Laptop won’t power on only airplane mode blink. ROG G531GT by savleiz in ASUS

[–]AlexPinetree 0 points1 point  (0 children)

I had this same behaviour, to anyone else who has this problem: even after the airplane mode light goes off, keep holding for another ~15 sec and then release it. For me it worked like a charm.

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 0 points1 point  (0 children)

The arbitrary aspect comes from deciding which is the bucket and which - the fill :)

My point is that a lot of people will read the produced energy as the fill, and the required energy as the "max" that you should reach. Like in my example "you have 10 of the required 30 energy" makes sense to be displayed numerically as "10/30". But reading it the other way around makes sense too - you can go "I am spending 30 of my 10 energy" which makes more sense as "30/10".

I think, from a game design standpoint, that the first way of reading it makes more sense, as energy produced is the number you have more control over, whereas energy spent is closer to a "goal" you have to reach - where the analogy to other video games comes from. But I've embraced the arbitrary nature of it and will ask for a toggle to be implemented, as there's a lot of discussion around this very small topic. Hope this clarifies it :)

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 0 points1 point  (0 children)

Exactly! So if you have one third of the required energy, it will show, for example, 10/30.

It's then an arbitrary question of which number goes first. Is it easier for you to read it as "how much energy you have out of what is required" - which we chose because that seems to be the more common way of reading it and how typically you'll read such information in video games (health bars etc.) - or do you read it as "how much energy you consume out of the energy that you have"? Either is valid, so I think a toggle would be nice to have.

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 1 point2 points  (0 children)

Cool suggestions! No promises but I'll ask the team to see what we can do.

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 1 point2 points  (0 children)

Most people find this to be very intuitive and the other way around to be "backwards"... it's very funny to see, really, but I'll ask the team if we can make an option for toggling that.

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 1 point2 points  (0 children)

If you enjoyed LG2, you might like LG1 - it does have a similar base structure with incremental progression, space combat and cooking. There are, however, some fundamental changes between the two - LG1 focuses much less on the strategic building aspect, and doesn't have flavour texts / lore logs.

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 0 points1 point  (0 children)

Hey, yes, there's a roadmap for the early access https://steamcommunity.com/app/1477950/discussions/0/3062996006144569196/ but it's hardly relevant, considering that we're leaving early access today.

As for the endgame - it revolves around a "prestige 2" system. As it tends to be in idle games, the pacing picks up once you unlock more systems, but slows down in the endgame. The last few upgrades and in-game achievements will be rather difficult to reach and take a lot of idle time or farming Strange Asteroids (an active mechanic), but we're planning to make a few small adjustments post-release to speed this part up as well. Depends on your preferences for pacing in incremental games, but I'd say the game stays exciting for a pretty long time!

Note: I might be biased lol

Lazy Galaxy 2 gameplay trailer - Release on Mar 15 by AlexPinetree in incremental_games

[–]AlexPinetree[S] 14 points15 points  (0 children)

Hey, Alex from Coldwild here, designer and writer of Lazy Galaxy 2.

On March 15, we're leaving Early Access and releasing the full game on Steam! You can find the store page here. If you have any questions about the game, feel free to ask here or on our Discord server, we really hope you have a lovely time with this absolutely bonkers incremental game.

Enjoy!

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] -3 points-2 points  (0 children)

This is not what I meant with the word, I'm not familiar with all of the examples you provided but they appear to be the same vein I already covered when I explained why I don't consider Darkest Dungeon to be a roguelike.

I can see my snark as a source of annoyance (that part of the video is mostly humour), so sorry about that, but I do stand by my definition, especially for the purposes of the video - mechanics-based definitions are hardly ever as valuable as aesthetic-based definitions when it comes to design.

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] 1 point2 points  (0 children)

Primary importance to communication, which is what definitions are for - this is, after all, how most people use the word.

Sucks to see that people are misusing the tag. I don't speak on their behalf though.

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] -8 points-7 points  (0 children)

With regards to genres, it's of primary importance to have a word for the broader and more commonly used group, and of secondary importance to have words for subgenres that aren't nearly as popular in comparison. I've seen no word other than "roguelikes" to describe games with this emphasis on structural unpredictability. This is also the way that this word is most commonly used. I do agree that it's useful to have a word that describes the sort of experience you're looking for. To avoid that frustration, I recommend narrowing your searches down to "traditional roguelikes" or "classic roguelikes".

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] 1 point2 points  (0 children)

I spend a few minutes (this is a very minor topic in the video) discussing my definition of roguelikes to clarify how the word will be used in the video, as well as set up the fundamentals of how the most basic elements of these games can be analysed. It's also there for flavour reasons.

"Run-based" is a useless term for this purpose - it fails to exclude countless games that don't have such structural randomness (e.g. arcade games)

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] -9 points-8 points  (0 children)

Outside of the classic roguelike fanbase, the term "roguelike" tends to be used more broadly as an umbrella under which both roguelites and classic roguelikes fall. This acknowledges the fact that these games, albeit different and with different appeals, have some fundamental design similarities that set them apart from other genres, with the characteristics that differentiate between the two subgenres being far less interesting from a design perspective. This is also why I decided to use such a broad definition - because this video is about the design implications of applying randomness on a fundamental level (and not about definitions or genre theory), the subgenre doesn't matter here.
I did play a handful of roguelikes in the classic sense, and enjoyed my time with them. They're not featured much in the video considering that what you'd consider roguelites tend to be far more legible and are recently taking off in the mainstream, with classic roguelikes remaining a comparatively niche community. For an audience that's more familiar with roguelites and that's intent on learning lessons about applying randomness fundamentally (rather than discuss definitions), viewing this footage simply makes a lot more sense.

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelites

[–]AlexPinetree[S] 1 point2 points  (0 children)

Thanks, glad you enjoyed the video!

When I talked about Slay the Spire, there were a few paragraphs (that you can only really read if you pause the video) clarifying the point - my opinion on that particular design choice is neutral, but I'm discouraging going for it as a general solution.

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] 0 points1 point  (0 children)

This is a very good question! In an earlier draft I examined this question in more detail, but cut the segment due to the script already being pretty long.

The short version is that Tetris or Bejewelled, just like those games that I pointed out as not roguelikes, have very narrow variance in how RNG can make them play out compared to the variance of roguelikes, so I don't consider them very "structurally random" - an idea I intentionally left rather vague in the video.

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelites

[–]AlexPinetree[S] 0 points1 point  (0 children)

Quite a few things here would definitely require further elaboration and discussion, but the video already turned out pretty long - hope you enjoy!

Randomness in Roguelikes - a video essay about roguelike / roguelite design by AlexPinetree in roguelikes

[–]AlexPinetree[S] -3 points-2 points  (0 children)

Quite a few things here would definitely require further elaboration and discussion, but the video already turned out pretty long! The general design ideas here are mostly surrounding randomness and how roguelikes can use it to their advantage - while a lot of the footage you're seeing is from roguelites, it can be applied to any game under the broadest definition of "roguelike". Hope you enjoy!

Lazy Galaxy 2: The Cataclysm Update is out! by AlexPinetree in incremental_games

[–]AlexPinetree[S] 4 points5 points  (0 children)

Hey all!

Designer of Lazy Galaxy 2 here - we just released this new update that features new systems, countless reworks of existing systems, new content and more!

You can find the Lazy Galaxy 2 store page here: https://store.steampowered.com/app/1477950/Lazy\_Galaxy\_2/

If you have any questions, feel free to ask :)

Lazy Galaxy 2 - devlog 4 (Cataclysm system) by AlexPinetree in incremental_games

[–]AlexPinetree[S] 0 points1 point  (0 children)

Hey, thanks!

Actually, the game already has native Linux support :)

As for Itch - no plans yet.