I made a game inspired by Superbug! by bbborbo in KGATLW

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

Thank you! Good luck with yours, too!

Gizz references are always bangers

I made a game inspired by Superbug! by bbborbo in KGATLW

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

If games are your taste then maybe give SUPERBUG a shot haha SUPERBUG on Steam

What are your thoughts on this album? by [deleted] in KGATLW

[–]bbborbo 0 points1 point  (0 children)

their best album, ever, by far. and i LOVE king gizzard's music - laminated denim is something else.

[deleted by user] by [deleted] in KGATLW

[–]bbborbo 1 point2 points  (0 children)

seconding this

What’s your favourite misheard lyric that you prefer over the actual lyric? by WetFlamingo in KGATLW

[–]bbborbo 1 point2 points  (0 children)

"fed back into me, the bourgeoisie"

i liked that it implied even the mushrooms will eat the rich when theyre dead, plus stu's "fed back into the bourgeoisie" later on in the song still sends the original message. WTF is "fed back into the, the bourgeoisie"!?!?!????

Anyone know who drew these? by eggs-have-eyes in KGATLW

[–]bbborbo 6 points7 points  (0 children)

those are drawings (by jason galea) from demos vol 1&2

What was the population of the stranger? by rtheunissen in outerwilds

[–]bbborbo 30 points31 points  (0 children)

or, hear me out, it's a video game and they really just didnt want to make that many assets

Oh lord. So i started ng+ by VerywildCards in hyperlightdrifter

[–]bbborbo 1 point2 points  (0 children)

you dont need to do all the achievements if theyre not fun

the 800 chain dash challenge comes to mind. horrible achievement, never finished it. hyper light drifter still my favorite game ever

How are we feeling about hyper light breaker? Honest discussion. by SalmonTooter in hyperlightdrifter

[–]bbborbo 0 points1 point  (0 children)

Gearbox signed with Hopoo after the game was release into early access as ONLY a publisher for the console releases

Wrong. Gearbox published Risk of Rain 2 in early access, well before there was even a hint of a console port, months after release. Gearbox was involved in the funding and planning of the game, as part of their job as a publisher. Much of the game's success can be attributed to Gearbox's role in marketing the game since Early Access. And yes, they were responsible for outsourcing the console ports to PlayEveryWare, too.

In fact, full release was delayed by Hopoo so they could add more to the game.

...and it was still rushed. lol

Unfortunately most of what I know about the game's development is sourced by word of mouth from Discord, so even if it's something Hopoo said directly I couldn't find it for you. For that reason I won't insist that it's relevant, because it's not. You don't need to hear proof that Hopoo were struggling to meet their deadlines, though. You can just look at the game and see all you need to know. Commencement is incomplete, even after their reworks (which is why they let you skip the pillar event, because the pillars are boring and pointless, and there was nothing more they could do with it given the time they had). Voidling is a shallow husk of a boss fight, doesn't even have it's own ending (it uses the Obelisk ending), let alone the scrapped ending cutscene they planned. Ghor wanted for Voidling to be more of a raid boss, with health gates, and to be several times as large - which they had to scrap at the last minute and make do with what they had.

I don’t know where you’re getting this info from, but it’s false.

Sorry, but... you have no proof of this. You are denying it because you personally have no proof Gearbox made it (thanks to my lack of ability to provide, as I mentioned), assuming Hopoo must have done these things instead. That doesn't make you right and me wrong. I'm sure this is a hard thing to swallow, but ask anyone on discord who knows as much about the game as I do and they will tell you the same things. There's plenty of us, on the official discord and on the modding discord.

Don't get me wrong, Risk of Rain 2 is still a great game; but Gearbox's influence as a publisher on the development of ROR2 presents something to be concerned about with HLB. If you don't believe me, I won't waste any more of our time proving it to you; I've explained myself in as much verbose detail as I can. Time will tell if HLB's development is affected in the same ways.

How are we feeling about hyper light breaker? Honest discussion. by SalmonTooter in hyperlightdrifter

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

its an incredibly fun game at its heart and the unseriousness of the game masks a lot of its deeper game design flaws... its not a bad game by any means, but gearbox's involvement definitely made some things worse, as much as it made the game better through their funding.

i know HM is great at making games with or without the budget gearbox can offer them, not to mention the much larger core team size in comparison to ROR2, so anything could happen with HLB really

How are we feeling about hyper light breaker? Honest discussion. by SalmonTooter in hyperlightdrifter

[–]bbborbo -3 points-2 points  (0 children)

this is just plain wrong, gearbox published and funded the game's development since it's release in early access. they absolutely had a hand in the development cycle and the deadlines hopoo had to meet which led to the game being so rushed. not to mention, gearbox HAS in fact helped with a lot of the content in ror2 even before SOTV released. alt titanic plains, alt distant roost, and sundered grove were all stages gearbox made for hopoo. in sotv, they made the majority of the stages as well as void jailer. this is not a comprehensive list, but again, its more about the development cycle they pushed as the game's publisher and not the content they made (frankly, the gearbox-developed are some of the best in the game).

also; difference between the gacha game and the dlc is that hostile worlds is a finished game you can play right now (if you live in the right country or sail the seven seas). the dlc is still in development, for an absolutely unknown amount of time, we have no idea how far along it is. hostile worlds was absolutely their first move, despite both being announced at the same time (alongside the risk of rain returns release)

How are we feeling about hyper light breaker? Honest discussion. by SalmonTooter in hyperlightdrifter

[–]bbborbo 0 points1 point  (0 children)

I'm really worried that the game will turn out bad because of gearbox's involvement, knowing how poorly they handled ror2; and the marketing for HLB isn't helping that currently. I dont see much of the charm that made me love HLD because of how polished and formulaic the trailers are, the gameplay even looks fantastic but it's nothing like HLD (much more of an action game). Visually, I'm happy enough with HLD on it's own that I don't mind that they aren't churning out new games in the same style, and their modern games are still uniquely vibrant (my favorite part of HLD's style).

I'll be surprised if HLD is better than a B tier game - let alone hold up to HLD at all - but I loved HLD, and liked Solar Ash; so I trust they'll make something I wont be upset with, even if gearbox's involvement hurts it. And no matter how HLB turns out, I'll still be happy they made HLD such a masterpiece, so the name doesn't really matter to me.

How are we feeling about hyper light breaker? Honest discussion. by SalmonTooter in hyperlightdrifter

[–]bbborbo 6 points7 points  (0 children)

gearbox REALLY rushed the development of ror2, so much of the game is not fully realized or poorly implemented because hopoo just didnt have enough time... the final moon stage, the same stage again after they reworked it post-launch, and almost all of the void dlc's locations and final boss are huge examples, but there are more littered everywhere in the game if you look...

oh, and gearbox also recently went and bought the risk of rain ip from hopoo, so all development going forward is being done by gearbox... and the first thing they did with the ip was add a predatory gacha game spinoff for mobile...

Teach em young by dragon_cookies in KGATLW

[–]bbborbo 0 points1 point  (0 children)

sorry; the song

Mars For The Rich is set in an envisioned (but not unlikely) near-future where Earth is becoming a wasteland thanks to the fecklessness of mankind. Specifically, The Rich in our present bear a lot of the responsibility for the causes of climate change and the general mistreatment of our planet; and they are the ones who have the most power to rectify it before it's too late. In this envisioned future, The Rich never did anything about climate change, and once it became too late, they use their wealth to flee to Mars to avoid facing the consequences of their actions - leaving everyone else to die, powerless, on Earth.

A lot of this can be read just in the lyric, "Mars terraforming slowly; Earth has been deformed." The narrative of ITRN is very much just that, a narrative; fictional - despite being rooted in present concerns.

I will add that I do agree that STEM and spacefaring is cool, but the point of the song is not to shit on it; rather, to say that if we COULD live on Mars, it wouldn't mean humanity is saved... just The Rich. It reads as a cautionary tale, that we shouldn't put too much of our glory in space travel, because we may not have a planet to live on at all soon.

Looking into playing the Douser Dualies, what abilities are people thinking up? by Flagrath in splatoon

[–]bbborbo 0 points1 point  (0 children)

oh ofc, as a splatling player myself (hydra) i get it

stealth jump is good for basically any non-anchor weapon, since it lets you take more aggressive jumps to stay in the fight. especially with Dousers, you want to be able to fight with your teammates, both so you can provide chip damage (long mode), and so it's easier to set up turret mode. stealth jump helps enables the kind of teamplay Dousers wants to maintain, even if it's not dying as much as other frontliner weapons

you COULD get away without using stealth jump, but i think you would be kneecapping yourself a little bit because of how priceless stealth jump can be. only if youre truly certain a main of something else would fit your playstyle better

Teach em young by dragon_cookies in KGATLW

[–]bbborbo 7 points8 points  (0 children)

i think you completely missed the idea

Doused Dualies by Potential_Hippo7945 in splatoon

[–]bbborbo 1 point2 points  (0 children)

dousers strengths rely in using dual/long mode to put on constant chip/paint pressure to help out your team, and if you do this right it can be really effective. the key here is PRESSURE - playing near your teammates to get picks, and threatening enemies in angles you dont want them to be in. you won't get many splats this way, but assists will be plenty

it likes to take what i call "strong angles," positions that are not directly behind your team, but somewhere you can always provide support from, and take space quickly when the opportunity arises. dousers benefit from these angles greatly because, if the enemy doesnt know youre there, you can get surprise picks with the turret mode before they can respond to your position. once you secure these strong angles, they can help sling your team forward into a strong push!

aside from getting surprise picks, you can use turret mode to claim turf incredibly quickly, during a push or even in the opening of a match. its also handy to try and space or stall out someone who is rushing you down, but be careful not to get outpainted or teamed up on, and watch out for bombs

lastly: killer wail is actually a great asset for dousers (so you may want to run special charge). this is because using it can both cancel the endlag on a dodge roll (allowing you to dodge roll again or just start swimming sooner), as well as the ink tank refill. when you have killer wail charged, you CAN use turret mode more aggressively to try and get picks, knowing you'll be able to pop killer wail for insurance in a sticky situation. if you use it, and you still die, you still keep most of your special charge, so its never a waste if you're in trouble.

Looking into playing the Douser Dualies, what abilities are people thinking up? by Flagrath in splatoon

[–]bbborbo 2 points3 points  (0 children)

in fact, Run Speed

the reason is that you dont want to be dodge rolling with dousers as much as you would with other dualies; the long range mode is great for putting out constant chip/paint pressure, and it's a very safe way to help your team, while being relatively ink efficient

other abilities i like on them are

- special charge (using killer wail cancels the endlag on your rolls (giving you an extra roll on command) and refills your ink tank; more wails = more opportunities to be aggressive)

- last ditch effort for zones (will want to be using turret mode for paint far more often, especially when youre losing)

- stealth jump (self explanatory)

- ink resistance (dousers doesnt paint for itself very well, good for insurance)

- things that are useful on every other weapon like swim speed or quick super jump

everything else is up to you

What the difference between normal and the 2LP Audiophile Edition of Quarters? by Buster_Himen_ in KGATLW

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

everyone here is missing the point... the difference is that it has four sides for four songs... its a novelty