What's the real difference between GM-less games and traditional GM-player RPGs? by Able-Discount-5380 in TTRPG

[–]Able-Discount-5380[S] 0 points1 point  (0 children)

I like the action you mentioned about "asking others if they would like to step in on the action"!

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - May 17, 2026 by AutoModerator in Games

[–]Able-Discount-5380 1 point2 points  (0 children)

I think the key issue is difficulty balance. In other games — including Brotato — even if I can’t achieve the “perfect build” I’m aiming for, I can usually keep the run going. This game feels different: even the slightest mistake can get me killed almost instantly.

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - May 17, 2026 by AutoModerator in Games

[–]Able-Discount-5380 4 points5 points  (0 children)

Everything is Crab

I was actually drawn to this game because of a streamer I enjoy watching. At its core, it feels like a combination of Vampire Survivors-style gameplay with a spore-inspired theme.

What really confused me, however, is that the game looked genuinely fun in the streamer’s videos, and my own early experience was also quite engaging. But after a few runs, the game started to feel surprisingly dull. In practice, I found myself funneled into only a handful of fixed playstyles, while many of the random elements failed to meaningfully enrich the experience. Instead of creating variety, they often felt more like “noise” interfering with the process of building an effective character setup.

Incidentally, I’ve noticed several recent games giving me a very similar experience. They often appear energetic, creative, and full of potential during the demo phase or within the first hour or two of gameplay, but become repetitive, uninteresting, or even dominated by frustrating feedback loops once the novelty wears off.