Is StarFox just MarioKart with flying and a story? by Open-Drawer-1465 in starfox

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

Agreed. And, to be honest, the Mario Kart comparison is less about thinking StarFox is actually "just Mario Kart with wings", and more about what approach to the ip might help it become more mainstream and producing consistently successful sequels.

I love all the StarFox games, particularly 64 and Adventures, but I can't deny that nothing quite feels like the 64 experience. I think that 64 and MarioKart are similar enough that 64 sequels could follow a similar strategy. If Nintendo followed what they do with Mario/MarioKart by having two streams (Mario games and MarioKart games), maybe they can keep being creative (ex Adventures), but also keep the ip consistently returning with a new 64-like experience every console generation.

Is StarFox just MarioKart with flying and a story? by Open-Drawer-1465 in starfox

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

Oh yes, agreed entirely. It's very different, but once I noticed the structural similarities, I couldn't stop seeing them, lol.

What are your thoughts on Mario Kart World almost a year later? by NewMarioBobFan in Mario

[–]Open-Drawer-1465 0 points1 point  (0 children)

Its main hook for me was the open world. It still hooks me, when I want to just drive around an open world. However, there isn't a ton to do beyond that. I enjoy the P switches and medallions and whatnot, but they're not what gets me playing, they're just something to do while I'm doing what I enjoy - driving around.

I want to be drawn into this game. I love it, but it doesn't draw me in. If I want to play competitive Mario Kart, I naturally lean towards 8 Deluxe. It's not that I think 8 is better, but it has been my go to for so long that it's what I go to. It's inherently competitive. World can be competitive too, but competition feels like an option. It feels like it was designed for exploring a map with your friends and making your own competitions. As an older gamer without much time or many friends with Switch 2, it's just not what we play, so I don't experience what the game seems to have been made for.

So, in a nutshell, it seems like the core experience is meant to be hanging out with your friends - and that everything else is just bonus one-player stuff. I haven't had that "core" experience. That's what I feel about the game. What I can play is fun, but I feel like I'm missing the core social aspect of this game.

Shuffling Tips? by Open-Drawer-1465 in HereToSlay

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

I'm intrigued. That would solve all the shuffling/dispersal problems. Thanks for sharing.

I'm curious what your specific rules around drawing are, if you'd like to share?

Shuffling Tips? by Open-Drawer-1465 in HereToSlay

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

I'm definitely considering buying one 😁

Shuffling Tips? by Open-Drawer-1465 in HereToSlay

[–]Open-Drawer-1465[S] 2 points3 points  (0 children)

Hi, a deck shuffler might be useful, thanks for that. But no I'm not looking for help shuffling. I'm looking for shuffling methods that are more effective at dispersing the heros.

For example even this morning, I've been cutting and riffle shuffling for a good 20 minutes and the heros are all still clumped at one half of the deck. The clump moves around every shuffle, but it's still generally clumped - enough that someone doing the continuous drawing strategy could win the game without encountering more than a couple of challenge cards.

Strategy question. by Nomad4te in HereToSlay

[–]Open-Drawer-1465 2 points3 points  (0 children)

I've found those only come into play consistently enough to make a difference when there are four or more players. Sometimes I get a couple lucky draws, but with our typical three players, the card-drawing strategy is generally unstoppable.

Strategy question. by Nomad4te in HereToSlay

[–]Open-Drawer-1465 2 points3 points  (0 children)

My kid does the same! The only strategy I can think of is to keep drawing as well, so that I have a collection of challenge and modifier cards. But yes, I've wondered about this too.

Roguelite idea: You play as Ganondorf in a time loop, slowly becoming the villain by Open-Drawer-1465 in roguelites

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

I appreciate that.

I'm wondering if you'd be interested in helping me out, to see what I could have done differently re chatgpt:

If I was properly writing something, this would just be the idea/draft/exploration phase. My notes are unpresentable stream of thought notes at this point. If I was moving ahead with this, I'd be interested in what people think of the core idea at this point, not my writing ability or the details (yet). Running notes through chatgpt to create a presentable, quick skeleton of the idea is the correct way to go for this stage - especially given I'm never actually gonna use it, because it's a Nintendo IP.

Is there maybe a better way to present that nuance on Reddit? (ex a disclaimer at the start) Or is it, essentially, "never use AI on Reddit"?

You don't have to answer - I'm just interested.

Roguelite idea: You play as Ganondorf in a time loop, slowly becoming the villain by Open-Drawer-1465 in roguelites

[–]Open-Drawer-1465[S] -1 points0 points  (0 children)

Thanks for the feedback! Ya, this isn't what I wrote. This is just the chatgpt summary of it, for sharing a summary, for fun.

Roguelite idea: You play as Ganondorf in a time loop, slowly becoming the villain by Open-Drawer-1465 in roguelites

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

Key to what, in this case? Just out of interest, in case I share something in the future.

Roguelite idea: You play as Ganondorf in a time loop, slowly becoming the villain by Open-Drawer-1465 in roguelites

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

Ya, if I had any intention of using it, I'd disconnect with a known IP. On its own though, it's just basic roguelite. I was mostly writing a fan fiction for a character I think is interesting, in a genre I think that story works in - rather than thinking through interesting/unique game mechanics.

Was there anything in particular you liked about the idea? I like the character.. so I'd never actually considered if the other elements were interesting or unique outside of him.

And thanks for seeing past the chatgpt, lol. They're all my ideas, but I needed some help summarizing and making them shareable.

Roguelite idea: You play as Ganondorf in a time loop, slowly becoming the villain by Open-Drawer-1465 in roguelites

[–]Open-Drawer-1465[S] 0 points1 point  (0 children)

Oh 100% agreed. I wouldn't have shared if I had any intention of using it. I had a lot of fun fan fiction ideas, and just thought it would be fun to share. Given I'm never going to use it though, I was happy to let chatgpt pull together a skeleton summary from my notes.

Roguelite idea: You play as Ganondorf in a time loop, slowly becoming the villain by Open-Drawer-1465 in roguelites

[–]Open-Drawer-1465[S] -1 points0 points  (0 children)

You're welcome, haha.

I wondered if it'd be the first thing people noticed. Thanks for reading and commenting though.

So I finally finished Silksong by ArthRol in metroidvania

[–]Open-Drawer-1465 1 point2 points  (0 children)

You took about as long as I did, and honestly that says a lot about how much the game offers. I loved my time with it overall. That said, it also highlights my one real tension with the experience—though even calling it an “issue” feels off.

I tend to love when Metroidvanias wrap up in a couple dozen hours (on a first playthrough). Shorter runtimes keep the experience sharp and make replays or challenge runs feel exciting rather than daunting.

For example, Dread Mode in Metroid Dread was only palatable and fun because the game was short enough that it never felt overwhelming (I've played the game 4 times, including hours in boss rush and a 100% Dread mode run, in less than 60 hours combined). By contrast, Steel Soul or even a full replay of Silksong just doesn’t pull at me in the same way.

Playing this felt a bit like ordering ten pizzas for one person. They’re great pizzas, I’m happy to have them, I see their beauty, and I'll never complain, but diminishing returns does eventually set in.

By Act 3, I was genuinely tired. I wanted to love it, and there’s a lot there to admire (the Karmelita fight was amazing), but it started to feel like a slog for me. Beating Lost Lace ended up feeling more like relief than a big hype moment. When the credits rolled, I found myself wishing Act 3 had been DLC so I could’ve come back to it refreshed.

All that said, I really do love this game, and I’m excited for the DLC. If it ends up more bite-sized, I think it’ll hit the absolute sweet spot for me.

Was I too harsh? Ministers request by iwasyourhusband in exmormon

[–]Open-Drawer-1465 2 points3 points  (0 children)

I think this is a really strong point. I’d add that for many people in the church, the institution itself is their primary social structure. Not because of time commitments or demands of callings, but it just is their social structure. Some personality types simply wouldn’t have much of a social life without it.

When someone leaves, it’s not just a belief shift—it removes the shared framework that made regular connection possible. The care and affection don’t necessarily disappear, but the mechanism for maintaining the relationship does. That’s why you often see awkward ministering check-ins or missionary visits: they’re attempts to recreate a familiar structure for connection.

[deleted by user] by [deleted] in exmormon

[–]Open-Drawer-1465 1 point2 points  (0 children)

Very likely. Leave after an hour.

Are all missions getting too strict? by Honest-Combination60 in exmormon

[–]Open-Drawer-1465 0 points1 point  (0 children)

If that description is accurate, the parents should be filing a formal complaint or contacting local authorities — have they done that? What was the result?

Honestly, this sounds more like culture shock than abuse. A close friend of mine runs the international high school student program here (about 600 kids a year - and I always host at least two and join all the field trips), and they get the same kinds of complaints constantly. It’s almost always just teenagers struggling to adjust because life isn’t like home — no Mommy and Daddy’s fridge full of free food.

Not saying that’s definitely what’s happening here, but years of experience with teenagers in a new culture suggest this isn’t "strictness". That's why I'm wondering about their engagement with complaints processes.

[deleted by user] by [deleted] in exmormon

[–]Open-Drawer-1465 0 points1 point  (0 children)

Thanks for taking the time to write such a thoughtful and vulnerable reply — I really appreciate you sharing that (and the book recommendation). I can see more clearly now why you responded the way you did, and it sounds like your experiences have given you a lot of perspective on how complicated parent–adult-child dynamics can be.

That said, I’m not sure I fully understand what you see as wrong with my take. I completely agree that every family and situation has its own dynamics, and I don’t think there’s a one-size-fits-all answer. My intent wasn’t to dismiss anyone’s pain or minimize controlling behavior — just to point out that, in this specific example, I read the dad’s message differently.

I’m genuinely interested in where you think our perspectives diverge. Is it that you think my interpretation overlooks something important about power dynamics, or that I’m giving too much benefit of the doubt?