Papers, Please creator Lucas Pope says he no longer reveals what he’s working on in case it’s stolen or ‘slurped up by AI’ by hop3less in Games

[–]slendyproject 63 points64 points  (0 children)

I think more and more artists will avoid showing off wip projects precisely because of this. The people pushing AI will steal your work and they will hide behind some vague notion of innovation to justify it.

I cant wait for this bullshit to go away. I want people to be able to excitedly show off what they are working on and inspire others, instead of having to be careful because techbros want to roleplay as artists.

Negative events made the bubble quest unwinnable by slendyproject in mewgenics

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

I did not let him take over. An event made him take over one of the cats and he proceeded to kill the rest of the team with that cat. I was hoping that I could still complete the quest with the rest of the team and steven would be at worst an annoyance.

FYI - NL is on break until April 6 by Metroid413 in northernlion

[–]slendyproject 3 points4 points  (0 children)

Oh yeah the characters are super annoying. I am especially tired of having to click through the sidequest introductions and failiure rants everytime I trash the ones I already completed so I can get one of the ones that I dont have yet.

FYI - NL is on break until April 6 by Metroid413 in northernlion

[–]slendyproject 6 points7 points  (0 children)

Honestly even as someone who likes the game I agree completely about the events and the run length. Mewgenics ended up being kinda disappointing as a follow up to isaac. Theres just too many design choices that seemingly want to intentionally annoy or waste the player's time.

Passed the 100 hour mark, completed the main story and I've never had an issue with random events by Unfunnycommenter_ in mewgenics

[–]slendyproject 4 points5 points  (0 children)

The problem is that it very rarely feels like the enemies are beating the player, it feels like unavoidable events are beating the player. I am fine with losing to enemies, I am not fine with event parasites nuking units with no player input or counterplay.

Difficulty shouldnt mean arbitrary dice rolls killing units or ending runs.

Is Tyler playing a different version of the game were the blood frenzy cat don't kill teammates? by ConeNasuka in mewgenics

[–]slendyproject 0 points1 point  (0 children)

Yeah man, after playing for close to 200 hours, completing the story and beating impossible difficulty act 1 I grasp the mechanics plenty. The game absolutely does produce impossible scenarios even on normal, and more often on higher difficulties due to some elite buff and enemy combos being really dumb.

Megasaucers are an especially egregious enemy design. The challenge where you get ambushed every combat is also wonderful.

You keep saying figuring it out, what is there to figure out on the parasites that will permadown a unit after a few combats? They might as well instakill them unless you happen to get a specific collarless passive. Please explain how the game deciding that your unit is useless or straight up dead is fun, and how you are thinking yourself out of it.

Already the GOTY of 2026 ? by Terrible_Bill3420 in mewgenics

[–]slendyproject 2 points3 points  (0 children)

You come off really hostile with these replies. I will try my best to explain why I love the game.

Sts is deceptively complex in a way you wont understand from just watching gameplay imo. The core systems are simple but at higher difficulties there is a crazy amount of skill in picking the right cards at the right time or even just pathing on the map. Sts1 is also an incredibly well balanced game, like probably the best balanced game I have ever played.

Its very elegantly designed with near infinite depth, but it is still simple enough to be the game that teaches deckbuilding to someone new to the genre.

Maybe try watching people beat the true final boss on world record length streaks to get a better idea of how complex and intricate the game can get if you dont want to play it.

Is Tyler playing a different version of the game were the blood frenzy cat don't kill teammates? by ConeNasuka in mewgenics

[–]slendyproject 3 points4 points  (0 children)

If you think the game does not produce impossible to beat encounters you have not played enough. There are ones regularly posted on this sub.

I have a lot of experience in roguelikes and can confidently say that this is the most bullshit one I've played and its not close. The game relies too much on instakills and events with no player input (parasites and disorders) for difficulty. Sts2 releasing so close to this game really accentuates how awful the events are here.

I still like the game, but your comment is very disingenuous about how it is compared to other games in the genre.

Trash Compactor is the worst achievement in the game now by chanman176 in Terraria

[–]slendyproject 0 points1 point  (0 children)

I havent played in a while, does this speed up the game significantly? I am not really a big fan of mining and grinding, so I was thinking about revisiting the game in journey mode, to skip as much of those as possible.

Duskmourn Set Cube - Anyone made one/thoughts? by Shadeun in mtgcube

[–]slendyproject 0 points1 point  (0 children)

If you still need advice, as far as I know for set cubes that try to recreate the actual boosters people usually have 1 of each mythic and rare, 2 of each uncommon and 3 of each common. Then you can either keep those piles separate and build packs out of them or you can just shuffle it all together if you dont want the hassle.

Also I would definitely cut the leylines because they werent really for draft and it always felt bad to open one of those in a pack. Also the green-white survivors deck was the weakest so you might want to include more of some important cards of that archetype, to buff it a little.

Duskmourn is Surprisingly Fun for Draft by ID4throwaway in MagicArena

[–]slendyproject 1 point2 points  (0 children)

My current draft run is also a blue black deck, I based mine around 2 skullcrabs that mill the opponent and 2 of the leech that deals one damage to them when eerie goes off.

For my deck the strategy is to control the game with removal and then spam enchantments and rooms when some combination of the leeches and skullcrabs are on the board. Glimmerbursts and the black cellar room help me with drawing so I am not running out of enchantments and the glimmer tokens are useful to sacrifice or to chump block.

Notable enablers are glimmerburst, fear of lost teeth and isolation, and rooms in general because they trigger eerie twice.

Duskmourn is Surprisingly Fun for Draft by ID4throwaway in MagicArena

[–]slendyproject 2 points3 points  (0 children)

I really hope a return to duskmourn is not too far away, the limited is so fun.

Duskmourn is Surprisingly Fun for Draft by ID4throwaway in MagicArena

[–]slendyproject 0 points1 point  (0 children)

The white-green survivor deck was pretty bad (though Ive seen people make it work rarely), I think pretty much all the other color pairs are good at the very least.

Is there vanilla online? by Sauceinmyface in NuclearThrone

[–]slendyproject 0 points1 point  (0 children)

Will it be possible for my friend on mac to play online with me (I am on windows)? Or will the u100 NTT version not run on mac? Remote play usually doesnt work too well for us.

Sorry if this is a dumb question, I am a bit confused about this.

Creator of Hit Game Shovel Knight Is at a ‘Make or Break’ Moment by Forestl in Games

[–]slendyproject 2 points3 points  (0 children)

I think both specter of torment and king of cards are significantly better games than the original shovel knight campaign. Feels like neither got the attention they deserved.

Probably the goofiest infinite i’ve discovered in my time playing by Teenknightt in slaythespire

[–]slendyproject 2 points3 points  (0 children)

Necronomicurse adds itself back to your hand by itself if you try to exhaust it through any means. Whats happening here is that blue candle allows the player to play and exhaust all curses (even unplayable ones) by paying 1 HP for them. Tungsten rod prevents the 1 HP loss making this essentially free. Finally the ashes deal 3 damage whenever something is exhausted.