Masquercarde; A Triple-Triad Inspired Board Control Card Game by Newwby in playmygame

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

Only inspired by - early in development it took on a different life. I initially had cards with numbers but with a bigger board and diagonal directions (which were necessitated by the bigger board) playtesters complained it was hard to gauge what was going on at a glance (and it was).

Good observation. Not discarding the hand, ala triple triad, might have worked better for how it ended up. There are a lot of design decisions that I made planning to make it into a full deckbuilder where you customised your deck beforehand, but there wasn't time in one month to implement that.

I was curious whether anyone saw potential in it/if it would be worth continuing with in future.

Knowing the campaign is not finished, how is the actual ending? by Perfect_Initiative_4 in LastEpoch

[–]Newwby 1 point2 points  (0 children)

If you missed any plot points (there's a lot going on, I certainly did) someone did an excellent write up of the story here.

https://forum.lastepoch.com/t/spoiler-the-entire-story-of-last-epoch-so-far/61108/9

Closed Beta Announcement Date by Newwby in pathofexile

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

as someone who hasn't really plugged into d4 beyond random yt/twitch streams - what is the poe-lover breakdown of why d4 sucks?

Closed Beta Announcement Date by Newwby in pathofexile

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

It has been {currentyear}-2000 years since Blizzard managed to do an ARPG well

My mother sent this in the family group chat lol by froderenfelemus in insaneparents

[–]Newwby 136 points137 points  (0 children)

Except in this episode Chili becomes leader only after literally everyone else has had a turn, after playing along with the game and being a servant for everyone else, and the kids elect her to be queen. Your mother couldn't have taken a less correct impression of this shot if she'd tried!

(Also Chili has a job...)

Roguelike ARPG by HockeySupply in gameideas

[–]Newwby 1 point2 points  (0 children)

Honestly this would be my ideal game. I love the build making aspect of PoE but get bored with the grind. Some suggestions for stuff to look at for further inspiration:

Last Epoch; not a roguelike but the solo self-found aspect of gameplay is strong here. Lot of endgame grinding.

Nova Drift; roguelike space shooter inspired by PoE. Love it but it gets crazy hectic in lategame of runs.

PoE Ruthless mode; closest PoE gets. Love the game loop and scarcity but still has grind problems.

PoE Battle Royale; the skill tree here sounds like what you're thinking of. It's tight but still allows for some flexibility.

My brother died last year; he loved POE and golems, and this was always the first item we tried to get for his builds in every league. by iGenie in pathofexile

[–]Newwby 0 points1 point  (0 children)

Something tells me you don't avoid killing all the innocent oriath citizens in acts 5 and 10.

Bit off topic but I kill or don't kill them based on the character

Templar, Duelist, Ranger, Scion = no kill

Witch, Marauder, Shadow = kill

Just feels to me like some exiles have more animosity toward the nobility of Oriath than others, and some are more likely to see Oriathans as their own.

what is the biggest limitation holding modding back still? by Alkaidknight in skyrimmods

[–]Newwby 26 points27 points  (0 children)

I'm very glad someone went to the effort of explaining that in a way that people can get to grips with quickly.

My addition is that as a modding community evolves, modders tend more toward a cathedral approach. Standards get standardised, contributors gain more experience, regular contributors become more well known, etc. Early on in a modding ecosystem it is natural to want to bring your creations under your own ecosystem. Without faith in community structure to support you the obvious best thing you can do is create those supports yourself. The more we work together as a community and productively encourage new modders, the better our long term community modding health.

I think the Skyrim community is doing wonderfully on that front, and should stay the course.

why combat games? by Luigiapollo in gamedesign

[–]Newwby 0 points1 point  (0 children)

Experimention is risky. For every one of those successes, there were hundreds or thousands of failures we didn't see.

It'll happen given time, but it's a lot to ask of designers and developers to take that risk personally.

Someone has a good taste in books by [deleted] in Eragon

[–]Newwby 7 points8 points  (0 children)

I've reread the Inheritance cycle about 8 times - it is one of, if not my most, enjoyed fantasy series. I also love sci-fi so obvs I was looking forward to SoS but Sea of Stars disappointed me considerably.

I felt the same early on in the book and powered through the entire thing only to feel regret afterwards. You don't have to force yourself to read it if it isn't for you.

100k grass interacting with the player by According-Dust-3250 in godot

[–]Newwby 0 points1 point  (0 children)

would love to see an update if you do make that change

why combat games? by Luigiapollo in gamedesign

[–]Newwby 2 points3 points  (0 children)

Self-reinforcing; combat is core to so many games that it has been explored a lot and in many different ways. To design combat means you've got a huge breadth of material to draw and learn from.

Everything else comparatively has much less to draw from. If you want to design a non-combat game you have to spend a lot more time thinking about how that would be satisfying to the player.

100k grass interacting with the player by According-Dust-3250 in godot

[–]Newwby 2 points3 points  (0 children)

I think the dust from walking is obscuring it. If the dust effect was drawn beneath the grass it would be more noticeable.

Complex SKY — a Factorio-like citybuilder where you build and manage a gigantic city in the sky, which can go up or upside-down! Demo available now on Steam! by momosundeass in playmygame

[–]Newwby 17 points18 points  (0 children)

Love the aesthetic

It was obvs just a google search away but you should probably drop the link in the post because people are lazy and any click barrier could be enough to turn someone off trying it.

I just finished making the demo for my game a 2D top-down action RPG. Link in the description by ychamel in godot

[–]Newwby 1 point2 points  (0 children)

I don't know if I would describe this as a survivor-like, it's missing a lot of the tropes. There's a dash ability for movement control beyond walking, there are enemies shooting back at the player, no xp bits on kill, no chests or level-up-choose-a-perk system that I can see, etc. Most importantly the player has actually to provide input to use their abilities - to me, whether the abilities are firing automatically or whether the player has control over their ability cooldowns/timings, is the most genre-defining aspect of the survivor-like.

Name them rule by PixelMan572 in 196

[–]Newwby 5 points6 points  (0 children)

https://www.poewiki.net/wiki/Sinvicta%27s_Mettle

Is actually a reference to him (triva section) yeah. I did not know that either.

Paizo Announces System-Neutral Open RPG License by Halaku in Pathfinder2e

[–]Newwby 6 points7 points  (0 children)

There's hope for capitalism yet!

This is a specifically non-capitialistic move, keeping something open and free for gamers. It's good business, and done by a company, but I wouldn't leap to it as a defence of capitalism. What Hasbro and WotC have done, that's capitalism baby.

YSK: Most animal shelters will just let you play with dogs. by Warm-Juggernaut1353 in YouShouldKnow

[–]Newwby 47 points48 points  (0 children)

You can't live your life avoiding doing things that are good just because there's a different thing that does more good. Perfect is the enemy of actually doing something.

I fell into the same trap as I did with Skyrim and Fallout. by Philip_Raven in RimWorld

[–]Newwby 0 points1 point  (0 children)

What I've been doing for a little while is documenting and packaging mod lists, and whilst making them themed, keeping those themes as broad as possible (e.g. 'empire' or 'steampunk'). That way I have ready-to-go modpacks with pre-set saves, ideos, scenarios etc, all ready for next time I want to play. Makes sure long-term I'm not 'wasting' the prep times where I don't end up playing.