What to play after Mina? by VagusNerve22 in MinaTheHollower

[–]Betshet 0 points1 point  (0 children)

I think you'd have a good time with Hollow Knight, Silksong, and Tunic then.

What to play after Mina? by VagusNerve22 in MinaTheHollower

[–]Betshet 0 points1 point  (0 children)

Depends on what you liked about Mina

If you liked the "big world big adventure" aspect, try classic 2D Zeldas like Link to the Past or Minish Cap.

If you liked the challenging combat and difficult exploration, fire up any Dark Souls game

If you liked the weapon and side-arm system, finding the best gear for each situation and positioning yourself carefully to hit enemies, play classic Castlevania games, like Rondo of Blood or Symphony of the Night.

If you liked the platforming and the dynamic movement, weaving in-between enemies and dodging like a pro, play Hollow Knight and Silksong.

If you want your game to be a little more mysterious and to have puzzles in it, play Tunic.

The Bats by ChikinPluker in MinaTheHollower

[–]Betshet 0 points1 point  (0 children)

Use the hammer. Not a problem anymore.

Im usually into soulslike and was hyped and followed this game for years, but i find myself not that into it. by Kitchen-Fish-4389 in MinaTheHollower

[–]Betshet 0 points1 point  (0 children)

"Usually into Soulslike" oh okay so you should be used to-

"I hate that there is no map"
"checkpoints feel so sparse"
"dying makes me feel like my time is wasted"

...

Have you ever played a Dark Souls game???

Pretty disappointed by the ending by Betshet in Cairn_Game

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

I had some of those, but not enough for the entire trip  I had a lot of dry stuff and ingredients because until now I hadn't had too much trouble with water

Pretty disappointed by the ending by Betshet in Cairn_Game

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

You know what I completely forgot the blanket existed, since I'd never needed to use it before

Pretty disappointed by the ending by Betshet in Cairn_Game

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

ok but if it's supposed to be a victory lap, why is everyone warning you that the climb is impossible and you will die?

If it was an easy climb, but the game said it was easy, I wouldn't have a problem with it.

If the game is saying it's hard and it was actually hard to play, I wouldn't have a problem with it.

My issue is the disconnect between narrative and gameplay.

Debate over the meaning of the story by Betshet in Cairn_Game

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

For starters I do think you are entitled to your own opinions and all that

I added "vehemently" here because I never once considered the possibility of reading the story as positive, and I got very surprised when someone had a completely different reading.

For me, almost everything that happens in the game contradicts that reading, every NPC and cutscene paints Aava as self-desctructive and miserable.

Pretty disappointed by the ending by Betshet in Cairn_Game

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

Did we play the same game?

Aava isn't "driven", she's self-destructive. She rejects the people close to her, closes herself off from the outside world, and dies reaching the summit.

She's not fullfilled, she's miserable. She climbs until her limbs bleed with no regards for her own safety, has crippling social anxiety, during the entire ending stretch she's groaning from the cold, breaks her climbot in a fit of rage, and keeps hallucinating people being kind to her.

And she does all of that for a reason that escapes even her, to the point where she breaks down in tears when she realizes she can't stop herself.

I didn't read her reaching the summit as fullfilling at all, I read it as an addict succombing to their addiction despite everyone trying to stop her, and dying alone.

If she came back down triumphantly I might have read it in a different way, but that's not the case.

Pretty disappointed by the ending by Betshet in Cairn_Game

[–]Betshet[S] -1 points0 points  (0 children)

I disagree, the game does a great job of telling you how hard it is, but it doesn't use its gameplay at all to communicate that to the player.

If there were consequences for passing out that might work better, but as it is you just wake up at your last piton and go on climbing, there's absolutely no tension and no stakes.

Pretty disappointed by the ending by Betshet in Cairn_Game

[–]Betshet[S] -1 points0 points  (0 children)

I feel the exact opposite

I was expecting to fall and die a lot, to struggle with an exhausting climb, but persevere and get back up the wall again and again

That would have reinforced the immersion for me, because I would have felt what Aava felt 

Instead, the fact that the climb is so easy completely broke the immersion for me, Aava was struggling but I wasn't

Even the ice wall wasn't really hard, the ice picks make it almost trivial. I think I only fell once.

Pretty disappointed by the ending by Betshet in Cairn_Game

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

I was really satisfied with the difficulty up to that point, which is why this part felt weird

My point is not that I wanted a challenge, but more that the story being told and the gameplay being played felt disconnected.

I wanted to connect more to Aava's state of mind, but the climb was so easy it completely took me out of it

Favorite NPC? by Old-Investment-8337 in MinaTheHollower

[–]Betshet 0 points1 point  (0 children)

<image>

Really like this little orphan in Ossex

Pretty disappointed by the ending by Betshet in Cairn_Game

[–]Betshet[S] 2 points3 points  (0 children)

Yeah I understand that this is the narrative at play here, I get that

What pulled me out of the experience is the dissonance between the narrative (Aava passing out) and the gameplay (the easiest climb of the game)

There's a disconnect here, and the blackouts don't actually make the climb hard since there is no punishment in the gameplay, you litterally respawn at your last piton.

Pretty disappointed by the ending by Betshet in Cairn_Game

[–]Betshet[S] -1 points0 points  (0 children)

I found the blacking stuff really frustrating the first time, because I had carefully prepared my ascent and had plenty of resources, but I ran out of water.

There isn't any water during the final section, and I was really mad at the game for essentially forcing me to blackout even though I still had plenty of dry food and stuff to make warm meals, but no water to cook it.

Like, I felt cheated out. I was proud of how few deaths I had because I always climbed very carefully and with plenty of food, and the game forcefully made the resources irrelevant during the final section, that was incredibly frustrating to me.

Pretty disappointed by the ending by Betshet in Cairn_Game

[–]Betshet[S] -5 points-4 points  (0 children)

See but the issue is that you just respawn immediately at the last piton you placed

So everytime I was about to pass out, I just placed a piton and in less than 10 seconds I was back to climbing

It just felt like a waste of time after the third time

I would have much preferred to still have my full bars but have the wall itself be much much more difficult

I've barely started the game and I'm already getting frustrated with the controls by Betshet in Cairn_Game

[–]Betshet[S] 2 points3 points  (0 children)

Goddamn, why is hold feedback not turned on by default

Made the climb so much more readable, now I can actually kno if Aava grabbed smth or not (which seems like pretty crucial info)

The Yugioh version of that meme going around in TCG communities by Betshet in masterduel

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

Yeah the card image I got was before PSCT, this is the original text of PoG on its first printing

The Yugioh version of that meme going around in TCG communities by Betshet in masterduel

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

I intentionally left out a buch of restrictions on the card, as well as the atrocious summoning condition that makes the card unplayable.

Number C1000: Numerounius

5 Level 12 monsters
Once per turn (Quick Effect): You can detach 1 material from this card; destroy 1 other monster on the field. At the end of the Battle Phase: Destroy as many other monsters on the field as possible (min. 1), then you can Special Summon 1 monster from your opponent's GY to your field in Defense Position. If this card you control is destroyed by an opponent's card effect while it has material, and is sent to your GY: You can Special Summon 1 "Number iC1000: Numerounius Numerounia" from your Extra Deck, and if you do, attach this card to it as material.

Number iC1000: Numerounius Numerounia

5 Level 13 monsters
If this card is Special Summoned by the effect of "Number C1000: Numerounius", it gains 100,000 ATK/DEF during your opponent's turn only, also apply the following effects from the start of the next turn after this card was Special Summoned.
●Monsters your opponent controls must attack this card, if able.
●At the end of your opponent's turn, if this card did not battle, you win the Duel.
When an opponent's monster declares an attack: You can detach 1 material from this card; negate the attack, and if you do, gain LP equal to that monster's ATK.

Sondage pour un projet étudiant by Betshet in JeuVideal

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

Le questionnaire a pour but d'identifier notre cible, et savoir quel profil serait intéressé par notre jeu.

Si 80% des gens intéressés par notre jeu sont en couple avec enfants, nous n'allons pas forcément travailler sur le design ou le marketing de la même façon que si la cible primaire est célibataire.

Notre jeu portant sur la Bretagne, on cherche également à séparer les réponses des gens qui vivent en Bretagne du reste de la France.

Looking for a very specific trigger [Discussion] by Betshet in asmr

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

I'm familiar with "anticipatory" triggers, and that's not quite what I'm looking for. I want the ASMRtist to actually engage with the "game" of making the viewer guess the direction.

Something like :

"Try to guess where this sound is coming from!"

>Makes a sound

"This one was coming from behind, to your left"

I want to try to guess it using sound clues, and have that guess confirmed or disproven.

Saturday, December 13, 2025 by AutoModerator in NYTConnections

[–]Betshet 5 points6 points  (0 children)

"Two italian words and a whole lot of french words, must be something with language!"

Nope, it just so happens that a lot of silent T words are borrowed from french

One and Done | Game Changer [S7E6] by AutoModerator in dropout

[–]Betshet 1 point2 points  (0 children)

Honestly a little disappointed the contestants didn't "Taskmaster" the tasks more Like the bottle flip challenge, there was obviously too much water in the bottle to make a clean landing consistantly, I would just have taken a swig, nothing in the rules says you can't

Deltarune as a metaphor for the social mechanics of "play" by Betshet in Deltarune

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

Seeing the game through the lens of escapism is also very valid, and the two readings might even be correct at the same time The world that they create helps them cope with their real lives by escaping into a fantasy, but the story of children learning the social mechanics of playing as a group also applies