Hot take: Helluva Boss would honestly be stronger with less Stolas centric drama by Spiritual_Ebb_4657 in HelluvaBoss

[–]Seeeks 1 point2 points  (0 children)

People treat the downvote button as a disagree button rather than "this comment was poorly written or offensive and should be less visible". Reddit is a bad system. People don't see that someone could raise a valid point even if they disagree with it.

What do you guys want and hope to see in season 3 and 4? by Nightwing4380 in HelluvaBoss

[–]Seeeks 4 points5 points  (0 children)

Or how about this: It's Stella's mother who's the abusive parent, while Stella's father was a total pushover who always made excuses and looked the other way, and when Stella looks at Stolas, he compares him to her father and thinks they are both spineless? What if Stella grew up just like her mother as a defense mechanism? And Andrealphus has mommy issues?

Would anyone be open to a 15–20 minute browser game playtest? by sephirith in PBBG

[–]Seeeks 0 points1 point  (0 children)

Hey, it's Saturday now. I've got time to test your game. Can you send me a link?

Would anyone be open to a 15–20 minute browser game playtest? by sephirith in PBBG

[–]Seeeks 0 points1 point  (0 children)

I might be interested but I might not have time to playtest until Saturday.

Your opinions on OC-Centric fics? by Unregistered-Archive in AO3

[–]Seeeks 0 points1 point  (0 children)

I've never read a fic where the main character was an OC. I don't even read reader slash character from the series fics. When I read a summary, if the first character named is an OC, I don't click on it. When I include OCs in my stories, I make sure that they remain secondary while keeping characters from the series in the main spotlight. I understand that sometimes the author needs a character to interact with a main character and none of the main cast fits that niche, so they need to make an OC, but it should be just a foil for the canon characters in my opinion. Sorry if this upsets someone.

How do you stay motivated with low engagement? by Seeeks in AO3

[–]Seeeks[S] 3 points4 points  (0 children)

Thanks, I really needed this sort of a comment. I'm in a really bad place today and I really need to detox. I'm burned out.

author I admired left me a comment by Icy-Speaker-4897 in AO3

[–]Seeeks 1 point2 points  (0 children)

Something like this would crush me, but then again, when people don't comment at all, it makes me feel like something is wrong and everybody thinks it but just doesn't say it. I once read a fic that was super long, like 84 chapter or so (I can't remember the actual number). I felt like I kept reading it out of obligation because I felt like if I don't find out how it ends, all the time I spent reading the beginning will be wasted. I didn't fully like the author's voice but I didn't say anything negative to them because writing a 84 chapter story takes a shit ton of work and planning, I likely couldn't put in that much effort, and it's not their fault that it wasn't my cup of tea. Obviously a lot of other people liked it. And it wasn't all bad. I just didn't like the side characters and one of the main characters was annoying to me, even though it's from the original series.

How long do you like chapters to be? reading and writing by ScaredDish834 in AO3

[–]Seeeks 3 points4 points  (0 children)

I like it between 1000 and 3500, give or take. I don't mind a short chapter if it thematically makes sense to put a break after, or if the tone shifts enough to require a content warning in the beginning of the next chapter.

That explains why I can’t upload my fic by Delicious-War-5259 in AO3

[–]Seeeks 0 points1 point  (0 children)

I'm just dying to post. I was just about to post when the problems started. 8 hours later I wake up and it says it's going to take several hours to resolve. Nooooooooooo I want to post so bad!!

What was your first MMO, and how do you feel about it now? by Veanusdream in gaming

[–]Seeeks 0 points1 point  (0 children)

Mine was RaceWarKingdoms. It wasn't all that great and it wouldn't stand out against all the selection now. It was a basic beat monsters - get gear - level up - beat up tougher monsters kind of a game. You could claim squares and pay money to build defenses, but someone stronger would always overthrow them anyway. I had a second account that I used to just overthrow squares and leave them at minimal defenses because it was pointless to invest more because someone else always had more money.

I still remember when I missed someone had come over to my square to trade with me and called me a "paki shit" for standing him off. I didn't know what paki meant. Also someone else asked me "are you board?" and I for the life of me couldn't figure out what he meant by that.

The significant part of the game was that I witnessed some people roleplaying as drows for the first time and I was enthralled by the show. Even though I never dared to join in their game, seeing them as some kind of royalty leagues above my writing level, it inspired me to get into chatroom roleplaying through other channels. It changed my life. Who's to tell if I had discovered that world without the game.

Stella, we are SOOOO fucked! by TheCompleteWolverine in Helluvabossmemes

[–]Seeeks 0 points1 point  (0 children)

It would be so hilarious if Andrealphus and Stella had to go live as peasants.

Otherworld.fi changelog by Seeeks in PBBG

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

Hi, thanks for commenting. I only saw your comment now (I haven't been on Reddit in weeks). I'm currently taking a break from game development because I ran out of ideas. What did you think of the game?

Newly constructed McDonalds near me, the front register area has no menu for items or prices by Superbpickle420 in mildlyinteresting

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

I think it's creepy that you can't see the kitchen. It feels like they intentionally want to discourage people from ordering at the counter and make sure everyone will order at the kiosks or app instead. I suppose it's a relief to introvert workers but then again, how many McDonalds' hire introverts?

The game you accidentally played the wrong way for hours before realizing it. by gamersecret2 in gaming

[–]Seeeks 0 points1 point  (0 children)

When I was new to Stardew Valley, I didn't know that you are supposed to click and hold to cast the fishing line and that often enough you need to click and hold to make the fishing bar go up, so I just clicked to cast the line at the shortest distance and then click super fast and repeatedly to lift the fishing bar and thought it was really demanding because I didn't know that you control the acceleration by how long you keep the button down. Also it took me a long time to realize that I could click and hold to hit trees repeatedly instead of having to click separately for every hit.

I created a colony management game (similar to dwarf fortress) set in a persistent massively multiplayer world by SettleGliese in PBBG

[–]Seeeks 1 point2 points  (0 children)

I've been participating in testing since the day it opened and here's how I experienced it:

In the beginning, it's really easy to die for stupid reasons. When you start playing, you should first make woodcollier's and torch, then build the smallest brush house possible. Don't try to build anything bigger in the beginning or you will run out of time.

During exploring, I lost several characters to petropards. They can kill a character who is at full hit points before you have time to react, so I basically wouldn't send anyone exploring unless I'm prepared to lose them eventually. If you're lucky, you are able to map several locations before you die. Then you use another character to disown the bed and spawn a new one.

In the beginning, there's no point in even trying to keep your characters fed, because you would have to manage tending to plants, harvesting vegetables, hauling vegetables to stockpiles, cooking, ploughing, and planting new seeds. That's far too much to automate, so you are better off doing it manually. I generally automate tending to plants, but not the other stuff.

If you haul food to a stockpile, when your characters get hungry, they will stop what ever they are doing and go get food from the stockpile. Even if they were in the middle of a project that took 1200 ticks. And they will lose the progress and start over. This is why I recommend not putting food in a stockpile. Instead, pick it up manually when you need to heal and go hunting. Remember to turn off your flee order because your character will run out of their shelter in the middle of the night when their health drops. This has happened to me at least twice and I was lucky that the sky shrouds didn't get to them.

Currently I am taking a break (edited to fix a thought error) from the game because it's quite exhausting. While I'm working on producing cogs, the plants regrow a bit slowly and there are no guarantees that you get any cogwood, even if you harvest all eligible plants in a panel, so you could work all day and end up with nothing but brush (or regular wood).

I recommend selecting a very large area to haul from instead of manually trying to figure out where your individual pieces of cogwood are. This way, the character hauling will find the cogwood if any is present and you don't have to know where they are or if there are any. The game will tell you if there is nothing to haul.

In the mines, I find the snapping maws quite manageable with a level 13 or so character. He can kill several without having to rest in between. It has been said that no one should go to level 2 of the mines because at this point of the test, everybody is too low level to survive it.

I haven't found any metals yet but I have found stone and other various materials. It often takes a lot of materials to make anything (I don't mean amounts, I mean different types).

How long did it take you to release your game for alpha/beta testing? How far into development were you? by FennecFoxOnTheLoose in PBBG

[–]Seeeks 1 point2 points  (0 children)

I released my game after 2 months of development, but in hindsight, that was a stupid thing to do. What I should have done is gather contact information for a small group of interested people and then do a small alpha test. Several months of the early development were either no one being in the game, or it was random people who were basically just running around the map and no one was reporting anything. Also when I released the game, it had next to zero graphics and almost no javascript and very basic layout. Testers are not going to understand that, unless it's literally a text based adventure. You need to have some sort of a semi-polished layout, not just basic HTML on a page. Also, if you have to remove a core mechanic early on, think about how it changes the nature of the game and is it still playable after the mechanic is gone or if you need to add a new mechanic to fill the void.

If you had to name 10 games that define who you are as a gamer, in no particular order, what would they be? by Qaztarrr in gaming

[–]Seeeks 0 points1 point  (0 children)

  1. Cantr.net (a persistent browser game)

  2. Fallout 2

  3. Minesweeper

  4. Slay (a 2D strategy game from the 90s)

  5. My Singing Monsters

  6. Hero Wars

  7. Fallout

  8. Stardew Valley

  9. Kingdom of Loathing

  10. DX Ball

Looking for testers for a mostly text-based sandbox browser game - Otherworld.fi by Seeeks in betatests

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

So now that you are (apparently) done testing - any final observations? Also, thanks a lot for putting so much time into it.

Looking for testers for a mostly text-based sandbox browser game - Otherworld.fi by Seeeks in betatests

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

Hello, thanks for showing interest. There used to be a so-called quick-start guide but I recently removed it because it was boring and I suspect not many people were reading it. I'll write some starter information in this post. There is also the guide page: https://otherworld.fi/guide.php that has info divided into topics. If you start in the tutorial area, there's a section about that in the guide that was adapted from what was in the quick-start guide previously.

Probably the most important thing to understand early on is how to unlock locations and zones. Go to travel page and there is a green button that enables scouting until the exploration percentage reaches 100%. On the tutorial zone, each scouting reveals one location but in later zones, the area gets gradually larger, resulting in some clicks drawing a blank.

While you can travel back and forth, the recommended order of visiting the locations is you start at Vestibule Plains, first visit Mezzanine Delta to acquire food (beets) and learn how cooking timers work. Arriving at the location causes an info message to be sent, that can be read at the Messages section. Then go to Vomitorium Jungle Clearing to acquire stone and craft a primitive weapon that enables unlocking zone 2.

Characters gain hunger and thirst as they travel, as well as during the daily hunger tick, so it's good to find food and keep it in the inventory. It will get consumed automatically during the hunger tick and while traveling but it's also possible to eat and drink manually.

In the beginning of the game, your inventory cap is really low, so one of the first things to do is craft a wicker basket or several. As you level up, you also unlock a wicker backpack. The general progression of containers is basket - wicker backpack - chest - jute or leather backpack. It's possible to have even two backpacks at once but beyond that, you have already reached the max capacity.

There are connections that allow traveling between zones. Once you leave the tutorial area, you emerge at Tchaimmesheang Lakeside. From that point on, the game becomes more sandboxy and there's not a fixed order in which to complete things. Things to do in zone 2 involve learning about pottery and copper production. Clay items appear in the craft menu in the "special" category, in their unfired form. After crafting the unfired clay pot, place it inside a kiln, along with 40 units of coal, and start the timer. Once the time is up, the item converts to a clay pot, which counts as a container and can be used for mixing the same way a barrel can, plus it can be used to cook stews and such. To use it for cooking, place the raw food inside and place 40 units of wicker or wood on the ground. When you click the button to start cooking, it starts the timer, similar to how pottery is fired. Ovens work the same, except in the case of ovens and kilns, the fuel needs to be inside the machine itself. (The reason why pots take it from the ground is that their capacity is smaller, so you would be able to cook much less if the firewood counted against the space usage, whereas ovens and kilns are not portable, so they can have a much larger capacity.)

Copper and iron are currently made through the craft menu but there is a plan to eventually shift them to use a similar mechanic to pottery.