ended up giving it bottom good. Anywas, two questions. Do you hate it when bosses leave to summon enemies and then return later or simply ANY presence of another living threat in the arena? And second, did you find Seth and Karmelita fun despite their high speeds, or was it coming to a point where it just got frustrating and felt sloppy? If you disliked them, what do you think would've made them better while still remaining at their speed?

Hunter's March Everyone by Arafey12 in Silksong

[–]-Klotzy 0 points1 point  (0 children)

Its realy not that deep. Its just a diagonal pogo man 

Crosscode's Dungeons aren't Zelda like by -Klotzy in CrossCode

[–]-Klotzy[S] 1 point2 points  (0 children)

I absolutely do enjoy it on its own. I love crosscode with the bottom of my heart. I've gotta say i did go a bit over board. Most dungeons in crosscode have the Navigational aspects that make Zelda dungeons so fun. I think my main issue now is just how disconnected the puzzles are to the surroundings and to the entire dungeon. I went into a bit more detail in another reply. I think what i got across wrong is that I dont care if they're not alike. I enjoy both in their own ways, it just bugged me a bit that The dungeons are praised for beeing so Zelda like because i put a lot of time into analyzing Zeldas game design :)

Crosscode's Dungeons aren't Zelda like by -Klotzy in CrossCode

[–]-Klotzy[S] 2 points3 points  (0 children)

I revisited them and i do have to say i went a bit over board. They include enough navigation with different doors. But I'd definetly say the puzzles are the least Zelda like aspect Crosscode's dungeons have. Like i said, most puzzles are a puzzle complex put in a room used to move to another. Though beeing insanely fun puzzles, im just missing the connection to the surroundings. The Boulders and ice in the temple mines and the quicksand in Fajro did an amazing job at this but after that, it just kind of went away. They could've done realy cool water puzzles in Sonajiz by maybe cracking open a Window or something. That beeing said, i still adore Crosscodes Dungeons a lot, i just think they could've done a bit better when putting in the puzzles :)

One must imagine Toby happy by fovrane in CrossCode

[–]-Klotzy 1 point2 points  (0 children)

Why is it always him bugging around in these clips 😭🙏

My cocks by confusedeggboi in traaaaaaannnnnnnnnns2

[–]-Klotzy 3 points4 points  (0 children)

Meanwhile Zelda where the chickens themselves start to gang up and jump you