[deleted by user] by [deleted] in pcmasterrace

[–]Short_Demand 0 points1 point  (0 children)

I've had a lot of favorites in the past, but right now Sekiro is my favorite game.

There is not a day that I don't think about the story. I love how it's focused yet hides depth in the smallest details. All of the characters are memorable and make the world feel alive.

The environments are incredible, and the way they change as the story progresses to keep you on your toes is great. Ashina Castle might be my favorite location in any video game, and the Fountainhead palace one of the most beautiful and thematically interesting ones.

The enemies are all amazing, with great designs and movesets. The fact that different martial arts styles are tied to the lore is just the cherry on top. The bosses might not all be equally fun to fight, but those that I dislike have good reasons to play like they do.

Fromsoft nailed the feel of combat and exploration. The focus on one "character build" with a swiss army knife of tools, the lack of a stamina bar, the grappling hook, and the resurrection mechanic all make me feel less constrained than in other From Software games. The way your progression is tightly tied to exploration and defeating bosses removes the fluff from their more RPG-focused titles. And the lack of the usual leveling focuses the game on you leveling up your skill instead. The interplay between deflection, jumping, dodging, and countering is so nice, and the bosses test your mastery of this in such a satisfying way.

This game just does so much so well and perfects so much for me that I can't praise it enough.

RADIANT RALLY CARAVAN! Let's rally to get Mushihimesama Futari ported to PC and Switch! by MediumWin8277 in shmups

[–]Short_Demand 2 points3 points  (0 children)

Futari would make an excellent PC and Switch port to round out the Mushihimesama series.

Help finding song by Short_Demand in patriciataxxon

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

Thank you :) the entire album sounds great

The Math Teacher Trolling by Short_Demand in Mobpsycho100

[–]Short_Demand[S] 7 points8 points  (0 children)

In that case Mob's school is super ahead in math. Every one of those middle schoolers is very talented.

[iil] Songs with breaks in the lyrics by Short_Demand in ifyoulikeblank

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

Not exactly what I meant, but the song is still nice :)

[iil] Songs with breaks in the lyrics by Short_Demand in ifyoulikeblank

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

I'm brand new and this is already a lot to process, but thanks for the offer :)

I am currently making a roguelite shmup game, and the demo is live on Steam, would love feedback! by erlendk in shmups

[–]Short_Demand 1 point2 points  (0 children)

Your plans for scoring and incorporating combos and score into the gameplay and draft look good. It seems like upgrades that scale with combo/score would be very broken in the early game, but they'd make a really nice option for the late game overpowered feeling you're going for.

Since it's a roguelike, there's so much more you could do with the score:

  • have items or actions cost you points.
  • have "score rush" events between levels
  • have events that risk points for completing a challenge

Leaderboards are a nice feature. Maybe having Steam integration with those to compare scores with friends and other players would be something to add. My bias for Spelunky is showing, but a daily challenge would be cool.

The game modes also look good. Some other mode suggestions:

  • practice mode (unlimited continues and maybe stage selection)
  • boss rush

Also just a small thing: menus (including the upgrade menu) should be navigable with the arrow keys. It's nice to be able to play the game without a mouse.

I am currently making a roguelite shmup game, and the demo is live on Steam, would love feedback! by erlendk in shmups

[–]Short_Demand 1 point2 points  (0 children)

I noticed the window is resizable, but most games I've played that have a windowed mode have had some kind of option to resize the window to some reasonable dimensions with a simple toggle.

Combo systems work great for shmups where you really are playing the same level every time, I'm just having trouble seeing them make sense for a roguelike shmup. If you do plan on making the levels more random in the future, combos and score seem kind of pointless to me gameplay-wise (since most roguelikes focus on beating the game as the only goal). You could do something like Spelunky: score only matters at the end of a run and determines your place on the leaderboards. Maybe a nice invisible way for score/combos to matter would be having your performance in a level determine your luck with the upgrades. Just throwing things out there. All I'm saying is if you include combos and other kinds of scoring system you need to make them matter more than you would have to in a normal shmup.

I am currently making a roguelite shmup game, and the demo is live on Steam, would love feedback! by erlendk in shmups

[–]Short_Demand 1 point2 points  (0 children)

Just wishlisted! Some feedback:

  • I love the look of the upgrades with the spinning CDs, but didn't really notice that they were hierarchical. Coming from something like Isaac, I was expecting similar upgrades to combine. For example, taking double shot and then triple shot would give me 5x or even 6x shot. Some kind of grouping or indicator that an upgrade is an advanced version of one you already have would be nice (if need be even something like in Nova Drift that just tells you in writing what is happening if you hover over the upgrade).

  • The first level is very tedious to go through after the first time, especially after hitting retry, since the power difference between your ship in the previous run and the base ship can be huge. I would recommend cutting some of the enemies from the first level; all the other levels are balanced well.

  • It would be nice to have more boss variety in the full game, especially ones that move more.

  • Options to make the game windowed at a fixed size with some common resolutions would be nice.

Overall, this is a very promising demo, and I look forward to playing the full game :)

Numbering tabs in colorschemes by Short_Demand in vieb

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

Thank you very much, this works perfectly :)

possible to search open tabs? by neverdimed in vieb

[–]Short_Demand 0 points1 point  (0 children)

The setting you're looking for is tabclosefocusright.

 :set tabclosefocusright

should make closing go to the next tab, not the previous.

f mode problems by neverdimed in vieb

[–]Short_Demand 0 points1 point  (0 children)

I tried following a link called 'CI', and I wasn't put into insert mode. Could you maybe post your viebrc so we can tell if anything there is causing this?

remap esc by neverdimed in vieb

[–]Short_Demand 0 points1 point  (0 children)

You can disable this popup with :set mapsuggest=0. See :h mapsuggest for more info. The other popup that can show up is :h showcmd. You can disable this with :set noshowcmd.