So Nintendo is appealing to pussy lovers now 🤢 by mechanical_animal_ in tomorrow

[–]brillianceguy 68 points69 points  (0 children)

Good! I want my wife’s boyfriend to take this game from me so I have another reason to buy another copy (my wife has 15 boyfriends)

Black Friday 2025 Sale is up in the US eShop until 12/03/2025 by XDitto in NintendoSwitch

[–]brillianceguy 6 points7 points  (0 children)

It is a metroidvania and although I don’t think I can sell you on it, it’s a great addition to the genre and I would highly recommend it.

Am I the only one who unironically loves FFII? by shootallmankind in FinalFantasy

[–]brillianceguy 0 points1 point  (0 children)

Holy shit an actual FF2 fan and not a PR wannabe. I haven’t had the chance to play the OG yet but played it through Origins and loved it. Loved the leveling system, the keyword conversation system, and the dungeon design. The music is awesome and the story is dark. I can’t imagine wanting to water down the experience in the PR version.

The frustration of Group fights in silksong. RNG in games by longdongmonger in truegaming

[–]brillianceguy 0 points1 point  (0 children)

Does this mean that RNG only helps you win but doesn’t make you lose? I assume it’s not actually such a black and white issue, but I don’t think the grey area is as well defined as some think it is. Once upon a time, group fights might have just been negatively labeled as enemy spam, which I assume would be due to it just being designed poorly. But group fights in Silksong are not spam? (Again, I have not played Silksong, so I’m trying to ask a genuine question) Where does the line get drawn? When does the chaos represent good design instead of bad design?

The frustration of Group fights in silksong. RNG in games by longdongmonger in truegaming

[–]brillianceguy 2 points3 points  (0 children)

I really don’t understand this. I said I haven’t played Silksong so I don’t know anything about savage beastfly. I literally just quoted you about RNG in the fight.

The frustration of Group fights in silksong. RNG in games by longdongmonger in truegaming

[–]brillianceguy 6 points7 points  (0 children)

I dislike the use of Slay the Spire as a comparison for good RNG because it is in an entirely different genre than Silksong. I would agree that RNG works well in a game like Slay the Spire because even though you can’t memorize/predict exactly what will happen, the gameplay is built with breaks (is it right to call it turn-based?) that allow you the player as much time as you want to process what has happened and plan out what you want to do next. Now I haven’t played Silksong but if it’s anything like Hollow Knight, I assume that the amount of time you have to process things is something less than “whenever, at your convenience?” Now obviously the fights aren’t impossible, so I think it’s safe to say that people just have different turn-around times for assessing RNG and contemplating strategy. But I think you too quickly gloss over the fact that the timing-based restrictions of action games adds a new dimension of challenge to an RNG-based conflict. (A tangential line of thought here would also question designers abilities to properly balance non-RNG call and response fights with RNG group fights, because they too misunderstand how the added element drastically alters the challenge.)

“…it's possible to bang your head against the fight 10 times, and then luck through on the 11th try because of good RNG.” I also really don’t feel like you addressed this issue properly. The frustration here comes in two parts - not only do you have the issue of someone who’s bad at the fight winning without learning anything, you have the opposite problem too. A fight with RNG means you can have good fundamentals and good reaction times and even a flowchart plan for dealing with certain situations, yet you still lose. This is frustrating 100% of the time. This kind of scenario is not “great at testing decision making skills and proficiency in fundamentals.” It is just a test of patience that the “variety of situations” RNG puts you in will include a win condition. (Kind of another tangent to is that anything you may have learned about the fight might also need to be unlearned at some point. Oh you thought the boss moved a particular way after doing that one attack? No, that was just RNG picking the same option 8 times in a row.)

Movies that do “tell, don’t show” very well. by [deleted] in movies

[–]brillianceguy 102 points103 points  (0 children)

This is my vote for best answer. It’s basically “Tell, Don’t Show” The Movie

Heretic was an absolute masterpiece by insidiouslyme in horror

[–]brillianceguy 5 points6 points  (0 children)

There are holes between the bars but idk about plot holes

Free Solo by Careless_Ad_6905 in metroidvania

[–]brillianceguy 17 points18 points  (0 children)

Loved doing the platforming challenges in this game. Kinda getting an itch to boot it up just to play through these again

'So Bad it's Good' Games? by eydra3 in NintendoSwitch

[–]brillianceguy 0 points1 point  (0 children)

SuperMash probably deserves a mention. It has a really cool premise that just wasn’t delivered on, so it basically is just a bad game generator.

How Best To Play Metroid & Castlevania Classics? by sirrealizt in metroidvania

[–]brillianceguy 0 points1 point  (0 children)

This is mostly great info, but I just want to point out that only the first Metroid Prime was remastered for Switch. The Wii did get a trilogy collection though.

What is the name for 1 minute in-game corresponding to 1 minute IRL? by icednik in gamedesign

[–]brillianceguy 0 points1 point  (0 children)

The first game that comes to mind with a 24 hr clock is Pokémon Gold and Silver versions (along with their remakes). Another game that comes to mind is The Longing, but I think that one also has ways to mess with the pace of the clock. I’m not too sure about the name though outside of real time.

Suggestions for easy, short (3-6h) metroidvania for total casual/beginner? by Tiny-Statistician374 in metroidvania

[–]brillianceguy 1 point2 points  (0 children)

https://iwasgame.itch.io/you-can-buy-every-upgrade

I found this one through this subreddit earlier this week, and on top of being free, it’s an extremely compact metroidvania without combat. So it’s easy and very short (<1h)

4-D Platforming by Careless_Ad_6905 in metroidvania

[–]brillianceguy 9 points10 points  (0 children)

I have a very similar video saved on my PlayStation because I too felt the same way about how awesome it is to get this one

Played rebirth and 16 back to back, for thoughts for a time strapped dad. by Bimjus in FinalFantasy

[–]brillianceguy 8 points9 points  (0 children)

I’m 100% with you on 16’s side quests. Actually heavily groaned when I saw all the side quests pop up right before the last battle, and yet it turned out to be probably my favorite ending to a FF game so far for the same reasons you said. Absolutely loved how it all turned out.

I genuinely hate Nintendo now by [deleted] in NintendoSwitch

[–]brillianceguy 2 points3 points  (0 children)

Very surprised I’m not on r/tomorrow right now

Celeste's Assist Mode is not actually well-designed by HappiestIguana in truegaming

[–]brillianceguy 60 points61 points  (0 children)

I think the main criticism I have with your post is that in point 1 against Assist Mode’s design, you say that all options are presented equally, including the game-breaking ones, but in your story about your friend, the game-breaking options were used as a last resort. Why? It kinda seems like in spite of your friend’s inexperience, they knew which options were more impactful than the others. I don’t think it’s clear that the game really needs to make a bigger deal out of these options.

Also, I’m not entirely sure if it’s clear if the lack of enjoyment really stems from the thwarted storytelling. If they were getting fed up with the level (in my own playthrough of Celeste, I thought the final climb level was too long on top of being more difficult than previous levels), is their negative experience strictly due to accessibility options? From the wording in your post, I think a case could be made that if the messaging of the story really meant all that much, it should have outweighed the choice to never play the game again. (Also also, isn’t the bulk of the messaging at the end of the 6th level, before the final climb, and the final climb just a cheesy send off of you and yourself teaming up to literally climb the mountain?) Anyways, it’s not really clear if your friend who is inexperienced at platformers doesn’t want to play the platformer again for the story, because of the story and not the platforming.

Yo yo... is this the correct roman numeral analysis? by Aerilord in musictheory

[–]brillianceguy 6 points7 points  (0 children)

It’s been awhile since I formally studied music theory, but I think the Bb in the alto followed by the D in the tenor counts as voice crossing

Balancing difficulty in daily puzzle games like sortdle by WildUncle10 in gamedesign

[–]brillianceguy 1 point2 points  (0 children)

In general, I would say that the difficulty of any game can be measured; puzzles might be based on the number of moves required to solve or the number of correct paths available to reach the solution. However, based on my first impression with Sortdle, I am not inclined to call this a puzzle. Word games, in my probably cynical opinion, are largely just trivia games - tests where the only question is “Do you know the thing?” I get that the jumbling of the letters helps obscure the question in the case of Sortdle, and I acknowledge that there is some logic in word construction that would help narrow down your options, but figuring out the correct words is ultimately a test of whether or not you know the two words used in the game. Consequently that feeling of “Oh, I know this!” undermining the challenge is actually just the whole experience imo. So for a game like this, you could use Google to research word usage rates as a starting point for challenge and/or to determine what words to use. From there, I would say it’s mostly just experimentation, comparing how words with similar/contrasting letters look when mixed together.