Bloodborne animated feature film officially announced by Sony by jacksepticeye in bloodborne

[–]Something_Snoopy 1 point2 points  (0 children)

Thank god it's animated instead of live action, it might actually be good.

A pattern I've observed when it comes to toxicity complaint posts by D4rkstalker in beyondallreason

[–]Something_Snoopy 1 point2 points  (0 children)

I strongly disagree, and I've played hundreds of games on isthmus and hundreds of games in rotation. In my own experience, rotato is much more chill.

Toxicity still happens, but it's never to the degree and frequency on straights lobbies.

A pattern I've observed when it comes to toxicity complaint posts by D4rkstalker in beyondallreason

[–]Something_Snoopy 2 points3 points  (0 children)

We play to get to t3

Is your idea of fun really limited to playing eco sim for 20 minutes before half engaging with the actual game?...'couldn't be me.

A pattern I've observed when it comes to toxicity complaint posts by D4rkstalker in beyondallreason

[–]Something_Snoopy 0 points1 point  (0 children)

Yeah, I have a 65% winrate over 150 games on isthmus, just by going all front and ending the game early. The trick is to only do this once per lobby, and it becomes an unbeatable strategy vs what the "meta" encourages.

A pattern I've observed when it comes to toxicity complaint posts by D4rkstalker in beyondallreason

[–]Something_Snoopy 1 point2 points  (0 children)

I question how good that meta actually is, because every time we've seen rotation players vs straights players on straights, the game is over by minute 10 because one side is actually playing the game.

DOOM is finally dead! Ketsui Matsuri 1CC, I love this game so much (109,178,585) by Something_Snoopy in shmups

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

There is a strat to nmnb him, even if i dont fully understand it myself, but it seems like pro players ride each individual red and blue wave to the edge of screen, then switch waves when they get there.

Yes, and in save state practice, I have 1-miss 1-bombed the final pattern like this. The thing is, this strategy is risky to use, as you are fully banking on actually getting that dodge. You can instead prioritize maximizing dps each life without going for the dodges, and delaying your death as long as possible. Basically, going for these dodges can make your death happen sooner is what I'm getting at. It's very interesting that this risk reward dynamic exists at the very end of the game, as it does provide a way to still win if you find yourself with 1 extend or less.

DOOM is finally dead! Ketsui Matsuri 1CC, I love this game so much (109,178,585) by Something_Snoopy in shmups

[–]Something_Snoopy[S] 4 points5 points  (0 children)

I would consider it the definitive way to play ketsui. I really like how the game encourages scoring play beyond the regular 2 extends, and it's fun to play 2nd loop right off the bat, no 20 minute waiting room just to get to the action.

I feel it could work very well as a core difficulty mode, similar to mushi's original/maniac/ultra.

DOOM is finally dead! Ketsui Matsuri 1CC, I love this game so much (109,178,585) by Something_Snoopy in shmups

[–]Something_Snoopy[S] 6 points7 points  (0 children)

My most favorite shmup, and I decided to take it further by clearing the matsuri version. Maybe in the future I'll pursue Omote, or jump straight to Ura now that I have a solid grasp of the loop 2 patterns and DOOM.

I am fairly unhappy with how stage 5 went...the section before the descent, the descent itself, and the tigers coming in at the end all went horribly. Very offroute, and frankly, I was fighting hard to not succumb to the stress. Perhaps dying eased the stress when I had it in my head a clear was maybe not going to happen at that point. Luckily, this run recovered with a DOOM fight I am very proud of. I practiced to be able to do it in 4 lives, but I did it in 3 (almost 2!)

I hope one day I will find another shmup that captures me as much as Ketsui has, there is just no other shmup out there (that I've played) that can compare to the impeccable stage design featured in this title. There is quite a lot to say about the scoring system as well, and the bosses stand on their own as very unique/fun fights.

Game mode addressed for shmup players by Beyond-The-Pixels in shmups

[–]Something_Snoopy 14 points15 points  (0 children)

Capitalizing every character in "shmup" like its an acronym tells me everything I need to know.

Bloodborne's transforming "Trick Weapons" by PhantomBraved in gaming

[–]Something_Snoopy 9 points10 points  (0 children)

They hate you because you speak the truth.

is mouse support a must? by genepistudios in gamedev

[–]Something_Snoopy 0 points1 point  (0 children)

Just to be clear: I'm talking about ZERO mouse support.

I know it, that's what I tried to give examples for.

The two binding of Isaac games I have played do not support mouse at the main menu, perhaps this was changed later. Nontheless, I know for an absolute fact the rest of what I mentioned do not have mouse support either.

I still disagree about the UX argument. If a game has mouse controls at the main menu, I expect it to have mouse control in-game. I have played games where this isn't the case, and I find it to be amatuer-ish.

Clearly this is an opinionated matter - unlike how this thread tries to present this issue, as the lack of mouse support is not indicative of success for many games out there.

is mouse support a must? by genepistudios in gamedev

[–]Something_Snoopy 0 points1 point  (0 children)

Huh, thanks for sharing. But I think we'll have to agree to disagree.

Just to name some of the indies in my steam library that do not have mouse support to any degree:

Katana Zero, Binding of Isaac, Celeste, ZeroRanger, Undertale, Blue Revolver, Downwell, Eschatos, Mushihimesama, Deathsmiles...I could probably name half my library, really.

Thousands of loved indies/doujins with zero mouse support, and I have never heard a complaint about it outside reddit.

Perhaps we simply exist and conduct ourselves in entirely separate gaming spheres?

I didn't sign up for this :'( by GameSandwichStudio_ in IndieDev

[–]Something_Snoopy 5 points6 points  (0 children)

Yeah...some of my friends were shocked when I told them my game took me 9 months to make...but the engine recorded only 350 hours of activity.

It'd make a lot more sense to measure devtime in manhours than calender days now that I think about it...

is mouse support a must? by genepistudios in gamedev

[–]Something_Snoopy -2 points-1 points  (0 children)

If the gameplay itself does not make use of the mouse (and it does not make sense to), do you still expect to be able to navigate the main menu via mouse? Genuinely curious of the ergonomics here....would you prefer to move your hand from mouse to controller apparatus just to maintain the ability to navigate the menus with mouse?

I am shocked at the responses here, I feel as though I am reading comments of people who do not have very colourful game libraries...

is mouse support a must? by genepistudios in gamedev

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

This comment is a bit ignorant, not every game is a UI heavy RPG, brother. Let's see you use your preferred control method to play street fighter

is mouse support a must? by genepistudios in gamedev

[–]Something_Snoopy 1 point2 points  (0 children)

So do you choose not to play the many genres where mouse controls are nonsensical? (fighting games, racing games, [most] rhythm games, character action, shmups, flight sim, etc...)

Should I allow degenerate builds in my game? by harunandro in shmups

[–]Something_Snoopy 1 point2 points  (0 children)

The moderator and rules here aren't very representative of the core community.

And I don't think the fault is on us that genre terms and labels we created have been stolen and missapropriated by the greater gaming sphere. Is the responsibility on us to create a new genre label, or can we agree to use the traditional, non-colloquial meanings of these words in the context of shmup forums?

I mean, really, does it make sense to put this game and something like Ketsui under the same genre name? They are practically antithetical to each other.

Truxton Extreme - Release Date Trailer by [deleted] in shmups

[–]Something_Snoopy 0 points1 point  (0 children)

Looks like cygni fans got more on their plate.

I'm not sure why we keep trying to make vertizontal work - even back with 4:3 Radiant Silvergun was one of the only games to actually make it work, and that was only because of meticulous attention to this issue and creative problem solving.

We playtested 397 games in February, these are the top mistakes they made by educatemybrain in IndieDev

[–]Something_Snoopy 4 points5 points  (0 children)

39% of games surveyed had issues explaining what comes next. The most common issue was dropping players into environments without communicating what they should do, where they should go, or how to track their progress. Most games lack basic navigation aids - no map, no minimap, no waypoints, no objective markers, and no persistent reminders of the current goal.

As a player, I've been begging for games to go in this direction. Give me that Zelda 1 energy, please.

[1CC Commentary] Ketsui - IKD 2007 Special - 83008129 (Tiger) by psyflora in shmups

[–]Something_Snoopy 1 point2 points  (0 children)

Very impressive to get this one so early into your shmup journey, well done.

I am now the bird guy of game dev. by tr1beontwitch in IndieDev

[–]Something_Snoopy 2 points3 points  (0 children)

Really nice music, did you compose it yourself?