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Lord Lambeth posted:can confirm that it is a great game at parties I have this schtick of adding the worst of steam to my wishlist, but I've finally found something I won't touch.
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# ¿ Feb 20, 2017 06:49 |
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# ¿ Apr 18, 2024 15:35 |
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Is there a ?
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# ¿ Feb 23, 2017 08:45 |
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DStecks posted:Legitimately looks better than 99% of the porn games on Steam. I have a number of questions for you about how you reached this conclusion.
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# ¿ Feb 25, 2017 19:32 |
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DStecks posted:I mean, there was sort of an implied second "looks" in my post, as in, what I was saying is that it looks better than 99% of the porn games on Steam look, and that's because it isn't Default Anime Look Circa 2004. So what you're saying is it's better in artstyle, but not as good in gameplay. This raises further questions.
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# ¿ Feb 26, 2017 02:35 |
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Jamfrost posted:I don't know. Maybe watch the trailer and share your thoughts? A game with those core mechanics, done well, could be good. I've never seen it pulled off, though, unless we count Alien: Isolation.
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# ¿ Mar 4, 2017 18:09 |
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Yang made a couple very interesting experimental narrative games (radiator 1 and a stargazing thing) with the source engine, then for some reason started to make games, as far as I can tell, exclusively about sexytimes with guys. The earlier games did interesting stuff with ambiguous gender or had gay relationships at their core, but it's gotten increasingly...esoteric and limited in scope since then. Like, if that's all you want to do, ok, and I don't have a problem with the subject matter, but it's been a few years now, and every single design I've seen him post or prototype he's built out has been on that fairly narrow theme. I'd find this equally concerning if it were fixated on straight sex. At least it looks like he's still doing interesting work with interaction, though.
Discendo Vox fucked around with this message at 17:25 on Mar 5, 2017 |
# ¿ Mar 5, 2017 17:18 |
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When I saw it advertized I thought it was going for some sort of pony island vibe. Time to remove it from my wishlist.
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# ¿ Mar 9, 2017 07:10 |
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It's like the Mega Man DOS Remake, but worse, and for money. The epitome of that KC GREEN piss forest comic.
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# ¿ Mar 9, 2017 07:17 |
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Cicadas! posted:Hang on, back up. Are you telling my that not only did someone try to remake the godawful DOS Mega Man games, but they also managed to gross it up in the process? Am I interpreting this correctly? Yes. It was also something of a design clusterfuck. That creator, too, is a vore fetishist, something I learned while googling them after encountering the frankly really unbearable first version of the game. When the closer to serviceable version 2 was being played in the fangames LP thread, I mentioned the creator's...interest offhandedly and got a lot of heat for it. Then Fortress stage 4 took place entirely inside a dragon. The author's avatar is there in a secret room, even. There's room out there for a good remake or reinagining of the DOS games (they have a surprising number of fans), but it hasn't happened yet. Discendo Vox fucked around with this message at 09:34 on Mar 9, 2017 |
# ¿ Mar 9, 2017 09:16 |
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Guy Mann posted:I know it's just confirmation bias at work but furries are really the kings of innocuous-looking retro games actually being secret perv-fests. I remember awhile back some people in the Steam thread were interesting in a retro platformer on Greenlight called Anubis and the Buried Bone until somebody actually googled the creator and found out that the game had faux-8-bit animated gay porn in it featuring the suspiciously young-looking protagonist. I mean, it's called X and the buried bone. And the protagonist is naked in a Strong Female Character pose on the cover image.
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# ¿ Mar 9, 2017 15:32 |
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Took #1, thank you for explaining. Sometime I should discuss my attempt to 100% Jumpix Jump, and my resultant brief career as the world's #1 streamer.
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# ¿ Mar 11, 2017 03:17 |
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ChickenHeart posted:Forget your thinly-veiled fetish pornography and stolen-asset games, because the future is NOW: This thing turns your machine into someone else's mining rig, doesn't it.
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# ¿ Mar 12, 2017 05:32 |
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The White Dragon posted:Maybe so, but you also can't copyright a game mechanic/concept I gotta admit, White Dragon, I've been tempted multiple times to do up a big trolly effortpost about your game (which I have, and 100%ed) here.
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# ¿ Mar 12, 2017 23:41 |
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Turncoat Mommy posted:I have a deal with a buddy that we must play any game gifted through steam, a system that works exactly how you expect. He was the one who played it, I bought it thinking it would be exactly what it looked like. All I remember is that there was a cryptic story after beating X amount of stages (he cheat engine through that part) and there were clues and symbols scattered around the VR section. I guess it was closer to those Payday mysteries than frog factions thinking back. Yeah, I'm not touching that one. Even I have limits. edit: nice try though
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# ¿ Mar 13, 2017 01:41 |
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On the topic of horrible anime games, here, thread, have my wishlist. Like 10 of these are games I actually want; the rest are the dregs of the dregs of steam gaming, especially from a or free RPGMaker assets perspective.
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# ¿ Mar 18, 2017 04:06 |
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Irony Be My Shield posted:Do you like poorly drawn basically pornographic visual novels? Or are you more of a UnitZ with flipped assets kind of guy? Yes.
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# ¿ Mar 19, 2017 06:27 |
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d0grent posted:I couldn't oversell how slippery everything was. Nearly impossible to stand still. I have a challenge for you. 100% Jumpix Jump. Discendo Vox fucked around with this message at 01:21 on Mar 28, 2017 |
# ¿ Mar 28, 2017 01:08 |
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d0grent posted:already on my list Looking forward to an informative LP. For a period of hours, I was the top streamer on steam by playing Jumpix Jump.
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# ¿ Mar 28, 2017 03:42 |
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Ikari Worrier posted:I was going to ask how you came to that conclusion but then I remembered that you also think Undertale has lovely writing so really I shouldn't be surprised at this point.
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# ¿ Mar 28, 2017 10:55 |
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d0grent posted:already on my list Oh yes, and please consider an uncut version of your video so we can share your trip through hell.
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# ¿ Mar 29, 2017 08:59 |
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I am profoundly disappointed that you didn't collect all the crystals (there is a single crystal completely encased in a glitched tree hitbox in level 5. Level 5 takes about 40 minutes to complete.)
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# ¿ Apr 9, 2017 01:22 |
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Lunethex posted:And that person is Discendo Vox. hey now, I have them on my wishlist, I don't actually own them. My one anime vice is crush crush, and that's because it's an incremental clicker where I can date a photorealistic fire-breathing bear.
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# ¿ Apr 12, 2017 08:35 |
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Rebel Blob posted:Their logo has a little something extra.
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# ¿ May 6, 2017 06:53 |
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I didn't realize Hunie pop was pornographic when it first came out, so I got it with plans to stream it as a joke for some steam friends. That ended fast and I was able to return it, thank god. The game is also spectacularly racist. It introduces the black female character with the fairy guide talking about "loving them some brown sugar". I couldn't get it off my hard drive fast enough.
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# ¿ May 30, 2017 23:52 |
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I am not sure what scrolling shooter "strip 'em up" gameplay has to do with initiating a romantic relationship...In Space. "Hi, you must be Todd. It's nice to meet you, I liked your SpaceOKCupid profile. Well, here's a gun. I'm just going to lie on this sofa, aim for my shoes first." ... "I <3 Waifus"? So space dating is poly, too? I'm very confused by this game.
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# ¿ May 31, 2017 22:56 |
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69 achievements. "One hand mode".
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# ¿ May 31, 2017 23:14 |
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It increasingly sounds like the forum needs a Hunie Pop hate/mock LP (without the nude patch of course).
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# ¿ Jun 5, 2017 04:37 |
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King Vidiot posted:Sir, this is the bad games thread. Some nice layers there.
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# ¿ Jun 23, 2017 16:46 |
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StrixNebulosa posted:They sell plenty of porn. I'm concerned that they're censoring this specific instance of porn. You don't know what the word "censor" means.
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# ¿ Jul 28, 2017 16:12 |
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I need to see "Ker Blam" used more often in discourse.
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# ¿ Aug 5, 2017 18:31 |
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I have a longstanding gimmick of putting all the terrible anime games on my wishlist, but this straight-up porn stuff is taking all the fun out of it. Also my wishlist now has so much dreck it's hard to use for the things I actually want. edit: am I missing something or does "SakuraGames" not even bother translating their products?
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# ¿ Aug 9, 2017 15:54 |
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Someone mentioned awhile back that achievements link into steam progression systems somehow. There's a rationale behind it somewhere .
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# ¿ Aug 31, 2017 00:37 |
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Nipponophile posted:Achievements don't. Trading cards do. gah, then I have no idea. Payday 2 has a metric ton of achievements, but only like 2 of them are trivial jokes.
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# ¿ Aug 31, 2017 04:17 |
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Someone, anyone, please, please. Help me get the multiplayer completion progress in Watch_Dogs...
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# ¿ Sep 1, 2017 23:34 |
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Plebian Parasite posted:I can never be sure on this site, but i believe he was making an on topic joke. Yes, I was. That said, if anyone has a copy of Watch_Dogs and would like to help coordinate logins so I can get these loving hacks and tails... Then I need to restart my Assassin's Creed 3 file to get past that completion glitch... Then I can start on AC Unity.... Then I can go back for the Arkham City campaigns... Then I have a backlog of three LEGO games.. Then Far Cry 4... Discendo Vox fucked around with this message at 01:36 on Sep 2, 2017 |
# ¿ Sep 2, 2017 01:20 |
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I'll be honest, despite all their other issues, if there's one person I'd trust with a business plan to take over the world, it's Newell. I think they may be eyeing Star VR, given their long-standing unusually simpatico relationship with Starbreeze.
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# ¿ Sep 18, 2017 16:02 |
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Palpek's describing basically what I had in mind. The main reason I think Valve continues to produce games at all is because it gives them incredible control over the direction of the field of games development. Like Blow, valve can create entire genres of copycats based on a single product. Unlike Blow, they get a cut of virtually the entire generation of imitators that follow.
Discendo Vox fucked around with this message at 22:12 on Sep 18, 2017 |
# ¿ Sep 18, 2017 22:10 |
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Dark_Swordmaster posted:Johnathan Blow or cocaine? The former. It was positively bizzare seeing Talos Principle badly aping the style and design of Witness more than a year before it was released, based on Blow's blog posts, talks and screenshots.
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# ¿ Sep 19, 2017 00:35 |
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I'm not talking about the writing or the subject, I'm referring to the design (Talos Principle's writing was inserted most of the way through development, anyways). Other companies rush to imitate/use anything Blow says or does- and his "magic moment" speeches on compressed player instruction in puzzle design were particularly influential, coupled with early footage. Talos Principle was developed entirely during Witness's interminable development cycle, to a timeline that fits development responsive to Blow's early promotion of the Witness. The design of its puzzles are heavily built upon Blow's discussions of element introduction, and the environments match his early promotional hub walkthroughs- grass floors, arcing lines, minimalist head-high walls. I'm not saying Croteam somehow traveled forward in time and got a copy of Witness from 2016, I am saying that, like many developers, they paid attention to what Blow was saying, saw early footage, decided "we want a piece of that", and set out to do what they could with it. To say nothing of Antichamber, or Kairo, or Fract...this isn't an approach that was popular before Blow began promoting first person puzzle games that combined environmental integration with an unstructured, natural aesthetic. First person puzzle games were instead in the tightly structured Portal vein (where Croteam got a lot of their other design elements), or the disjointed exploratory Myst vein. People saw the early grassy panel puzzle footage and a wave of similar games got announced. Sakurazuka posted:I'm going to assume that was a facetious statement making fun of the idea than Jonathan Blow's games could be at all influential, for the sake of my sanity. It's not like Blow being massively influential in the development of independent game making is news, or anything. Braid launched a thousand imitators, and Blow's had a say in the public promotion of most of the majorly influential titles through his role in the Indie Fund. He's really good at getting coverage.
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# ¿ Sep 19, 2017 18:43 |
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# ¿ Apr 18, 2024 15:35 |
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il_cornuto posted:Having said that, I think it was the phrase "badly aping" that people are taking issue with, it's a weird way to throw shade at a game most people consider very good. In what way do you think Talos Principle badly apes the Witness? Visually speaking, Talos Principle mimics closely, with its early development environments, the environments and features of the Witness's early development-particularly from early videos that showed Witness using lightbeams as communicators, and where Blow discussed having puzzles integrated with the environment (something he was taking in a very different direction, not that anyone knew it at the time). On puzzle design, Talos attempts to apply the pared down, education model approach that was a big part of Braid's influence, and its subsequent evolution with Witness. Braid tries really hard to introduce elements individually, and gates progress behind puzzle design that requires mechanical understanding to make progress (with its common issues, such as green floors and Fickle Companion, being infamous). Witness was being hyped as a game which would renew first person puzzle design by applying these elements in the really challenging first-person setting, in particular designing toward the "eureka" moment of mechanical understanding and progress. Talos PRinciple doesn't achieve that. Where Talos fucks up puzzle design, briefly: 1. It's not sufficiently well-organized in communicating puzzle elements and design, such that the discrete education components doesn't work. A consistent issue for players, for example, is counter-intuitive puzzle element stacking. Some of the elements get taught in discrete spaces, but other interactions are bundled with repeated mechanics from previous puzzles. There's definitely an attempt at limiting repetition and blending of "lessons", but it's not enough (in part because Croteam aren't nutty rich people like Blow and willing to spend ten years polishing every iota of design). 2. Talos has really terrible conservation of detail in its puzzles. There's a lot of set dressing that appears significant, and usually is, except when it isn't. This prevents players from developing a consistent set of heuristics for knowing what winds up relevant in a puzzle (something made worse by the number of easter eggs Croteam threw in, some of which break level geometry). Witness bypassed this issue by going full bore with panel puzzles and limiting the scope of interaction, which wasn't something anyone knew about the project when the first videos came out (then it inverts it with the bonus scenery puzzles, but those crucially don't actually unlock anything). 3. Puzzle structure itself runs into the problem that Witness and Braid both are built around avoiding, sequential logic puzzle design which can let players either (a) mash everything together until something works(not knowing why), or (b) figure out the entire puzzle without touching anything via geometry clues. The latter was a huge issue for Portal 2 btw, due to valve's super-emphasis on player cue communication (another valve design pattern that virtually everyone has taken to heart, to mixed ends). In portal 2 people would solve puzzle elements completely without thinking because valve got so good at breadcrumbing them to portal positions. Croteam's not got that problem, but when you go into a level in the first half of the game (with like 2 exceptions I can think of), you can work backward from the objective and the geometry to identify all steps of the solution. This remains the case until they start using the multiphase puzzles (which have a related set of issues, because you can usually see the multiphase connection in advance). The net effect of these is that Talos Principle attempts to introduce new elements in discrete structued environments and attempts to capture the same aha/eureka moment design that Blow was hyping from day 1 of Witness development, but falls into most of the conventional traps of first person puzzle games instead, primarily those having to do with the challenges of player education. It does some tutorializing well, some of the individual bits using character permutation are clever, and of course a lot of the sound and environment design is gorgeous. The rest feels like an FPS company's idea of what a high-minded puzzle game should be. I'm setting aside the writing, which was what ultimately drove me from the game in the penultimate section. I know that area's contentious. Zetsubou-san posted:i'm just awaiting the amazing dev that shatters the grass ceiling Good News! Discendo Vox fucked around with this message at 21:32 on Sep 19, 2017 |
# ¿ Sep 19, 2017 21:11 |