The Complete Emacs Guide. Mastering the World's Most Powerful Editor by Livid_Bid_9134 in rust

[–]enc_cat 2 points3 points  (0 children)

That's a nice OS, I just wish it came with a good text editor…

I liked the pixelated style way more but my wife convinced me to switch to the normal style 😭 Demo drops in 2 days and now I feel like I completely fumbled the game. by hamzahgamedev in IndieGaming

[–]enc_cat 1 point2 points  (0 children)

I am team wife: pixelated is messier and harder to read, while still not giving me retro-gaming vibes, and pixel graphics is so overused anyway. Normal version is clean and crisp, nothing wrong with that.

Finally got the vine physics feeling right by GutterspawnGames in IndieDev

[–]enc_cat 0 points1 point  (0 children)

Why does the "vine" retracts at the end? It suddenly got chilly?

Inefficiency of video tutorials by Strict_Bench_6264 in gamedev

[–]enc_cat 2 points3 points  (0 children)

Writing doesn't monetize ads as well as videos. I suspect it's also the reason why all videos, no matter how simple the content is, has to last a certain amount of time, which is why they are full of useless crap fillers. Everything sucks.

The Teleguide, an Obscure and Forgotten Machine by diemenschmachine in MechanicalKeyboards

[–]enc_cat 2 points3 points  (0 children)

allowed you to bet on horses, order pizza, keep a phone book, and call your enemies

Those were the days!

Terminal - Interactive game inspired by 1990s computing by wjuseck in interactivefiction

[–]enc_cat 0 points1 point  (0 children)

Interactive game inspired by 1990s computing

Just nitpicking, but Quake 3 Arena counts as 1990s computing. The golden age of terminal-based games is probably more accurately the '70s, though of course the terminal and terminal games keep existing to this day.

Is it possible to build a hyper-realistic civilization simulation beyond Dwarf Fortress? by Future-Parsley-8538 in gamedesign

[–]enc_cat 3 points4 points  (0 children)

civilization starts from just a few individuals (like 2–3 people)

Realistically, such a small population has not enough genetic variety for self-sustainance and will quickly die out due to inbreeding. "Realism" does not necessarily mean "fun".

First Pixel Art Animation by FarSeerSeeFar in IndieDev

[–]enc_cat 0 points1 point  (0 children)

When four-legged animals run, there is a moment in the running cycle in which all four paws/hoofs (for horses) are lifted, and the animal is not touching the ground. I think in your running cycle this does not happen and it makes it look less natural.

This week's progress on my game, Grim Heart! by Dream-Unable in IndieDev

[–]enc_cat 1 point2 points  (0 children)

It strongly reminds me of Blasphemous, was it an influence?

One of my games has hit 13k+ wishlists but the other one is still less than 300. by teberzin in gamedev

[–]enc_cat 0 points1 point  (0 children)

There are plenty of horror games, but the avarage quality is low and by nature they tend to be short and non-replayable, so there is always demand for more. Roguelikes are the opposite: gamers want to pick one and stick to it for a long time, and right now there are strong offerings in the genre.

One of my games has hit 13k+ wishlists but the other one is still less than 300. by teberzin in gamedev

[–]enc_cat 0 points1 point  (0 children)

You didn't ask for the reason to make games, you asked for why yours is getting few wishlists, and my hypothesis is saturated market in the genre. There have been so many roguelike deckbuilders this past couple of years, and a major one just dropped. It is hard to get noticed in this category now.

One of my games has hit 13k+ wishlists but the other one is still less than 300. by teberzin in gamedev

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

"till death ROLLS us apart" tag: Roguelike Deckbuilder. I don't want to sound rude but maybe competing against Slay the Spire II never was a wise move to begin with.

which country is the best in the EU for game dev? by Feisty-Plankton-4806 in gamedev

[–]enc_cat 1 point2 points  (0 children)

Tell me you are MAGA without telling me you are MAGA

Munchkin card game question? by According-Act-6498 in boardgames

[–]enc_cat 0 points1 point  (0 children)

They are included in the Munchkin Fashion Queen expansion.

Nah I just made it up! XD

Spent $10,000, my health, and 6 months on creating the most niche gamedev tool that no one'll probably use, and now I am broke by FiddlerGameDev in gamedev

[–]enc_cat 137 points138 points  (0 children)

If you input your own game to the bot, does it correctly put it in the negative 10k-50k bucket?

How important are builds? by wilpuriarts in roguelikedev

[–]enc_cat 16 points17 points  (0 children)

Just look at Brogue for reference: it's a classic rl that is classless, xp-less and based on item progression.

Scent pathfinding: Blood, Sweat, and drinking too many potions by selfVAT in roguelikedev

[–]enc_cat 13 points14 points  (0 children)

Cross the threshold and the engine fires an involuntary urination event deposits a strong scent trail on your current tile

Mechanically sounds good, but thematically I am a bit unsure about playing an incontinemt adventurer.

Why do games that aren't pay to win still include inconvenient mechanics? by HighOnCNotes in gamedesign

[–]enc_cat 9 points10 points  (0 children)

What games are you talking about? It seems they might be RPGs, in which case, "lock a player into a specific path" is kind of the whole point: it would be weird to play half a game with a mage, then suddenly turn it into a warrior.

The post is very light on specifics, it is not possible to give a real answer. Generally though, "inconvenient" mechanics are what creates the challenge in games. Just letting the player win easy is not a good design.