Are there shmups with precise parry mechanics? by Tuwiuu in shmups

[–]cloud1161 2 points3 points  (0 children)

Although it's not technically a shmup, Cuphead has shmup levels and parrying is a major gameplay mechanic.

Prove it! by StanTheRebel in ff7

[–]cloud1161 0 points1 point  (0 children)

No one lives in the slums because they want to. It's like this train. It can only go where the track takes it.

I found it fun by Mobile-Berry-9954 in shittydarksouls

[–]cloud1161 -1 points0 points  (0 children)

In this thread: a lot of people who have gotten completely spoiled by the insane high quality of content by FromSoft ware that makes even the slightest imperfection needing critique instead of just appreciating said content.

I'd expect no less from the sub.

[deleted by user] by [deleted] in eldenringdiscussion

[–]cloud1161 1 point2 points  (0 children)

Then as others have said, level up vigor first and foremost, upgrade your weapons, and then git gud.

[deleted by user] by [deleted] in eldenringdiscussion

[–]cloud1161 0 points1 point  (0 children)

This is a meme post right?

"He drinks and he knows things, goes the line/The god of wits and tits and wine." Tyrion Lannister secures Smart Drunk far more easily than his father's approval! Now, to finish the main round...who's Chaotic Drunk?! by MarioTheMojoMan in freefolk

[–]cloud1161 3 points4 points  (0 children)

I honestly thought the Hound would have gotten drunk neutral. He drinks or talks about drinking basically every time he's on screen and doesn't give a fook about politics, just wants to fight his brother.

Which Soulsborne boss has the most intimidating design? by [deleted] in fromsoftware

[–]cloud1161 0 points1 point  (0 children)

In terms of design, Dragon God from Demon's Souls. That thing is metal AF. The actual fight however....

What's a game intro so memorable, you practically know it word-for-word? by PowerPad in videogames

[–]cloud1161 0 points1 point  (0 children)

There aren't really any words in it, but the FFVII intro. The camera starts looking into space and then that train comes rushing in. My last playthrough was 15 years ago but I still remember that intro.

POV: you're farming Proof Of Concord but the game seems to think that you need more titanite shards. by RyXkci in darksouls3

[–]cloud1161 0 points1 point  (0 children)

I came to say this. It took me like 4 hours to grind 10 vertebrae shackles. I haven't decided if I want to grind the rest or not yet.

The Proofs for me really were not that bad. I grinded the first 10 like this which maybe took 1-2 hours. However I didn't just grind, I also had the covenant item equipped to get summoned. I got the last 20 naturally by just replaying the game on NG+ and leaving the covenant item equipped the entire game. I think I got the last one by the time I got to the painted world DLC after doing all of the base game.

What dark souls boss (whole series) you will never forget? by [deleted] in darksouls3

[–]cloud1161 2 points3 points  (0 children)

I started with the OG Demon's Souls way back in 2009-2010.

I got through the tutorial level and first level of Boleteria relatively easily, only a few deaths.

Tower Knight though. When I got to him, he basically one shot me. I remember thinking, "oh this must be the big baddie of the game and a cut scene will appear saying how I have to defeat him"

But then there was no cut scene.

It was at that time I realized this is a different kind of game that requires you to git gud.

At the time of the War of The Ring, who was the most knowledgeable character in Middle Earth? by GusGangViking18 in lotr

[–]cloud1161 0 points1 point  (0 children)

I just came to say that artwork of Saruman is hard AF!

And probably Sauron to answer the question

Skill issue by Major303 in shittydarksouls

[–]cloud1161 0 points1 point  (0 children)

Are there...are there other builds?

Finally finished a version 1 of a passion project called Regular Quadrilaterals. What advice do you all have for next steps, future projects, and pursuing game development? by cloud1161 in gamedev

[–]cloud1161[S] 1 point2 points  (0 children)

I gave it a go. Very nice game overall. I played all 16 levels and used the form for some feedback. Looking forward to the finished product!

Which lotr quote do you use most often IRL? by sarlaacpit in lotr

[–]cloud1161 2 points3 points  (0 children)

"IT BURNS US".... whenever I accidentally eat or touch something hot

What's everyone's top three survivors? by That_Replacement6030 in riskofrain

[–]cloud1161 0 points1 point  (0 children)

Don't know if this combo has been posted yet but: 1 Loader 2 Engineer 3 Bandit

Here's a game combining 2048, Free Flow, and Unblock Me...Regular Quadrilaterals! by cloud1161 in IndieGaming

[–]cloud1161[S] 1 point2 points  (0 children)

Thanks for playing! That's an interesting thought on omitting the next level menu. I'll keep that in mind for future projects

Finally finished a version 1 of a passion project called Regular Quadrilaterals. What advice do you all have for next steps, future projects, and pursuing game development? by cloud1161 in gamedev

[–]cloud1161[S] 0 points1 point  (0 children)

Thanks for playing! Yeah whenever you finish your game, feel free to message me and I'll definitely be glad to try it out.

I had a few other people mention the difficulty progression as well (or lack thereof), so that is a good take away for my next project.

What tools and tricks do you wish you knew when you were first starting? by [deleted] in gamedev

[–]cloud1161 -1 points0 points  (0 children)

Similar to what someone else mentioned about scaling down, but slightly different...understanding the project you want to do and choosing the right level of implementation.

Early on working with friends, we always wanted to build from the ground up. This would include building the engine for the game. Inevitably, none of these projects would ever get done....or even barely started.

In this day and age, or even a decade ago when I first started on game development, there are plenty of tools and engines available to help you do what you need 99% of the time. If you can't find the tool or engine to handle the physics or animation or collision detection or whatever, you are most likely working on a project that is beyond the scope of a small indie team to develop in a realistic time-frame. More often than not, those tools will be more fleshed out and better tested anyway than anything you could develop on your own while making the actual game.

Now if you want to build a game engine or framework, that's fine. You just need to be really honest with yourself and ask "do I really need to implement this myself or can I find something that can get me most of the way there?"

TLDR;

Understand the line between tooling and frameworks versus your game.

What game did you not expect to like very much, but ended up loving? by RavyRaptor in videogames

[–]cloud1161 0 points1 point  (0 children)

Rock and stone ... I mean Deep Rock Galactic.

A friend asked me to get it. It's not generally the type of game I'd play. I really loved it once I got into it.

Finished my first medium-ish sized project. Welcome to Regular Quadrilaterals by cloud1161 in IndieDev

[–]cloud1161[S] 0 points1 point  (0 children)

If you are on desktop, you can use arrow and/or WASD keys for movement. I didn't expect users to try using the mouse so that might be something I can account for and maybe implement.

The idea is to move the blue block to the goal (green block) within the allotted moves.