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Few things bug me more than "Constance St. Cloud" the blonde haired healer who always wears white dresses and talks about how much she loves her home town.

Like I think if you're going to have a character that represents a specific thing, they still need to be a *character*

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Been doing some work on Soul King's script the last few days and I'm pretty happy with the two core characters. Feels like they've come a long ways from their starting point as just being kind of bland "you represent X" characters.

back and forth over the track and flipping(if you're as bad as me). I don't normally have motion sickness issues, but I had to sit down and take off the headset for a few to get my bearings back.

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the go-kart level is especially rough. The thumbstick control for turning doesn't allow for tight turns, so you need to use the grab+turn on the actual go-kart wheel, but the lack of feedback makes it way easy to over-steer leading to you careening-

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the go-kart level is especially rough. The thumbstick control for turning doesn't allow for tight turns, so you need to use the grab+turn on the actual go-kart wheel, but the lack of feedback makes it way easy to over-steer leading to you careening-

I'm pretty average physically and have no diabilities or mitigating issues, and I've had to take breaks after getting light-headed or nauseous at least a half dozen times in the 5-6ish hours I've played in the last few days.

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will change your body on hit and you can't manually change it back, which frequently caused me to have to intentionally get hit hoping to change back to the character I needed to continue.

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The multiple body thing is super cool, and it's really fun to use the different mechanics (even if the boob displacement feels a little[lot] tacky) but the excitement of it is kinda killed when in a mandatory little flying enemies

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I know a lot of this is kinda standard for more sandbox-ey VR games but it made some really excellent parts of the game really annoying to deal with.

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Things like climbing onto a ledge being annoying/fiddly when you're asked to do it several times in most levels. un/holstering weapons frequently just not working.

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like I've been really enjoying it, but the whole thing feels like they *really* needed some more rigorous play-testing.

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My big opinion on Bonelabs, and it's that they're certainly never afraid to take a perfectly functional and fun mechanic, and then break it over their knee and say "Cool here's some more playable content for ya!" and hand you back the mechanic you liked but busted and janky

If you're not on your small town's Ghost Stories Facebook group, what are you even doing on Facebook.

Been back on a gaming laptop for a few months and boy I miss quietly playing something.

The constant fan noise whenever playing something more complex than Frogger drives me absolutely nuts.

like this doesn't even make sense. The other "StrAiGHt PrIDe" flags are at least pink/blue which like- OK I see what you're going for there- but like- Orange and Black? What the fuck even is that?? Why?

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Straight people trying to take halloween now?? When will the madness end.

The dialogue animations are pretty good tho. I do really like those.

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Again, it seems to be good enough at being a lil farming game, but it makes me feel a lot better about cut corners in PROVIDER and other games we've made.

Also more clear why Stardew Valley was such a huge hit with the farming sim community.

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Floor tiles don't all actually seamlessly fit together, 3D characters are sized weirdly, 2D elements are aliased so that when the camera zooms in it's super obvious, almost nothing in the world moves (pretty much only 3D characters and water) leaving it feeling pretty dead.

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Like, it seems to do the job, she is enjoying it well enough, but man the whole thing kinda looks like they just published an early Beta build.

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