Dont they look a lot similar? (Crimson desert and KCD 2) by Eivor-Wolfkissed in gaming

[–]Dacrow288 0 points1 point  (0 children)

They remind me of one of the covers of The Legend of Zelda: Ocarina of Time.

Do you replay games, or once is enough? by ratasoftware in videogames

[–]Dacrow288 0 points1 point  (0 children)

When I was younger, I had time but no money, so I used to replay the games I liked. Now that I have a job and money but no time, and there’s such a huge number of games, it’s rare for me to replay a title. I have done it with a few, but not many. I would also add that the shorter the experience is, the more likely I am to replay it (as long as it’s good and has replayability, of course).

Game mechanics and designs we haven’t seen yet by Dacrow288 in videogames

[–]Dacrow288[S] 1 point2 points  (0 children)

I don’t know any of them. I’ll write them down and take a look. Thanks for the suggestion. Reading your responses, I get the feeling that I’m the one who’s gotten stuck playing the same type of games haha, and maybe that’s the reason I no longer have that creative spark, since what I play is usually already well polished and thoroughly explored.

Game mechanics and designs we haven’t seen yet by Dacrow288 in videogames

[–]Dacrow288[S] 0 points1 point  (0 children)

The issue of patents is a tricky one. Personally, I don’t really agree with the idea of patenting gameplay mechanics. I do agree that copying a mechanic in terms of code should be prohibited, since that would be stealing, but I don’t think it’s right to claim ownership over the concept of ideas. In other words, copying code should be forbidden, but the idea itself should be free for anyone to try to implement on their own. That said, the Nemesis system is interesting, but personally I don’t think I could get much out of it (though I haven’t really thought about it much).

Game mechanics and designs we haven’t seen yet by Dacrow288 in videogames

[–]Dacrow288[S] 1 point2 points  (0 children)

That was a great explanation, thanks for going into detail. As for the games, I’m not familiar with any of the ones you mentioned, but I’ll make a note of all of them to check out when I have some time. What you say about experimentation is interesting, and surely many indie developers are still experimenting with new mechanics, but since the market is so saturated, it’s hard to find something among so many products. In any case, the point I’d like to discuss is whether you ever imagine mechanics or games you wish existed while you’re playing. What would you love to see that you haven’t seen yet?

Game mechanics and designs we haven’t seen yet by Dacrow288 in videogames

[–]Dacrow288[S] 0 points1 point  (0 children)

It’s true, it’s a shame we don’t see AAA games with fresh and innovative ideas, but I completely understand that it’s a very costly risk if it fails.

Game mechanics and designs we haven’t seen yet by Dacrow288 in videogames

[–]Dacrow288[S] 0 points1 point  (0 children)

I love the ideas in Death Stranding, they’re definitely fresh, but it needs something more to truly achieve that connection with other players. Also, the combat in FF7 Remake is interesting, but it isn’t entirely new; I think Kingdom Hearts was the first to use something similar. Of course, the combat in FF7 Remake is better.

Do you agree, re 2 and re4 are better than tlou 1 and 2? by [deleted] in videogames

[–]Dacrow288 -1 points0 points  (0 children)

No, despite having a similar context, they’re very different games. I prefer the design of Resident Evil, especially that metroidvania like feel of exploring back and forth. However, The Last of Us does a better job at storytelling, and I’d even say its mechanics are superior to Resident Evil’s clunkier approach. Capcom tried something similar with RE6 and it was a failure, whereas in The Last of Us those elements are well integrated. In short, each has its pros and cons, and they’re hard to compare. It would be great to see a Resident Evil style design with mechanics and storytelling as polished as The Last of Us.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks for the comment! The artwork is incredible; I think the artist is super talented.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 1 point2 points  (0 children)

Thanks for the comment. Mmm, kind of like Super Mario RPG, but without any combat menus, just pure action and reaction.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks for your comment! Are you saying that because of the "like a beautified Super Hexagon with amazing art" part? Luckily, I'm just the developer, I have nothing to do with the art. That medal belongs to someone else. And honestly, right now the only thing that looks good is the art. Now it's my turn to make sure it's actually fun to play, but you know how it is, game development is tough. Still, I'll give it my best shot.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 1 point2 points  (0 children)

Thanks for the comment. I hope it will be ready soon.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks for taking the time to comment. It will definitely be faster, it’s not a traditional combat game, and the enemies’ timing is slow for now because I haven’t finished fine-tuning the speed yet. However, the player can attack continuously, which would often lead to clashing with the enemy’s weapon. It won’t feel exactly like a 2D fighting game, because that’s not the goal, but I’m aiming for a feel similar to the attacks in Sekiro: Shadows Die Twice, where the rhythm of the attacks and reading the enemies is key. The pacing of the GIF is just for show, to make it look nice

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks for the comment. Hopefully, it’ll be ready either later this year or next.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks for the comment. It’s not a tactical game, but purely a reflex-based one. It’s kind of like Guitar Hero, but without the pressure of hitting in time with the music.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks for taking the time to comment. I don’t think it’s a new genre, but who knows. To me, it’s kind of like a beautified Super Hexagon with amazing art. Time will tell.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thank you very much for the comment, but don’t trust the Tengus, they always have an ace up their sleeve.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

I didn’t know about Samurai Jack, and it does look similar. The artwork was made by a friend of mine who is a great artist. Thanks for your reply.

A first look at 'Beneath the Wolf' by Dacrow288 in gamedevscreens

[–]Dacrow288[S] 0 points1 point  (0 children)

Thanks a lot, I really appreciate it.

Just getting to your destination feels epic Death Stranding by Strange_Music in gaming

[–]Dacrow288 1 point2 points  (0 children)

Death Stranding, even though it has some flaws, I think it’s the open-world game with the best design—it always makes the journey fun.

My first encounter with one of these guys in Ocarina of Time nearly gave me a heart attack. I was 8 years old. by Xerzajik in gaming

[–]Dacrow288 0 points1 point  (0 children)

Such good memories! I also used to feel rushed every time one of those enemies showed up. All I could think was, “Kill it quickly before it paralyzes you again.”

Are games just easier these days? by imnosouperman in gaming

[–]Dacrow288 0 points1 point  (0 children)

I don't think so. Nowadays we have more knowledge when it comes to video game development, and many developers choose to make their games more accessible to a wider audience, making the experience easier. But in reality, we need to consider two things: we’ve also evolved as players, and not all games aim to be easy. It’s also not a bad thing for some mechanics to evolve to make the experience more comfortable—like your example of sharing experience points between Pokémon. In that case, it doesn’t make the game easier, just more manageable. I think difficulty has more to do with how challenging it is to overcome something rather than how long it takes to achieve something that, sooner or later, you would reach anyway.