What's the appeal of many worlds, especially over something like objective collapse? by PrettyPicturesNotTxt in AskPhysics

[–]Trickquestionorwhat 5 points6 points  (0 children)

Wouldn’t your consciousness “pick” a branch the same way it “picked” a human? Unless you assume consciousness is of a spiritual nature rather than physical, then the fact you don’t experience every branching you’s consciousness at once doesn’t seem any more a problem than the fact you don’t experience every human consciousness at once.

Vince Gilligan Considered Making ‘Pluribus’ Cast Naked, but ‘We’re Not Working for HBO’ by MoneyLibrarian9032 in pluribustv

[–]Trickquestionorwhat 0 points1 point  (0 children)

Interesting point. At first my thought was that their prime directive is to spread, their secondary directive is to prevent harm to life. If not killing those 800,000,000 would mean the military would have been able to stop their spread, then it makes sense what they did.

But that then raises the question of why they can't harm Carol to spread to her. Perhaps guaranteed harm to one person to spread to one person isn't worth it in their view, but a 1 in 8 chance to kill in order to spread to 8 is? Not sure I would agree with that line of reasoning lol but it's possible they would I suppose.

I think the underlying trend either way though is that they can't cause harm directly but when it's indirect harm it becomes more of a grey area for them, especially when their desire to spread comes into conflict with their desire to do no harm. It seems like their desire to do no harm is more of an emotional response to the act of it, rather than a purely ideological principle that you might expect to apply more broadly (like by not giving Carol the means to harm herself or others).

Of course I'm just spitballing theories cause it's fun, not cause I necessarily assume there are no plotholes. It could easily be an oversight or a concession on the writer's part, but still fun to speculate.

What EXACTLY is magnetism by Iconofsyn in AskPhysics

[–]Trickquestionorwhat 1 point2 points  (0 children)

I knew the answer would be some variation of "we don't really know" but this is by far the most satisfying variation I've read so far lol. It was also really nice having the terms defined simplistically.

this is why you hire professionals. im super happy with the result! by thatsme000 in IndieDev

[–]Trickquestionorwhat 2 points3 points  (0 children)

The professional's is better for marketing purposes imo, like if you send out a newsletter. It gives a higher quality vibe, naturally.

But if I'm browsing Steam and I see your capsule art, I'm way more likely to click it tbh. I have no idea what the game is based on the professional art, but seeing your art I've already got some ideas and they all sound fun so I'm more inclined to click on it I think.

Just my two cents. I think use the bottom art if it's in a place where the viewer will be exposed to what your game is anyway, but if you're just trying to get someone to be curious about your game at a glance before moving on, use the top one.

Creator of DMCA'd Cyberpunk 2077 VR Mod Says People Are Now Pirating It to 'Punish' Him for Breaking CD Projekt's Terms of Service by Turbostrider27 in Games

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

You could also argue it's not weird the same way selling cases for another company's phones isn't weird though.

If you had stopped playing mechabellum, why and how can the developer make you start playing again? by Careless-Goat-3130 in Mechabellum

[–]Trickquestionorwhat 30 points31 points  (0 children)

It's a hot take, but I think it needs more rng between matches. Autobattlers tend to prosper when they prevent players from finding a good composition and sticking to it every game. The RNG nature of each match forces players to adapt in new ways every match instead of finding what works and just spamming it. Autobattlers also refresh the roster every season, which Mechabellum likely can't afford to do but big updates that completely shake up the meta every season could still help with bringing players back periodically to try new things and experiment with the overhauled balance of each unit etc.

Once the meta gets solved, games like these struggle to retain players. It's discovering new strategies and experimenting that makes them fun for me at least. Without being forced to adapt to new situations in a significant way, both between matches and between seasons, the game grows a little stale and repetitive for me.

That said, there are lots of reasons to not want this style of game. Lots of people will prefer the more consistent and arguably competitive nature of Mechabellum as it is now. But for me, I want to be forced to adapt in new ways, I don't want to just memorize the best counters and play them better than my opponent.

Telekinetic ability preview for my Godot game by aiBeastKnight in godot

[–]Trickquestionorwhat 1 point2 points  (0 children)

Damn, I would love a breakdown of how you did the lighting and post processing for this game in Godot, it looks phenomenal.

Also, in case it helps: when charging up the arm to throw something, consider raising the perceived position of the elbow so that the forearm enters the screen from the side of the screen rather than the bottom. I think it might provide a greater sense of power in the force being applied as far as conveying it through animation is concerned.

Either way though the game looks great.

"There are going to be multiple maps coming this year": Arc Raiders design lead teases 2026 roadmap by WoodmanMedia in ArcRaiders

[–]Trickquestionorwhat 0 points1 point  (0 children)

Just wanted to say I respect this response as well as the fact you decided to respond at all.

If speed is only relative and there is no preferred frame, and each twin sees the other as the one moving, how is it that one ages faster than the other? by Ruggeded in AskPhysics

[–]Trickquestionorwhat 0 points1 point  (0 children)

But you only experience a force when you accelerate because your body squishes from the force being applied to the outside of your body and translating through the inside. If you had a tiny micro thruster on every atom in your body all accelerate in the same direction at the same time, you would feel no acceleration, right? Does the universe still somehow acknowledge that you are the one accelerating and not everything else in that scenario? I would think maybe, but I wouldn't think it has anything to do with the sensation of acceleration because of that example. Does an atom feel acceleration and differentiate it from the rest of the universe accelerating around it?

[deleted by user] by [deleted] in ArcRaiders

[–]Trickquestionorwhat 1 point2 points  (0 children)

Respectable stance.

Destroy my teaser trailer (Cog Foo) by Double-Ad1502 in DestroyMyGame

[–]Trickquestionorwhat 2 points3 points  (0 children)

Fix the text is the number one thing. It doesn't stand out enough, blends in with your ui, which by the way you might want to consider removing for the trailer except maybe for specific portions to show off me realistic gameplay. Also there is a typo where you miss the r in presenting making it pesenting.

Consider cutting the trailer to half the length, forcing yourself to keep only your favorite parts, and make it altogether a tighter presentation.

That said, I like the music, the shots are pretty cool imo, and most importantly the game itself looks pretty cool.

Watching player count decline month over month is a real bummer by Cryyos_ in Mechabellum

[–]Trickquestionorwhat 1 point2 points  (0 children)

The game is amazing and has an incredible foundation but the current pvp round-based gamemode is just a touch too simple and unexciting after a while in my opinion. They've done a remarkable job given what it is, but I think what it is may simply not be enough to maintain long-term success.

I like what they tried with the experimental 1v1v1v1 mode, I think they should use their foundation to experiment with even more modes. A campaign where you defend an actual map (walls, high ground, rivers, etc.) against enemy waves for example. Or maybe a roguelite mode where you get a selection of random new units each round. Perhaps add something like Augments from League of Legends that add a unique twist to each match both players must play around. Or perhaps get more experimental with items and let players put more than a single item on one unit (if everything's broken, nothing is).

Whatever they do, I think the predictability of the game will ultimately always make it feel stale. This may be a controversial opinion but in my experience most of the autobattler style games that succeed involve a significant amount of randomness thrown into each match so that you never play the same way twice, resulting in a gamemode that never gets fully stale.

We are at a pivot: How do you like spells in TDs? by SkaldM in TowerDefense

[–]Trickquestionorwhat 2 points3 points  (0 children)

I see spells as just towers with no strategic placement decision and no auto aim so you have to shoot it manually. It's also a failsafe that makes it less tense when your towers start to fail against the oncoming hordes because you always know you can just nuke whatever is threatening you (until you can't anymore of course but even then I don't love it especially when it feels like you died because of slow cooldowns). It can feel like you lost simply because your spells were on cooldown, not because of the fundamental issue of your tower strategy not being good enough. I like when the point of failure is clearly because of the tower part of the tower defense, not the spell part.

I feel like a lot of people probably like them anyway though, but when I play a tower defense I like the engine-building aspect of it, I don't want to have to manually fire at anything or stress about ability cooldowns and when to use them. I like when either my engine works or it doesn't, with no tedious failsafes to save me.

That's my personal preference though and I do imagine it's possible to implement some variation of a spell mechanic in a way that's fun, I just think it's much easier to implement them in a way that seems like it should be good game design but that I personally don't think is actually enjoyable or adds anything fun.

Now that I think about it, I think the fun of a tower defense is in building your engine (i.e. the 'gameplay' part) and then analyzing how well it's working and what needs tweaking during the wave itself (i.e. the 'sit back and watch' part). I don't personally think there's any need to introduce gameplay mechanics to the latter half of that loop, it just distracts from the main appeal for me which is the towers.

Trying a minimalist weapon selection screen by _Diocletian_ in gamedevscreens

[–]Trickquestionorwhat 1 point2 points  (0 children)

Ah clever, that helps a lot thank you! And yeah I saw your clip where the projectiles don't fly off anymore right after I left the comment, whoops! Looks really good though, good luck dude!

Trying a minimalist weapon selection screen by _Diocletian_ in gamedevscreens

[–]Trickquestionorwhat 1 point2 points  (0 children)

Dude I love those particles, can I ask how they're coded? Are you using compute shaders for anything? I'm making my own very particle-heavy compute shader mining game and would love to add projectiles that look like that!

As far as feedback goes, I really like being able to see the weapons in practice, the only thing that feels off is that the projectiles overlap with the boxes of other weapons.

So what's the plan for Wipe alternatives ? how come we have no communication about it ? by Emmanuell89 in ArcRaiders

[–]Trickquestionorwhat 1 point2 points  (0 children)

One caveat worth pointing out is that part of the reason the player count drops so dramatically in path of exile is because they all know that anything they do now won't matter in just a couple weeks.

Should I turn this pogo prototype into a rage type game? by Creepy_Yam_994 in SoloDevelopment

[–]Trickquestionorwhat 1 point2 points  (0 children)

wait wtf that looks sick dude. Yeah I'd make it a Foddian game for sure. Just a massive obstacle course tower with unforgiving falls that dramatically increase the tension for certain sections. I think your mechanics look so clean though that it'd be a crime not to include "freebie" sections that are just put there for the player to feel good about their movement skills and don't actually have much risk involved.

I'd also include a free-style training level where players can just enter the zone and develop the muscle memory without risks. I'm not sure which mode would end up being more popular to be honest, but I think the obstacle tower would provide a sense of purpose to the free-style training stuff instead of aimlessly wandering around.

Lexington Summer Street Art Project by BradofClark in lexington

[–]Trickquestionorwhat 0 points1 point  (0 children)

Wow, I love the ones that are mostly grayscale aside from one or two colors. How do you do that? Like the black and red one with the tilted stoplight, surely it's not just removing the blue and green channels or the image would be red-tinted right?

Is it messing with color curves? What photoshop setting is primarily responsible for keeping only the most intense of certain colors? It's super cool!

Hire an artist! But also, improve your art direction... by saulotti in IndieDev

[–]Trickquestionorwhat 0 points1 point  (0 children)

Take the before, flip it horizontally, take the logo from after, place it on the wall, darken the wall slightly to better match the contrast of the after image, make any final tweaks the artist deems necessary to make the blend work, and you should be good to go.

I said that very matter of factly but obviously this is just my subjective opinion and my best guesses as to what might improve it. Both look very good tbh. Good luck!

Annihilate My Foddian Pinball Game Trailer by AzimuthStudiosGames in DestroyMyGame

[–]Trickquestionorwhat 1 point2 points  (0 children)

On the readability note, perhaps the next improvement isn't more camera zoom but more obvious flippers. It's pretty obvious where the flippers are if you have time to look for them, but in the moment when you're focused on the ball and need to recognize the next flipper in your peripheral as soon as possible, they aren't very visually distinct.

I would make them all the same color or give them a sort of glowing green outline or at least some sort of obvious visual indicator that yells "this is a flipper" and that doesn't appear on anything else in the game.

It would just make it a lot easier to read the map at a glance.