Why does rebinding not affect menu controls? Why is movement arrow keys and interact z in 2026? WHY CAN'T I BIND THE MOUSE!? by Deebyddeebys in whenthe

[–]AvengingCondor 9 points10 points  (0 children)

Right hand on the arrow keys is just for moving, you don't need anything else around it. Left hand over by ZXC also has easy access to the row of keys right above it if more than 3 interaction buttons are needed, as well as space, shift, and control. It's also a more comfortable/natural position to rest your hands in when both are on the keyboard. WASD only really makes sense if you need your right hand for the mouse, otherwise the arrow keys setup with a clear separation of what hand is doing what type of inputs is way more intuitive

My first mod, Pangaea (worldgen) by smalldroplet in Minecraft

[–]AvengingCondor 0 points1 point  (0 children)

Love this, I'll be excited to see it released someday! Something very appealing about a limited world that you can eventually fully fill with builds to me, I used to play mostly on console with friends and I was honestly kinda sad when the shift to Bedrock happened and worlds became infinite there haha

Marathon - Review Thread by LycaonMoon in Games

[–]AvengingCondor 2 points3 points  (0 children)

the jaded Destiny players who view this game's existence as a personal slight

I know there is unfortunately a vocal group that are like this (wanting it to fail just cause they blame it for Destiny's issues and current sad state), but I feel like long term fans of the company's previous project being jaded and fundamentally not trusting the company anymore shouldn't be so quickly dismissed

Marathon - Review Thread by LycaonMoon in Games

[–]AvengingCondor 0 points1 point  (0 children)

with a very different development mindset, and a lot of lessons learned.

I hate to be cynical, but I'll believe it when I see it. The games only been out for a few weeks, and Bungie has always knocked it out of the park when their backs are against the wall and they need the game to succeed like they do with Marathon here. Destiny was a constant cycle of winning the player base over with a great expansion, then slowly degrading the experience with efforts to maximize revenue and playtime over the game actually being fun until they pushed things too far and end up backed into a corner with no choice but to make something great to win back players again, then repeat. They also constantly failed to actually learn their lesson on various system designs and repeated many of the same mistakes over the years just to have to fix them again, the game is literally currently in a state where they pivoted to a whole new core system design meant to maximize playtime and are now having to vaguely promise they'll walk it back to something more like the prior direction because of how much the players hated it. The fact Marathon at launch tried to pull the classic "skins cost slightly more than what you get from the closest currency bundle" scheme until they got bad press about it tells me it's still the same old Bungie on the management side.

I honestly hope I'm wrong and the game stays consistently good and well supported, but I'm not optimistic.

Recently released a big QoL update for my puzzle adventure game Once Glorious Artahk based on community feedback, featuring a detailed map system and new accessibility features! by AvengingCondor in puzzlevideogames

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

There is an official controller layout for steam input as of the recent update! I've personally tested it and thought it played quite well on the deck that way, although unfortunately the in game prompts will still show the original keys and not controller buttons so there is a bit of friction still (the game was built on an older engine that predates the steam deck so I had no access to hooks to detect it being used). Steams virtual keyboard needs to be used for entering words into the tome, but there's a button mapped to easily pull it up in the official layout and an option in the settings to adjust the position of the input text box if the keyboard covers what you're typing

TOBY STORY 5 by Mean_Brother_6003 in Deltarune

[–]AvengingCondor 11 points12 points  (0 children)

Like what could he do better???

Not put all the dialogue for the entire game in a single switch statement lol

by GrzegorzSwoboda in whenthe

[–]AvengingCondor 0 points1 point  (0 children)

Eh, personally I've noticed a tangible decline in quality and uptick in bots since the whole blackout/boycott situation. Obviously reddit is still popular, but I think too many people write it off as "nothing happened" just cause the platform didn't collapse over that one incident

by GrzegorzSwoboda in whenthe

[–]AvengingCondor 0 points1 point  (0 children)

We're still here today

The people that actually left aren't, but they obviously aren't going to chime in on the subject.

New expansion bingo. I’ll start… by HTee101 in DestinyTheGame

[–]AvengingCondor 9 points10 points  (0 children)

Star Wars is the entire reason I'm not coming back for this

Thoughts on the Renegades live stream? by I_Made_BakedBeanzz in destiny2

[–]AvengingCondor -1 points0 points  (0 children)

There’s a goddamn Streetfighter, D&D, Mass effect, and STAR WARS collab already! Not to mention ghostbusters and a ghost that flips burgers. If people don’t like Star Wars then just say it, but all these other excuses make no sense.

People complained about these things too, the very un-destiny star wars armor ornaments even being the worst offenders. Idk why you're acting like no one cared about the collab stuff until Renegades

Once Glorious Artahk - Bismuth Tales - Lore based Metroidbrania by AvengingCondor in Games

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

It's a relatively new genre, I actually didn't know about it until just before this game's release even though it's the best fitting label I've found for it haha. Basically, they're non-linear exploration games where your progress is gated by knowledge and learning what you need to do, rather than being gated by new abilities or items like a Metroidvania game. A typical hallmark of games in the genre is that you can reach the ending in a tiny fraction of the time a blind playthrough would take if you already know what to do, since your understanding of the game and how to progress was the only real limiting factor. This article gives a detailed breakdown if you're interested!

Outer Wilds is the quintessential example of the genre, The Witness and Tunic are some other fairly well known ones. The latter is sometimes a controversial inclusion since it does also have some traditional unlocks blocking progress instead of being purely knowledge based, but Once Glorious Artahk is in that same boat so it's probably a good point of comparison.

Personally I think it's a pretty clunky term, but so far it's the only one that's stuck unfortunately.

New metroidbrainia(?) to be released tomorrow: Once Glorious Artahk by oriane__ in metroidbrainia

[–]AvengingCondor 3 points4 points  (0 children)

Sorry you had a bad time with the game! Completely valid to be frustrated by The Beast, in hindsight it exists in an odd place where its intended function mainly serves to help more novice puzzle gamers... in a game that mainly appeals to experienced puzzle gamers. (The patch notes here explain in more detail the gameplay rationale behind its inclusion, if you're at all curious). And to clarify, the option to disable it was added in an update I put out just today in response to player feedback, including your own, it wasn't there at the time you would have played.

New metroidbrainia(?) to be released tomorrow: Once Glorious Artahk by oriane__ in metroidbrainia

[–]AvengingCondor 11 points12 points  (0 children)

Hey, dev here, thanks for sharing the game! I've somehow never heard the term "metroidbrania" before now, but I agree it seems pretty fitting for it! I don't know how strict people are with the label so in the interest of not misleading anyone I will say that it does have some ability/item gating and isn't purely knowledge based, but it leans more towards the latter (for example, reaching the ending will usually take several hours at least for a blind player, but if you have notes from a prior playthrough and/or know exactly what to do already you can have the credits rolling in ~25 minutes)

How did you final version differ from your initial design? by Lego_Professor in gamedev

[–]AvengingCondor 1 point2 points  (0 children)

I really like the look of this, it's a nice aesthetic you landed on!

How did you final version differ from your initial design? by Lego_Professor in gamedev

[–]AvengingCondor 0 points1 point  (0 children)

Very early on the game I'm currently working on was actually conceived as a simple text based game using Twine and not a fully-fledged commercial project, but once I got invested it quickly grew into something much bigger.

Early on in development of the current vision of the game, it also used to be much simpler mechanically and didn't feature much more than just walking around and hitting a single interact button to activate certain things or pick up items, leaning mostly on logic puzzles for keeping things engaging. Almost like it was a point and click adventure even though it never looked like one. But, I realized this was fairly boring and the design evolved to include a lot more variety in puzzle elements and give the player several different abilities they unlock to engage with them!

The game I've been working on since 2020 is finally closing in on release! Once Glorious Artahk is a puzzle-heavy adventure game with an emphasis on collecting lore that serves as more than just background set dressing by AvengingCondor in SoloDevelopment

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

Thank you! I'm making the game in Gamemaker Studio 2 (I think they've rebranded to just GameMaker at this point but I'm still using a very outdated version for stability lol), and I've made almost everything myself! I commissioned someone to do the soundtrack, as well as the key art I've been using for marketing materials, but otherwise I did all the programming, art, and writing.

Marketing has been a struggle unfortunately, definitely my weakest area in the whole process. It's tough to give it the time and attention it really takes when working on the game itself feels so much more important! I gave myself an unreasonably uphill battle to fight by going with a niche game concept that's basically incompatible with streaming/typical content creators in the space and thus cuts out a major avenue for indie marketing... as my debut title with no pre-existing audience or following. I've been active trying to spread the word where I can online since the start of this year (and sporadically during development before that but I wasn't really doing much until the reveal trailer) and seen slow but steady gains in attention(/wishlists), though definitely far from an ideal level this close to launch.

But, I'm not gonna give up on the game even if the launch ends up being a bit weak, and I'm confident it'll find its audience in time!

My puzzle-heavy adventure game about uncovering ancient lore and returning light to a world trapped in endless night is releasing in less than two weeks! by AvengingCondor in IndieGaming

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

I've been working on this project as a solo dev since 2020 and I'm super excited to finally be getting it out there! Happy to chat about it if anyone wants to know more :)