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2 yr. ago

  • Lots of little things, but the straw that broke the camel's back was the constant pop-ups asking me to try out Copilot in Win10, harassing me daily on both on my personal PC and my work laptop.

    Windows has been on thin ice since the trash fire that was Win8, and I'd only stuck with it for Nvidia driver support for gaming. I've been watching Proton development for years now, and putting it through its paces on my older PCs every few months, so I knew I was ready to make the switch for about a year before I finally pulled the trigger. I justified putting it off with the thought that "I can build my next PC around an AMD graphics card amd make the switch then."

    Then Win11 and all its garbage was announced, AI took off, and Microsoft started pushing their slop on my machine harder than ever. It was too much. I switched to Mint DE on my current machine and haven't looked back.

  • I did end up picking up Satisfactory before they raised the price for 1.0.

    Tried it out and it is fun but I do find it lacking.

    The first person perspective is awkward and makes actually building the factories frustrating. The simplicity of the actual factory mechanics and limited resource availability (static nodes with no way to scale production) are a bit boring.

    The emphasis seems to be less on making a productive or efficient factory and more on making an aesthetically pleasing factory while lacking any tools to make building the factory pleasant. No bots. Limited, feature incomplete blueprints. No way to unlock the camera and get a good perspective on what I'm building.

    The snapping feature is unreliable and I have to constantly jump through hoops to get buildings and conveyors to line up correctly, only to go back over it and find some parts are clipping or it lied to me about where it was snapping.

    It's a very pretty game and I love that it exists, but it doesn't emphasize the parts of factory games I enjoy. I want to work my way up the tech tree to macro-manage the factory construction. Satisfactory never gets out of the micro-management of construction. It's way more personal, and that's a beautiful concept that doesn't work for me.

    Still going to play it on 1.0 release. The factory must grow. I need my fix.

  • Thank you. That's a flawless description.

  • This. They were indeed called Skill Points, and Insomniac loved to tie cheats and bonus material to completing them. I played the shit out of Spyro and Ratchet and Clank back in the day.

  • Rogue was the originator, but NetHack and ADOM did more to popularize Roguelikes than Rogue itself ever managed. NetHack was the first one I ever heard of, and it's the only reason I know Rogue existed in the first place.

  • Hades, yes. That's a premier Roguelite with meaningful meta progression.

    Slay the Spire is fuzzy on that point. I would not recommend it to someone looking for a Roguelite. It straddles the line in that it has very limited meta progression which is quickly exhausted and basically works as a tutorial. Once you've maxed out the card unlocks for each character it plays with the same feel as a Roguelike game. It's still not a pure a Roguelike since the starting boon choice and the card swap event allow some minor meta-influence between runs, but there's no more meta-progression.

  • I default to my subscribed feed, which only shows the communities I'm interested in, and when I finish browsing that for the day I switch over to the All feed so I can find new communities to subscribe to and block communities to filter out the ones I'll never be interested in.

  • Super Smash Bro's Ultimate is still the premier Couch Co-Op game for my circle of friends. We also play the JackBox party games and occasionally Mario Party.

    I genuinely don't know what options are even available outside of Nintendo's fence anymore.

    Edit: My reading comprehension is in the garbage today. Baldurs Gate 3 and It Takes Two.

  • It just released late last year, and it is one of the finest puzzle games I've ever played. It took me around fifty hours to get the ending, and I've got a folder full of notes and screenshots from putting together puzzles.

    Go in blind if you can, and do your best to avoid spoilers if you need to look up any puzzle solutions. This game has more depth than Outer Wilds.

  • Throw Void Stranger on that list. It's a fantastic Sokoban.

  • I specifically mentioned both Spyro and Ty because both series have remasters available on Steam. The Spyro: Reignited Trilogy in particular is phenomenal. They did a really good job making the updated graphics look just like my nostalgic memories of the game.

  • Psychonauts (the original, not the sequel, though the sequel is also good) is a Summer Camp themed 3D platformer. It doesn't quite meet your "low stakes/chill gameplay" criteria as it does have combat and mildly challenging boss fights and platforming, but it nails the rest. It's easier than Tunic. Maybe worth checking out.

    Brothers: A Tale of Two Sons strictly meets all the criteria listed, but it's ultimately a tragic story. If "some kind of impact" includes leaving you in tears, check it out.

    Okami is a Zelda style adventure set in feudal Japan with immaculate vibes. You play as the sun goddess Amaterasu in the form of a wolf bringing light and life to a land ravaged by demons. The world is cold and dark at first, but you bring spring and summer on your heels.

    Finally, two favorites from my childhood are the Spyro series and the Ty the Tasmanian Tiger series. These are 3D Platformer collectathons and neither of these series are even close to any of the examples you provided, but they are bright and colorful and in my heart they have feelings of Summer Vacation and staying home all day to play video games.

  • I would flip my gender to female and ensure that my hair would match my Dad's hair color. Fix my chronic pain and IBS if I can, assuming those are genetic. Fix my singing voice. I ended up the shortest of my siblings, so double down on that and drop a few more inches off my height. I'm 5'8" now, so 5' even to 5'4" seem nice. My grandma's that height, so the code is in there somewhere.

  • Just Fireball.

  • Farming? Really? Man of your talents?

  • That makes a lot more sense now. Thank you. I know where to look for troubleshooting next time I play.

  • I was not counting mana cost, no. So it'll just drop modifiers if it doesn't have enough mana, and still cast the base spell? That does explain some of the behavior I was seeing. I figured it would fail to cast entirely if I didn't have enough mana for the full block.

    One theory I had, if you can confirm, is that shuffle doesn't just shuffle spells, it shuffles all spell nodes.

    So if I have a 4-slot shuffle wand with: PPMP (P = Projectile Spell, M = Modifier)

    I was thinking the cast table could either be:

    P1 - 33%

    P2 - 33%

    MP3 - 33%

    Or

    P1 - 25%

    P2 - 25%

    MP3 - 25%

    P3 - 25%

    Depending on whether the modifier block was a valid place for the shuffle to land.

    I was planning to try to build some wand experiments to differentiate which of these scenarios is true. Good to know that mana can be a confounding variable.

    Edit: Also, is shuffle fully random or does it draw without replacement like a deck of cards until all stored spells are cast and it can recharge? Just thought of this and realized I hadn't tested for it.

  • The issue I've been trying to work out is getting modifiers to work consistently. My understanding is that modifiers are supposed to stack and affect the next projectile spell to the right, but they either don't apply at all or will apply sporadically, and I haven't figured out what rule I'm missing.

    I assume some modifiers just don't work with some projectiles, but the game doesn't seem to communicate whether this is the case. I also suspect it has something to do with shuffle, as you warned against, but I haven't been getting any non-shuffle wands for experimentation, and my starter wand doesn't have much mana to work with.

    It doesn't help that I can only experiment with builds in the airlock chambers between levels.

    The specific issue I remember having last night was that I couldn't get the pentagon shot modifier to apply to any of my projectile spells no matter what I did.

    I did get the flametrail modifier working consistently, so I'm doing something right, but I'm not sure what was different between that and the pentagon spread modifier I was trying.

  • I'll back up that Civ 4 has been the best entry in the series so far.

    Civ 5 is when they dropped unit stacking, which made combat much slower and more finicky since you couldn't just build up a massive deathball and tear across the map, and Civ 6 doubled down on that design space by tying city upgrades to individual tiles as well. They're not bad changes, and they do add more strategic depth to the combat and city-building, but they do make an already slow game substantially slower, since combats that used to be done in a turn or two now require several turns of rotating and repositioning units to get them in and out of the fight.

    Civ 4 was the last "pure" civ experience, building off and adding to the previous games without sweeping mechanical changes to shake up the meta.

  • I've started and bounced off Noita a couple of times already. It's been fun but I do need time to dig in and wrap my head around the mechanics.

    I'm stuck on wand building at the moment. I've watched a couple video guides explaining how it works, but something still isn't clicking. None of the wands I'm making have worked the way I expect them to, and I'm not sure what I'm not understanding.