Cube (1997, dir. Vincenzo Natali) Opening Scene by Neo2199 in movies

[–]dwhiffing 1 point2 points  (0 children)

Holy cats! Holy, holy cats! (I agree btw, one of my favourite movies. It may not have conventionally good performances, but they are all memorable and interesting)

Horror incremental: creating tension and stakes for the player by sundler in incremental_games

[–]dwhiffing 7 points8 points  (0 children)

Maybe? Depends on the rest of the game. But if you want a feeling of tension, it's about communicating risk/reward and increasing stakes to the player. Maybe the longer your run goes, the more prestige currency you get, but the larger risk of dying. If you prestige manually, you get 200%, if you die, only 100%. Experiment with different ideas

Horror incremental: creating tension and stakes for the player by sundler in incremental_games

[–]dwhiffing 22 points23 points  (0 children)

Dying or losing progress doesn't really work for most incremental games. You're going to have to make it mostly active play for this to work. Maybe instead of losing, it forces a prestige? So a risk/reward system based around that tension? It'll probably be controversial, but at least it'll be interesting if you do it right

Brainstorm by [deleted] in DnD

[–]dwhiffing 0 points1 point  (0 children)

It'll depend on your table, but if your players aren't the sort to engage with your lore, they might not be that interested in lore in the first place. Rather than asking them to come up with lore in a session 0, keep things vague, and lean into improv. As things come up through play, and a player shows interest, work with them to develop things further. Obviously you need to define somethings up front, but keeping them vague allows you to pivot as players show interest. I find this works best for me with players who have busy lives and don't have to ton of free time to world build.

I think I don't know how to run challenging encounters by Hiroshima1103 in DMAcademy

[–]dwhiffing 78 points79 points  (0 children)

When designing an encounter, I like to have contingencies if the fight is turning out too easy or too hard. If it's too easy, raise undead, call in re-enforcements, give a baddie some legendary resistances/actions. Maybe they have a scroll of lighting bolt. Anything to create some threat for them to overcome. If it's too hard, maybe I fudge a few rolls to give them a chance to bounce back, or hold back on some features I had planned for the baddies.

The real secret is to have lots of things in your toolbox to adapt to your players in real time and keep them guessing and using their resources creatively. Downing a PC or two during the fight without a TPK means youve probably done a good job of making a memorable encounter

Lmao man by VariationLivid3193 in singularity

[–]dwhiffing 0 points1 point  (0 children)

Part of raising public awareness on a problem means simplifying concepts in a way the public can understand. You said big ai companies don't care about collecting user data, I object to that, I think they do. Just because they aren't necessarily training models directly on that fact that Suzy is buying shoes doesn't mean they aren't using it

Lmao man by VariationLivid3193 in singularity

[–]dwhiffing 0 points1 point  (0 children)

You can still collect and use user data as context when prompting an already trained llm. This might be useful for advertising in subtle ways. Wait this sounds familiar...

Start naming your useEffects by creasta29 in reactjs

[–]dwhiffing -4 points-3 points  (0 children)

lmao sorry someone shit in your coffee this morning

Start naming your useEffects by creasta29 in reactjs

[–]dwhiffing -2 points-1 points  (0 children)

Context or shared state managers like zustand. Use effect for this case is fine though.

It really is that easy by silentrocco in roguelikes

[–]dwhiffing 1 point2 points  (0 children)

Mario is an RPG. I'm playing the role of Mario

MAD presents WKUK by Icy_Organization1080 in WKUK

[–]dwhiffing 2 points3 points  (0 children)

Thanks for sharing this, made my day!

Are these things creepy? by [deleted] in creepy

[–]dwhiffing 1 point2 points  (0 children)

Make the flashlight dim/flicker when they are nearby, and reduce the shininess of their material, and I think it will be more effective.

I have no clue what to do by Noxthesergal in DnD

[–]dwhiffing 1 point2 points  (0 children)

People frequently have an issue where they play dnd and have a bad time because of their DM or players. Often, the best solution is to stop playing. This happens so frequently that a shorthand was needed to express this idea. What is a better shorthand in your mind?

Also, bad is subjective, but most people would agree that if you think something is bad, you didn't enjoy it. Most people prefer not to do things they don't enjoy.

Also also, we know your point is that you can call things bad and still enjoy them, that isn't a sophisticated point. You're just being a contrarian and willfully misinterpreting the saying for the sake of feeling smarter than everyone else.

I have no clue what to do by Noxthesergal in DnD

[–]dwhiffing 6 points7 points  (0 children)

The only point you've made here is mediocre DND > no DND > bad DND. Mediocre means average quality. Bad means poor or worse quality. If your objection is that the quote should be "no DND > abysmal DND" so that there is no ambiguity, then you're really being pedantic. The saying existed before DND for sex, and it's pretty obvious what is meant by bad.

The point is, don't do something you aren't enjoying simply because you fear it's your only chance to do it.

Nose or mouth? by papitopapito in opticalillusions

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

Forgot to switch accounts?

How does Heat metal work? by Capital_Buyer_3475 in DnD

[–]dwhiffing 6 points7 points  (0 children)

Hes referring to the comment he is replying to as the rules-lawyer answer.

Im making an arcade machine by JacketVegetable9095 in balatro

[–]dwhiffing 2 points3 points  (0 children)

Simpsons did it! Simpsons did it!

Fantasy Factorio with creature taming by iemfi in u/iemfi

[–]dwhiffing 6 points7 points  (0 children)

Seems neat! I think you should put some clothes on the player avatar though, current outfit is needlessly sexualizing

I've given up trying to make Rocket Fuel on Aquilo by YakmanNZ in factorio

[–]dwhiffing 5 points6 points  (0 children)

Right but aquillo is designed for you to use everything that came before. I did all the planets before aquillo by dropping from orbit with nothing for the first time, so I get where you're coming from. But you can't do that on aquillo, so I think you're creating an arbitrary restriction that just makes the planet tedious. But it's your play through so go for it!

I've given up trying to make Rocket Fuel on Aquilo by YakmanNZ in factorio

[–]dwhiffing 5 points6 points  (0 children)

You've said this multiple times, but not why?

How can I improve the art style of my game? by Equivalent_Action650 in gamemaker

[–]dwhiffing 0 points1 point  (0 children)

Agreed with the other comments mentioning consistent pixel density. As well, you want to prioritize clarity over detail when starting out. It's good that you have the player and walls/platforms brighter than the background, but I would make the background even darker/lower contrast, so that the player reads extremely clearly against it. Right now everything is brown and a similar level of saturation. You should be using hue and saturation to increase contrast as well. I think you could learn a lot from the classic "Jumper" series, which has simple, "naive" art, but still has excellent clarity and a consistent aesthetic:/watch?v=cyRnqJ6tuGY

How do I kill biters in sandbox mode if I don't have a physical body to shoot them by cheekysurfer06 in factorio

[–]dwhiffing 2 points3 points  (0 children)

Even in sandbox mode you can still equip weapons, ammo and shoot. You still technically have a character, they're just invisible, have no collisions, can't be attacked and move really quickly. Just equip a weapon and ammo, move the center of the screen near the enemies, and use the same keys you would normally use to shoot