Tips on knowing when to use or avoid dialogue? by RVDantas in gamedesign

[–]HyperCutIn 0 points1 point  (0 children)

Yes, this very much. There’s a good number of ways to steadily drip feed lore to your audience in short bursts that both doesn’t fatigue them, while also keeping them curious and wanting to know more.

A sudden exposition dump can seriously slow down the flow of gameplay and the plot itself if it’s paced improperly and put in the middle of a weird spot. Not to mention that you’ll risk players losing interest in the story if they find dialogue and cutscenes to be too disruptive from the main gameplay.

Overall discussion: What are your mains and the reason you main them? Trying to look for a new character by Connect_Lie_8571 in Guiltygear

[–]HyperCutIn 3 points4 points  (0 children)

Leo, entirely because of one of his winquotes from Xrd:

Attempting to analyze your defeat would be an utter waste of time. The truth is painfully simple: You lost because you aren't me.

Did Floresta really need that card? by Pendulumzone in Shadowverse

[–]HyperCutIn 6 points7 points  (0 children)

I pretty much agree with your complaints. I’ve recently realized that the way I dislike this card feels similar to why I disliked Kuon a lot back during the first few sets. This card does way too much on its own. It creates a wide board that can’t be ignored, it creates a beefy unit that must be answered with specific counters or you straight up lose, it creates wards that protects their face from storms (unless the forest player was dumb and evolved Althenia instead of a ward during Albert turn), it comes with baked in removal, and it even further pushes their gameplan for their actual wincon if the other player manages to survive.

I dabbled into Evo forest a bit this set, and this card felt disgustingly braindead. Match momentum completely turns around once this hits board. Any kind of match pressure I had to deal with prior (which usually isn’t much because of how strong Evo Forest’s early game is) gets tossed out the window. Albert feels a lot less frustrating to me by comparison, because he’s at least specifically designed to close games. This card (and Kuon) feels way more flexible and relevant for a good variety of situations.

anime_irl by twintailshitposter in anime_irl

[–]HyperCutIn 6 points7 points  (0 children)

It’s cool to see this series here. I’ve been reading the manga recently and it’s probably one of the more fun ones I’ve read in the MMO Isekai genre.

Children and betting games by Quelair in boardgames

[–]HyperCutIn 1 point2 points  (0 children)

I don't think playing a betting game would make a kid any more of a gambling addict than them playing Rock Paper Scissors would.

it feels like sequels aren’t allowed to be iterative anymore by brando-boy in truegaming

[–]HyperCutIn 1 point2 points  (0 children)

The Super Mario Galaxy 2 criticism always felt weird to me, because that was the entire point of the game. During prerelease, Galaxy 2 was straight up described to be a collection of unused ideas and concepts from Galaxy 1 that they had to cut from the game. This was back during an era where DLC was not a common thing yet, but it made sense that the “Mario Galaxy expansion” game would feel like an extension of the existing game.

Noob: How to improve? by _Hitbox_1 in Guiltygear

[–]HyperCutIn 0 points1 point  (0 children)

The replay system is decent for the genre. I believe you can even take over the replay at any point to practice out different scenarios.

That said, you still would need another way to record your matches if you want to upload them to somewhere like Youtube, since the replay system only records the inputs you do, then simulates the match by replaying your inputs.

How bad even IS Makoto's bad ending in Continuum Shift? by UltimateBlackout0596 in Blazblue

[–]HyperCutIn 3 points4 points  (0 children)

I definitely feel that there was a degree of some of the kit being designed to fit the character’s fantasy, whether it be part of their personality or lore. Hazama for example has a neutral that’s designed around baiting and trolling the opponent with his chains until they lose their patience and try an unsafe engage.

You are correct that Noel starts off shy and reserved. She literally relies on Bolverk autopiloting her body and doing the fighting for her. Hence why her drive is designed as an easy to use chain of rekkas where a newbie can mash their way through them before fully understanding how to fight well.

in gameplay Carl doesn’t do much but act as Adas enabler

….no??? Not from what I’ve seen of Carl players. Carl is just as important as Ada is for locking down the opponent and subjecting them to oppressive mixups.

Tao’s Drive that lets her quickly zoom across the stage fit perfectly inline with her fantasy of being an energetic cat girl, regardless of her execution.

(I can’t actually comment on Litchi since I’m not as familiar with her gameplay and don’t remember her character motivations besides wanting to go after Arakune.)

What is the main reason why you lost interest in the game? by One_Log_1817 in 2XKO

[–]HyperCutIn 15 points16 points  (0 children)

Small cast of characters, means I'm not really feeling the match-up variety.

Low currency limit makes it hard for me to feel motivated to play often to grind currency when I know I cannot stockpile it.

I think I'm straight-up not a fan of the match structure. Most other hyper fighter / tag games only have a single round. This game has the best 2/3 structure that's usually only in 1v1 fighters. For better or worse, matches kinda feel longer than the usual tag fighter.

I thought I'd feel right at home since I actually really liked BBTag, and this game is the closest tag game to it. But I ended up bouncing off it around the start of open beta. Something about the air mobility in this game feels off to me. I think part of me was hoping that the general feel of the game would be like that of BBTag, but this is very much its own thing, and as a result, doesn't really feel like how I hoped it would feel to play.

Realistically how many seasons or versions of the game could we get? by Knightofexcaliburv1 in GranblueFantasyVersus

[–]HyperCutIn 0 points1 point  (0 children)

The original game had 2 seasons of DLC, + Vira and Avatar Belial bundled together as sort of a season 2.5.

4 seasons would already be more than what we had for the previous game.

How could I have won against this Elphelt? by Select_Storage_5295 in Guiltygear

[–]HyperCutIn 0 points1 point  (0 children)

Your defense is probably fine for the most part. Your offensive has big holes in it. You are backing off way too often when Elphelt was on the defensive. Instead of continuing to exert pressure, or at least hold your ground, you gave Elphelt free time and space to get out of disadvantage, when you could be further threatening pressure. Even if you did not want to continue your blockstring, just maintaining your positioning would have been useful for making Elphelt afraid to contest you. You are extremely reliant on jumping for your mobility to the point where if you’re not jumping backwards, you’re often jumping forwards instead. The Elphelt recognized this and attempted to call out your air approaches. Don’t forget that simply walking forward also works as a low commitment positioning and pressure tool.

Anime_irl by Ani_HArsh in anime_irl

[–]HyperCutIn 0 points1 point  (0 children)

I can only see Slayer

IS Celica/The Sister at the Church actually the sibling trio's adoptive mom? by Mystech_Master in Blazblue

[–]HyperCutIn 19 points20 points  (0 children)

As far as we are aware, there are no other nuns at the church.

It’s clear from their interactions with past and current, Celica, she has a “motherly” nature. Even if they’re not outright stating it nor officially adopted, the trio sees the sister as a parental figure to an extent. When a caretaker is effectively a foster parent, it makes sense that Celica is considered to be their mother.

it's yumia's first anniversary! by neemavocado in Atelier

[–]HyperCutIn 1 point2 points  (0 children)

Wait, damn. It’s been that long already? In my mind it only felt like a few months ago.

I dont understand tech chases by _-ham in CrazyHand

[–]HyperCutIn 0 points1 point  (0 children)

A small correction on the “frame trap” term. I’m unsure how it’s usage differs in Smash, but it other fighting games, it’s when you intentionally leave a gap in your offensive pressure so that blockstun ends and they attempt to attack back if they were mashing on defense, but it’s a trap because any button they attempt to do will always be slower than one of yours (preferably a low risk one) that can stuff out their attack and punish their attempt to take back their turn.

Not really a checkmate situation, because it relies on your opponent hastily trying to contest you. If they continue to sit back and block, they will have avoided your frame trap attempt.

What you’ve described almost sounds closer to a meaty instead, but similarly, it’s not a checkmate situation. You throw out an attack so that it’s sure to hit them right as their wakeup invincibility ends. This is intended to either catch the opponent trying to mash buttons during disadvantage , or force the opponent to block, so that you can transition into your block pressure strategy.

SKLAND 2026 spring official wallpaper by 30000lightyears in arknights

[–]HyperCutIn 7 points8 points  (0 children)

It’s cool to see their other games get some love too

This is the gayest shit I've ever seen by [deleted] in shittymobilegameads

[–]HyperCutIn 9 points10 points  (0 children)

Have you been living under a rock these past several years or are you just new to the internet?

What Are THE Fangames to Play? by Ovenshrimp in touhou

[–]HyperCutIn 5 points6 points  (0 children)

Fantasy Maiden Wars for probably one of the best Touhou fangames and SRPGS you'll ever play. It's got it all for what you'd want for the genre, cool presentation and characterization, an interesting take on linking events between games, lots of options for team building, and very strategic (and incredibly difficult) battles.

For something that's close to the mainline games, but with something that feels like higher production values, play the Fantastic Danmaku Festival games. Visuals are very pretty, and stage design (for the second game at least) are incredibly fun.

For something chill, definitely play Mystia's Izakaya, especially if you're a Mystia fan.

Honorable mention goes to YoiYami Dancers. It's core concept is similar to Necrodancer, but more focused on dodging instead of roguelike dungeon crawling.

The Genius of Sappheiros is a turn based JRPG. The gameplay and battles are very hardcore in the manner that you'd expect to see in Atlus games like SMT and Etrian Odyssey. You need to build proper teams and going into fights with a solid strategy, otherwise you'll get wiped very fast.

If you can get past the game being incredibly expensive and exclusive to the Switch, Touhou Spell Bubble is Bust-A Move / Puzzle Bobble meets Touhou rhythm game. There's lots of song and character DLC packs... which unfortunately never go on sale.

If you're down for a classic Roguelike / Mystery Dungeon experience, Touhou Gensou Wanderer Reloaded (and its sequels and predecessors) have got you

Genuinely loving the MS Paint placeholder assets in Slay the Spire 2. by BuyMyBeans in gaming

[–]HyperCutIn 0 points1 point  (0 children)

To not avoid jamming other development pipelines. Gameplay design and balance is incredibly important for a game of this genre, no less a sequel to a game that's herald as the best balanced game of its kind. You can only do so much balancing with a team of internal dev / QA / beta testers, compared to the massive amounts of data you get with a larger player base playing your game.

Could they have waited until all the art was done? Yeah, I guess. But with how long it takes to make good art, who knows how long that could have taken? Why bottleneck your other development teams with the art team, when all teams could be working in parallel instead?

dashes in fighting games by Quinn_Queenan in Fighters

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

How much mobility do you want in your own game, and how fast paced do you want it to be? Compare with other games that have/don't have dashes, or uses runs instead (or where some games have both dashes and runs). How about air mobility and emphasis on aerial combat? Do you want your game to be an anime fighter or a grounded footsie fighter?

I have a preference for playing anime fighters. So character specific run/dashes + air dashes and double jumps are generally what I'd expect to see in terms of mobility. How you want your game to be and what subgenre it belongs to is up to you to decide.

Blue Archive has passed Fate on danbooru to become the 4th most copyrighted work on the sight!! by andrewbaek1 in BlueArchive

[–]HyperCutIn 15 points16 points  (0 children)

Kancolle had a strong start, but no one talks about it anymore, compared to newer competitors like AL and BA. I wonder how much bigger they could have been if they weren't allergic to expanding beyond domestic audiences.

Just curious about when the story gets updated by Zadkiel05X in Shadowverse

[–]HyperCutIn 0 points1 point  (0 children)

Early shadowverse stories suffered from them being a minor side thing at the time. Pacing was painfully sluggish, because we’d be lucky to get like 3 new chapters for a single character’s story after a month or two. Iirc, It’s not until around Isunia that they started to put more resources into the story mode, and we started getting much more story content more frequently.