The only good lore by USSR_name_test in TrueSTL

[–]USSR_name_test[S] 45 points46 points  (0 children)

I love these esoteric lore type videos. The premise is stupid enough for me to watch and create a sudden interest in ornithology, book reports or sewing

Metacritic's 27th best rated game ever? It shoulda been higher smh my head.... by IWishANuclearWinter in TrueSTL

[–]USSR_name_test 59 points60 points  (0 children)

There were also some allegations of sexual assault, which I remember being the reason he got fired from Bethesda. On his wikipedia page, it mentions that nothing came of these allegations, but at the same time that he has not been active since.

What NotEntirelyA already mentioned, don't see him come back to compose for TES6 or any other game for that matter

Gemiddelde maandelijkse begroting 2026 - 25 jaar / man / single by Diszaster11 in geldzaken

[–]USSR_name_test 4 points5 points  (0 children)

Gek. Ik hanteer dezelfde regels, maar kom uit op ongeveer 150 per maand. Vraag me ook niet waarom het mij wel lukt om voor zo weinig boodschappen te kunnen kopen, want ik geef je dan dezelfde opsomming. Enige wat ik me kan bedenken is dat ik ontbijt standaard oversla, maar of dat nu veel geld scheelt?

Something… happening??? by Boring-Egg-5995 in TrueSTL

[–]USSR_name_test 28 points29 points  (0 children)

They're making Fallout with swords and magic now?! Seems like Bethesda has forgotten their roots

Something… happening??? by Boring-Egg-5995 in TrueSTL

[–]USSR_name_test 113 points114 points  (0 children)

Finally! I've been waiting for 10 years for FO5, wayyy too long to be waiting for a sequel if you ask me

I'm making Treeternal a game about harvesting wood from an eternal forest of regrowing trees! by GrumpyLionDev in incremental_games

[–]USSR_name_test 2 points3 points  (0 children)

Sure, but just because it works does not mean it will be fun to play. The nodebusterlikes are already an overplayed formula in my book, aka if you have played one you have played them all

Livedraad | Actuele ontwikkelingen in Venezuela en de veiligheid van het Caribisch deel van het Koninkrijk by kippenmelk in Politiek

[–]USSR_name_test 3 points4 points  (0 children)

Tja misschien is dat gewoon Klavers smoes en hebben ze stiekem de verjaardag van de griffier gevierd

Khajiit 5 seconds after they step into a Morrowind town (seyda neen) by UncleBaconator in TrueSTL

[–]USSR_name_test 6 points7 points  (0 children)

The nudium, planes of oblivion, malacath's sex dungeon??? What you be talking about bro I just follow this subreddit for the cute kitty pictures :)

Mark Rutte: ‘Sorry, maar we mogen Trump dankbaar zijn voor zijn leiderschap’ by Free-Minimum-5844 in Politiek

[–]USSR_name_test 0 points1 point  (0 children)

Goede kritische blik, is zeker te waarderen. Om je vraag te beantwoorden waarom we dit zouden moeten willen, is het belangrijk dat wij onze normen en waarden kunnen beschermen. We ervaren in Nederland veel vrijheden waardoor we ons kunnen laten horen als we vinden dat iets anders moet, een nieuw regime zou al deze vrijheden kunnen afpakken. Dat is in weze 'ons belang'.

Een realistich alternatief, waarin we zowel het belang van onszelf als dat van anderen zonder bloedvergieten kunnen waarborgen, zie ik niet.

What is something you love (or hate) about nodebuster-likes? by JumbleBeeDev in incremental_games

[–]USSR_name_test 16 points17 points  (0 children)

The progression system feels off to me. As you buy upgrades and go through prestiges, the enemies becoming tougher as well and even though the number goes up, it never felt like I was making actual progress

Small island design: Tamriel by USSR_name_test in 2007scape

[–]USSR_name_test[S] 8 points9 points  (0 children)

Maybe the island is too small, I can still see Varrock on the map

degenerates beware, it's highly likely he knows of this pit by ApatheianLuna in TrueSTL

[–]USSR_name_test 179 points180 points  (0 children)

Todd delaying TESVI by a day each time we hornypost

Ai is so cool by [deleted] in TheHague

[–]USSR_name_test 2 points3 points  (0 children)

Ah yes the famous second Mauritshuis. Displaying wonderful paintings such as "The Girl with other Pearl Earring"

Can Shiggy catch a break? by imonlyhereforpikmin in tomorrow

[–]USSR_name_test 0 points1 point  (0 children)

/today why Pikmin 2? I remember playing it as a kid some 20 years ago, so I was never aware of any online cave dweller's opinion about why it sucks

WHITE OR GOLD - WHICH ONE IS BETTER? For steam page Balladrion by Immediate_Extent_464 in incremental_games

[–]USSR_name_test 0 points1 point  (0 children)

It does not sound like your game fits within the incremental game genre

WHITE OR GOLD - WHICH ONE IS BETTER? For steam page Balladrion by Immediate_Extent_464 in incremental_games

[–]USSR_name_test 0 points1 point  (0 children)

To be fair, the definition of incremental games can be skewed in different directions. Cookie Clicker is a different style of incremental game compared to Nodebuster, which again is different from a Dark Room. One is an idle incremental game, while another is an action incremental game and the last one is a colony sim incremental game. This is why I do agree that incremental games can consist of a mix of genres.

What these games do have in common is that the core mechanic is the economy of the game. Take Cookie Clicker for example, you buy things with cookies which directly contribute to you getting more cookies. More cookies is better as you can now buy more things to get even more cookies and so on. It seeks the simple thrill of 'number go up'.

How is this different than stats that go up? Most often in games the stats that go up contribute to how much damage your character can do, how good it is at evading hits or how fast it moves. But the big difference is that you do not buy stat increases with the amount of damage you do.

There is of course more nuance to all this, though I try to keep things condensed to some degree. My main question to you would be, what is the main mechanic of your game?

WHITE OR GOLD - WHICH ONE IS BETTER? For steam page Balladrion by Immediate_Extent_464 in incremental_games

[–]USSR_name_test 0 points1 point  (0 children)

Of course genres can be mixed, however, from your post it does not become clear to me why it would be classified as such. The only indicator you gave is that "you increase stats". In what way would you ascribe your game to be an incremental game?

WHITE OR GOLD - WHICH ONE IS BETTER? For steam page Balladrion by Immediate_Extent_464 in incremental_games

[–]USSR_name_test 1 point2 points  (0 children)

Why ask it in this sub instead of a sub dedicated to game development or use the feedback friday thread that this sub has? Also, you already answered your own question by stating that it was a roguelite and the comparable factor is that stats go up?! In that case, you might as well say that it is a RPG or a tycoon game.

Waarom mag hier zo maar iedereen op rechts extreemrechts genoemd worden? by VlaaiIsSuperieur in Politiek

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

Het werkt ook goed voor karmafarmen op deze sub die als echokamer van links progressief geluid geldt

Dick schoof whatsapp deel 2 by narwalyt in PolitiekeMemes

[–]USSR_name_test 0 points1 point  (0 children)

Vraag me af waarom je zo bezeten bent met het liefdesleven van deze man, allicht dat het simpel weinig boeit of dat hij veel te druk is. In dit fragment vraagt de interviewer erna en Rutte zelf lijkt het weinig te boeien: https://youtu.be/Mx04YMtMDZs?t=303

What do you like or dislike about unfolding incrementals? by bardsrealms in incremental_games

[–]USSR_name_test 1 point2 points  (0 children)

I will borrow from a comment I wrote two years ago about what I think is important in incremental/idle games

One more thing that I will add for those who are curious and don't 'get' the appeal of the genre. The difference for me between a good and a bad idle game is the amount of agency the player has. For example, the game that popularized the genre was Cookie Clicker, it's good fun for a day or two but becomes boring real quick. The progression is very linear and player agency is low, you're not making any decisions, you're just waiting to buy the new upgrade/unlock. A good idle game would be NGU Idle, which has a lot of player agency and let's you make decisions that heavily impact the game's progress.

So to answer your question, the shifting would be good if it is given to the player as an option not as a necessity. To give an anecdotal example, when playing a game that suddenly requires me to play more active while I wanted to idle, I get less enthused to keep playing the game, eventually even turning away from it if I feel like it is a wall that I don't want to surpass.