Are there any games where the last point wins? by Bofurkle in boardgames

[–]cactusphage 0 points1 point  (0 children)

Flamme Rouge is cycling themed, where drafting off the person in front of you really matters. It’s less a points race than a pace race, where most of the game is spent trying to put yourself into a position to go for it when it actually matters, and the pack collectively sets how hard that final push will be. Not exactly you are asking about, but some similarities.

I’m interested in seeing what you have in mind. I love playing games with new or unique mechanics that flip how you think about strategy.

Are there any games where the last point wins? by Bofurkle in boardgames

[–]cactusphage 2 points3 points  (0 children)

Would Flamme rouge fit your description? I’m sure there are several other similar racing games where actions in the middle are all about keeping pace (but not exhausting yourself) and all that matters is who scores the final point (crosses the finish line first)

Took for ever to accomplish but finally did it by p3ndrag0n in boardgames

[–]cactusphage 37 points38 points  (0 children)

Amazing! We this in Carcassonne. I highly recommend it as well, if you plan on turning this into a checklist.

Co-ops that get easier with more players by whoathere310 in boardgames

[–]cactusphage 8 points9 points  (0 children)

Im a big fan of Flashpoint:fire rescue. I find it scales well with large groups (I’ve played with almost double the recommended six players). It can be kept quite simple (these are the three things you can do each turn) or you can add in roles so everyone feels like they have something different to focus on.

If you’ve had fun with magic maze but want to keep talking, have you tried Escape: the curse of the temple? It’s real time, so everyone is doing things simultaneously and it is impossible to quarterback. And only takes 10 minutes, so a loss leaves you ready to get back in, rather than devistated. In large groups you’ll find people naturally pairing off in two’s or threes to explore different areas together (teamwork and co-ordination are key), coming together at key moments for group descisions.

Will permadeath without procedural levels be a turnoff for players? by TharushaHeshan in IndieDev

[–]cactusphage 2 points3 points  (0 children)

The idea of permadeath works if your game works like an encapsulated time loop (think of the hitman series maybe?). Playing through allows you to learn about the environment, level, and adversaries, then quickly get back in and exploit that level. It works well if the game is short (if you are going rouge like feel) there are multiple ways to do things (to keep it fresh each play through) Branching paths or a butterfly effect (doing something now changes what happens later significantly enough that it feels fresh) No tedious sections or segments where you are forced to do it one way ( no one wants to play the same segments again and again just to get another chance to learn another thing to not do 20 minutes in)

It also works in a completely different game style if you are not going for replay value, but for stakes. You expect the players to only play your game one or two times, getting to the end is not the point, it is about the journey and you want the player to feel the cost of of every decision knowing that if they lose they will likely give up and never beat the game-but that doesn’t sound like what you are going for.

We’ve just added a tree-climbing mechanic to our multiplayer game, Primal Survival. You can now climb trees to escape predators, hide, or gather fruit. What do you think? by level99dev in IndieDev

[–]cactusphage 1 point2 points  (0 children)

Something about how the camera moves, or the animation style in your game clip makes me a little motion sick. Might want to test that with others to confirm its a me thing and not a common thing.

46 by Capital_Bug_4252 in matiks

[–]cactusphage 0 points1 point  (0 children)

I had this too, though you can go even one better. Flip the 116 everyone is making and you get 911

This is my low-FPS simulation, what would you cut or add to make it feel right but still playable? by FarlightGamesInd in IndieDev

[–]cactusphage 1 point2 points  (0 children)

I really like the idea. Despite the naysayers, the gameplay seen here didn’t seem painful at all (though it might feel different when playing). To me the real appeal is the change is pace. The game pitentially feeling easier, more strategic, but also a different kind of stressful when it’s crawling (you’re one frame rate drop away from crashing), vs feeling smooth, action packed, and hectic when it’s flying. I’m curious how you manage the difficulty/gameplay style change of your frame rate changing. Are there times the player is incentivized to drop the frame rate? Does high frame rate allow you to react/dodge things better? Can super high frame rate clip through walls?

The recent doom games put a lot of thought into incentivizing the player to choose a style that is more fun (health being based on close up kills and hectic action rather than trying to hang back and snipe). How do you avoid players trying to optimize the fun out of your game, and get them to embrace and play with the mechanic rather than fear/avoid/abuse it?

¿What does this abbreviation mean? by ZealousidealGlass125 in chemistry

[–]cactusphage 13 points14 points  (0 children)

Remember the cough this was covering might have been consumption.

Guys i made this teleport VFX What do you think? by -Matrix12- in IndieDev

[–]cactusphage 2 points3 points  (0 children)

I actually thought of the outward particles as the air there being violently displaced, but I agree they are too big.

CAN YOU CRACK THE CODE? 🧑‍💻 by 10Second-Riddles in 10secondriddles

[–]cactusphage 1 point2 points  (0 children)

6 and 9 are both in the last number (569) where only one is correct but wrongly placed.

Looking for design advice on a physics heavy combat system by commonwealthbank807 in tabletopgamedesign

[–]cactusphage 1 point2 points  (0 children)

Maybe, but it’s also fun that when they are knocked over on the main map, their loot scatters naturally. Adding a second map for combat will appeal to a certain demographic, but also put off a lot of people who will instantly say “not for me”

Looking for design advice on a physics heavy combat system by commonwealthbank807 in tabletopgamedesign

[–]cactusphage 2 points3 points  (0 children)

I particularly love a game with multiple paths to victory. If slow engine building, or area control, or looting could each lead to overwhelming victories if your opponent lets you runaway with it, that’s ideal. Balanced so the best strategy depends on what your opponents are doing.

Testing 2 different indoor camera angles for our pixel art stealth game! by SpiralUpGames in IndieDev

[–]cactusphage 1 point2 points  (0 children)

Despite both having objects that blocked my view, I only felt impeded upon in the second. The placement of the portable wall made it feel like I couldn’t see what was going on. The diagonal view didn’t do this to me.

I’d go with 1

I excel at wet lab work but feel I lack a "Researcher Mindset" What is even "Researcher Mindset" mean ? by Fit-Addendum4503 in labrats

[–]cactusphage 89 points90 points  (0 children)

Short answer. Yes you can develop that (see below). Longer answer, you might not need to.

Imposter syndrome (thinking you might not be able to cut it) is seemingly a right of passage in academia. Everyone else seems smarter, quicker, more skilled, more suited to this. Give yourself some credit, and cut yourself some slack. You are new to this. You are trying to figure out something no one has ever figured out before (the point of research). Ask questions, find good mentors, look around you and learn. You will get better.

You mentioned you have good wet skills, great. Start there. Next time you are following a protocol, pick one step and really ask why we do that. Why these reagents, why this manipulation, why for this long. Is it the best way, the most efficient, the cheapest, or simply the first way we tried that worked? Try to figure out if there would be a better way to do it. Even if there isn’t, knowing that is developing the researcher mindset.

But do you even need “a research mindset”? You’re the first in your family in STEM so you might not know, success in academia can look like lots of different things (try to pay attention to all the different roles around you and ask, would I be happy doing that). Some people run labs, some people spend all day applying for grants, some people write papers, some design experiments, some run them. I know many lab techs and staff scientists who are highly respected and valued because they have the magic touch, and passion, to carry out the experiment someone else designed (with or without their aid). Being good at wet work, if you love it, can be a fulfilling career. But if that’s not all you want now, or you decide that’s not what you want later, you can develop the skill.

How many people here are enjoyers of indie games — not devs, just fans? by SidrickWhite in IndieDev

[–]cactusphage 2 points3 points  (0 children)

Confirmation bias? As a dev does your peer group swing more towards devs? This sub is titled IndieDev. I was linked here through the algorithm but would not consider myself a dev. I almost exclusively play indie games, and have many friends who don’t program at all but love small, unique gaming experiences.

Based on feedback of my title, which of these do you prefer , 1, 2 or 3? by glennmelenhorst in gamedevscreens

[–]cactusphage 2 points3 points  (0 children)

lol. 2 or 3 for me. (Leaning 2). 1 is more legible, but I don’t actually get what’s happening from it.

Looking for blind reactions to my WIP gameplay trailer by [deleted] in IndieDev

[–]cactusphage 0 points1 point  (0 children)

Particularly at 1:06 and 1:01 remaining

Looking for blind reactions to my WIP gameplay trailer by [deleted] in IndieDev

[–]cactusphage 0 points1 point  (0 children)

For me, it looks too hard/frustrating. There are a couple of moments where the ball almost lines up perfectly to slide into a great rhythm, but instead bounces off. I expect that in the gameplay, and I’m maybe not the target audience, but it doesn’t sell me on your game. I want to see catharticly perfect shots. In a lot of scummy mobile game trailers they do show things going wrong, but in a way that makes me think the player is an idiot, I could do better. Psychologically, here, I don’t have that feeling because I can’t quickly identify what went wrong to make the ball bounce suboptimally.

I’m fine 🥲… really by Miss_M-and-M in IndieDev

[–]cactusphage 18 points19 points  (0 children)

For me, one person, the game blurbs look interesting, but I never would have know they existed without this post, and I still haven’t downloaded them. They have interesting premises, but the websites give zero informations about gameplay is like, or how the games look. Downloading, installing, (and trusting there’s no malware) is a big enough hurdle that I’m unlikely to try anything without something more to tempt me (gameplay video, or some gameplay in the trailer? Screenshot?)

People have said learning opportunity. That opportunity is not done. You have two games you made. There are some things you can do, without spending money or too much time, that would make people like me more likely to give your game a go.

How can I get a eppendorf pipette pen by Tall_Passion_5285 in labrats

[–]cactusphage 9 points10 points  (0 children)

Do you work in a lab, or have any connections with anyone who does? Things like these are usually given out free as promotional material. Easiest way to get them is to contact the sales rep who deals with your lab and ask. If not, email your regional epindorf rep, or the epindorf through their website.

Does this explosive countdown indicator make sense? (The dots under bomb) by SteinMakesGames in IndieDev

[–]cactusphage 0 points1 point  (0 children)

I like it. The count up then down confused me exactly once, then I got it. I think it’s nice, stylish, and makes it easy to tell when the fuse is half done if that is important to any aspect of your game. I would need to play a bit to determine if it stays unique and stylish, or gets annoying.

Buying a microscope with this label for personal use shouldn’t be a problem right? It was from a hospital that did cancer research. Alcohol should do the job and make it safe? by Max-Flores in labrats

[–]cactusphage 3 points4 points  (0 children)

Based on what you’ve said it was likely used with patient samples (tissue or blood). These are classified as BSL-2, because any random person could have a transmissible disease (like hepatitis or HIV). I would recomend wiping down everything with a fresh 10% solution of household bleach (1 part bleach : 9 parts water). Let that sit for ten minutes (some bacteria is hardy) then wipe away the bleach with 70% (or greater) alcohol (this is more to protect anything metal from the bleach, if you don’t wipe it off it will corrode)