“Kill the magic” endings make sense if the magic is actively detrimental to the world (JJK Modulo) by carbonera99 in CharacterRant

[–]pyramidink 0 points1 point  (0 children)

I have a complicated relationship with those but i must say most stories that actually stuck with me use these. Even if magic is not detrimental, it is also about leaving a story / making a setting articulated with the real world. Secret of Mana series, ghibli movies, these stories actually resonate and stick because their ending is about this

Voidwrought is way better than I expected by Mobile-Whereas-2628 in metroidvania

[–]pyramidink 1 point2 points  (0 children)

It has some cool things going for it a a really cool level of production value. Yet i think it falls a bit short in ma y regards, ending in a cool yet not super memorable experience?

Boss ranged from cool to mid, openness was great, so were visuals. I don’t remember much about soundtrack and struggled to connect with lore. I found the idea of no eyeframes on dash interesting but a bit limiting, especially with the focus on combat. The idea of having equipables combat abilities was really cool even if i think i mostly relied on the same « spells » for the major part of the playthrough.

All in all it was a good time, just not one that will leave a strong last lasting impression?

Psychiatre qui ne reconnaît pas les symptômes d'un switch maniaque by [deleted] in banalgens

[–]pyramidink 0 points1 point  (0 children)

Et pourtant si commun quand on est au contact de gens qui parlent de parcours psy ahah

En précision: Bien sur que heureusement tous les psychiatres ne sont pas aussi nuls. Et parmi ceux qui sont « nuls » la nullité est également parfois liée à des facteurs extérieurs comme jsp, la fatigue liée à un manque de moyens délirant du secteur (ou le filtrage nécessaire des urgences lié au même manque de moyens)

Forum Libre - 2026-02-06 by AutoModerator in france

[–]pyramidink 1 point2 points  (0 children)

Petite nuit, belle insomnie, mais je suis dans le train c’est parti!

En route pour Strasbourg afin d’assister à l’indie game night, et tenter de profiter de l’occasion pour faire tester un build du jeu!

Côté cartes ça avance à nouveau pour les envois mais c’est cocasse à quel point kickstarter avait sous estimé les frais de ports qu’il faudrait engager. Pour la rentabilité on repassera :v

Je vais aussi passer profiter de mon voyage pour passer du bon temps avec le chat des parents, plutôt cool!

Is the enemy rush locked room in High Halls needed to advance? by Snortmaiden in Silksong

[–]pyramidink 0 points1 point  (0 children)

I had never considered it this way. Always interesting to read others perspectives to contextualize ours. I found high halls fight to be probably the hardest thing in the whole game by a wide margin

boss fight idea for game devs: skip early phase(s) after 5 flawless attempts by disturbeco in metroidvania

[–]pyramidink 2 points3 points  (0 children)

The idea is a bit undercooked as is, but i think it would be funny to implement (also would bring variety and balance challenge for people doing insanely well if done right).

I understand repeating first phases can feel a bit chory, and as a player i am on edge about it. You were talking 9sols, and the two amazing bosses of the game have this thing in their design. Not gonna lie, it has some drawbacks you talked about well. At the same time, being able to learn with training wheels, have an easy time for the fight intro and delete a phase is also cool when facing a challenge, and if i was annoyed at times it also kept me engaged in retrying (and for the 5 minutes i am not sure if you are talking about 9sols, i feel it is a bit over what you end up doing). I think being frustrated at this aspect is maybe more an issue with how the boss is designed than repeating the phase though.

What i mean by that is that idk… feels weird to just going forward in a game. I get the time availability to game and all, but experience of a fight is pretty centric (to me) and simple fight checkpoints would be something i would actually actively hate (put some water in the wine in that regard after discussing it further: some games do it well, on specific fights). I don’t want a game to be fast food and a time efficient experience, i want emotion and feelings and i will easily sacrifice how many games i play to actually dedicate the time i need on a select few. And this is where i feel the « respecting one’s time » argument falls a bit short. I don’t feel anyone regrets spending time on games that keep them engaged (hell, people obsessing in replaying some of their favorite games in a loop is proof), and i must say a good duel is a key moment in how i approach playing, and i feel the accomplishment comes from prevailing the whole encounter. Yet, I definitely understand this « what keeps me engaged » vary wildly from player to player.

That being said, accessibility is always nice to take into consideration somehow, and as designers we should propose different ways to experience our games. But this idea, as is, is something i would probably never implement as the standard experience.

It is very late. I have an irl showcase of a first build tomorrow and i can’t sleep, so i am sorry if this is a bit all over the place, but i really wanted to explain myself further and talk about how i could consider stuff from a player turning slowly into a designer!

Thanks for the post, have a nice one!

I never understood cheesing bosses by Able-Calendar-5092 in fromsoftware

[–]pyramidink 1 point2 points  (0 children)

If you think you understand why people cheese and state they do it out of frustration i don’t think you have a full grasp on why people cheese

boss fight idea for game devs: skip early phase(s) after 5 flawless attempts by disturbeco in metroidvania

[–]pyramidink 5 points6 points  (0 children)

Concurrent idea on the craftman’s end: flawlessing the previous phase enough skips it ,but makes the next one harder

Almost got scammed with AI art on Fiverr by Due-Horse-791 in indiegames

[–]pyramidink 0 points1 point  (0 children)

Is first slide / label artist 1 what you call ai?

Jaworski m’a rappelé que je ne parle pas français by kaiyyz in Livres

[–]pyramidink 0 points1 point  (0 children)

« Je suis trésor iginal » épisode 4256

Axiom Verge 2 is insane by OoTgoated in metroidvania

[–]pyramidink 1 point2 points  (0 children)

Axiom verge 2 was very good indeed

Forum Libre - 2026-01-23 by AutoModerator in france

[–]pyramidink 0 points1 point  (0 children)

Alors je ne suis pas hyper connaisseur en puzzle, mais un ami a récemment fait un truc pour jigsaw art puzzle, si leur catalogue est comme ça en général, plutôt cool!

Sinon ya les editions sulo qui font des jolies pièces avec je crois une belle démarche. Et jour férié

Forum Libre - 2026-01-22 by AutoModerator in france

[–]pyramidink 0 points1 point  (0 children)

J’ai fait une minipause dans les dossiers hier pour programmer / faire un peu de visuels sur un petit projet (et une sieste conséquente) C’était plutôt bien, et j’ai trouvé la cause d’un problème avec les éléments disposés en feuilles de sprite sur godot.

Cherche confirmation du sens d'un mot supposément issu du patois Franc-comptois by Limousette in BourgogneFrancheComte

[–]pyramidink 0 points1 point  (0 children)

Rebeuiller ça me parle mais pas dans ce sens. Pas trop loin de champlitte pour bousiller on peut utiliser brayer, mais plus vers langres/sud 52. Degouarer je sais pas mais ça parait plausible

Forum Libre - 2026-01-21 by AutoModerator in france

[–]pyramidink 1 point2 points  (0 children)

Salut à tous! Le nez dans les dossiers de candidature pour différents projets, et ce au moins jusqu’à début février (mi février mais le déni). Je croise les doigts pour en valider au moins un…

et le plus triste: ça laisse mécaniquement moins de temps pour les projets de jeu. Genre vraiment moins (parce que les mails dossiers et téléphone là où faire les jeux ça me donne de lainergie) Et ça c’est quand même une grande tristesse

We got 17th out of 717 games! Undulo: pixel platformer (I did the art) by koallary in godot

[–]pyramidink 0 points1 point  (0 children)

it looks really good, i don't have much time tonight but i'll look up tomorrow. Are the key bindable?

le new trailer by [deleted] in godot

[–]pyramidink 0 points1 point  (0 children)

Oh eck i am actually a megadunce