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#fez video game
sobredunia · 27 days
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@radioroxx i think it would be really funny if there were just fez-esque puzzles laying around but since monsters dont know how to descypher them or know that they're puzzles in geneal they gloss over them and then Gomez just pulls up
@rotkad @sansxfuckyou @blackfright @beetroot-merchant @ashs-hellhole @h3xt0r @bree-sae @helloidkwhatimdoing-0 @zecrisketch
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SHOWYOUMYFAVORITEOBSESSION YEAR IN REVIEW ↦ Games Played in 2023
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verymintyfresh · 3 months
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games i'd play again if i could eternal sunshine myself
Tunic
La-Mulana
Oneshot
Outer Wilds
Paranormasight
Journey
Zero Escape series
Baba is You
To the Moon
FEZ
Psycholonials
like obviously i'd want to reread homestuck without knowing what happens but that ain't a game :)
what about y'all? what other games have that, one-play-only vibe?
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videogamepolls · 5 days
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Requested by @croyvenops
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hobismorning · 1 year
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gmology · 9 months
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Fez (2012)
Wow, I had forgotten about this game. I need to replay it ASAP.
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dhippo · 5 months
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tmmfmp · 2 months
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Investigating Puzzle Games with Different Perspectives - Side Scroller
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Limbo
Limbo is a highly rated puzzle-platformer video game developed by Playdead. Released in 2010, the game follows the journey of a nameless boy through a scary black and white world filled with puzzles and dangers. It is set in a dark environment. Limbo offers players a unique and immersive experience with simple visuals and ambient sounds. The story allows players to interpret it as they progress through challenging levels. The game's distinctive art style, as well as its eerie atmosphere and unique puzzles, has gained praise for its creativity and emotional impact. I enjoy the way that you discover the answers to the different puzzles as it ties in with the horrifying theme of the game itself. I do not like the spiders.
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Braid
Braid is a puzzle-platformer video game developed by independent game developer Jonathan Blow. It was released in 2008. The game follows the protagonist named Tim on his quest to rescue a princess from a knight. The game features time-manipulation mechanics, allowing players to turn back time to solve puzzles and progress through levels. Each world introduces new gameplay mechanics, like objects and enemies that follow different time rules. With its interesting gameplay, Braid is known for its artistic visuals and deep storytelling. It has themes of love, regret, and the passage of time. I want to use a time mechanic in my game but do it differently. I may use this game as inspiration. I don't like the way some of the levels seem to function like Superhot.
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Fez
Fez is a 2D puzzle-platformer video game made by Polytron Corporation and released in 2012. In the game, players control Gomez who is a 2D character who finds a magical fez that allows him to see the 3D world that he lives in. The game's primary mechanic is rotating the 2D world to show hidden paths and solve puzzles. It is set in a pixel art retro world. Fez combines exploration, platforming, and puzzle-solving parts to uncover the mysteries of his universe. I like the rotating mechanic as it really makes the game unique. I do not like the series of doors that lead you to the other side of the level as it confuses me.
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potatotalksculture · 8 months
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The brave new world of keyboard gaming
It's been something over 2 years since I got into video games. Most of the games I've played since, I've played with a controller.
My partner got me into games. We played a few highly frustrating hours of Octodad. I tried my hand at Magicka till we've reached the boss my partner couldn't fight alone and I wasn't of much help because I was still struggling to remember which button does what and where is it on the controller. Then some day he showed me The Stanley Parable and I have lost my mind, played it through a couple of times, revived my love for ontology, got the Ultra Deluxe on his Steam account, played through the Ultra Deluxe, showed it to all my friends and family, got a gaming PC, my own Steam and Humble Bundle account. And there I was. Still only using a controller.
Portal? Controller.
Portal 2? Controller, till I got to this one chamber where I was trying to get a pixel perfect jump for two days and then I switched to mouse and keyboard to spent another two day in the same chamber until I made the jump. And according to the internet there is no glitch there, it's just an asshole of a chamber.
Hades? 200+ hours and counting, controller only.
Fez? Controller.
Antichamber? Controller.
And so on until I watched my partner play Control. It is a beautiful game with an interesting story. And it's not too scary for me. (I quit playing Soma at the easy mode cuz the screen distortions freaked me out too much.) It also helps my easily frightened little soul to know how the games looks like from the beginning to the end, and if there are any jump scares. And Control we kind of played in coop: My partner was playing and I was watching and googling walkthroughs for the parts we couldn't figure out together. It was fun few days. And now I know what to expect.
I started playing it with a controller and it was miserable. So I switched to keyboard and kept pressing E instead of W and got frustrated pretty quickly. So I've decided to use the controller for walking and exploring, but then the fights were impossible to get through even with aim assist. Nothing can aim like a mouse. So I decided to use this game to learn how to play with keyboard and mouse only. Was it a good idea? No. I've reached the final boss and after losing to him for a few days, even with the aim assist on, I gave up. For now...
Disco Elysium helped me in getting the gist of making my character walk without using a game pad. The slow pacing helped, of course. (And oh, the trumpets...)
So we arrive in today's world. A friend told me about Tiny Tina's Wonderlands and how it could be great game we can all play together without leaving the comfort of one own home. Sounds great to me! I got the game, I got overwhelmed by the stats in character creation, I got over it, I did a trial run cooping with my partner only. It was fun!
Now I'm a Lvl 8 spore warden with a shroomy companion following me everywhere and hurting the enemies with its farts. I'm in. Brave new world of keyboard and mouse, here I come!
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callmearcturus · 2 months
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The Video Gaming Major Arcana
The latest patron episode of Into The Aether/@intothecast asked the boys to decide a video game for every Major Arcana card. They ran out of time on it and only got 2/3s thru
my ass was like "Challenge Accepted"
0 - The Fool - Dragon Quest (The Fool is infinite potential and is at the start of a long journey. DQ as a series is a long-running, is a bedrock of the medium, and has done its own takes on everything from pokemon to minecraft, and it either did it first or did it better.)
1 - The Magician - Metroid and Zelda (The Magician is the first person the Fool meets and is a guide for the journey. The Magician is associated strongly with teaching and with tools. Metroid and Zelda both are foundational works and they revolve around gating player process through tools.)
2 - The High Priestess - FEZ (The High Priestess is another guide, but sits before the veil, keeping guard over arcane, hidden knowledge and deciding when to share the secrets of the universe. FEZ is one of the Big Games that hide under layers and layers of mystery.)
3 - The Empress - Stardew Valley (The Empress presides over growth and cultivation of her kingdom, sitting in a field with wheat in hand. SDV is chiefly about taking care of your own domain, the farm and the wider village.)
4 - The Emperor - Civilization (The Emperor is the firm hand of government and can be an important navigator in chaos but also is angered by lack of obedience and losing control. Civ is all about steering every aspect of a nation and protecting it viciously.)
5 - The Hierophant - Pokemon (The Hierophant is a cultural, societal leader that gains power from people who believe similarly but subsequently is very set in their ways. Pokemon is a huge phenomenon that unites people of all ages, but also struggles heavily with innovation and progress.)
6 - The Lovers - Journey (The Lovers aren't necessarily smoochy-smoochy, but represent a Decision, joining hands with another person and striding into the future together. It's Journey. If you know, you know.)
7 - The Chariot - Bethesda's Catalog (The Chariot is a tumultuous, potent card. They hold onto the reins of powerful beasts and drive forward, blazing a new path. But if they lose grip, everything goes to hell. Bethesda's works tend to have this incredible ambition to them, and when they hit, they HIT, but when they miss, it's dramatic.)
8 - Justice - Dark Souls (Justice is the system and its enforcement of its rules, whether they feel fair or arbitrary. I feel DS fits it well-- it relentlessly follows its own rules and is firm in them, which can either draw players in or seem cruel and unwelcoming.)
9 - The Hermit - Immortality (The Hermit is a wise person who gained specialized knowledge but through great personal sacrifice. They find it difficult to share their knowledge because they essentially traded that ability to communicate easily for the wisdom. Immortality has some deeply complicated concepts to communicate, but its methods and the basic mechanics it uses are to some people impossible to understand.)
10 - (Wheel of) Fortune - Spelunky (Fortune is the card of pure luck and the whims of fate and how you survive being caught in its spokes. Spelunky is a pure Rogue-like as opposed to a Rogue-lite and there is no knowing what the procgen will give you.)
11 - Strength - Undertale (Strength is specifically about emotional control and fortitude. It's not about slaying the lion, but holding it, keeping it from lashing out. Undertale is a game that asks the player to endure emotional struggles both against the mechanics and against their own inclinations.)
12 - The Hanged Man - Signalis (OH BOY ITS MY FAVE CARD. The thing about the Hanged Man is that it's a test, a gamble, a deal. The Hanged Man is not hung from the neck, this is not an execution, they are inverted. They choose to be inverted in the hopes of gaining some Insight into the universe, but in doing so risk madness or obsession or doom. Signalis is both a game about a protagonist going through this and also a game that will put the player through this if they aren't careful.)
13 - The Nameless Arcana - Braid (I'm not even personally a fan of Braid, but I believe it is one of the handful of Original Indie Games. The very existence and popularity of Braid and its contemporaries showed that games outside the big studios could hit big. Braid (or Cave Story for the PC crowd) altered the landscape.
14 - Temperance - Yakuza (Temperance is the melding of disparate elements that should not go together into something grand and new, and maintaining that balance. Yakuza manages to be genuine and profound not in spite of its strange mixture of tones and mechanics but because of them.)
15 - The Devil - Genshin Impact (I don't feel the need to elaborate on this one.)
16 - The Tower - Shenmue (The Tower is total upheaval and where it all comes crashing down, where ambition crumbles and brings an institution down with it. Shenmue is not solely to blame for the failure of the Dreamcast and Sega's exit from the console arena, but it contributed to it and is emblematic of that seachange.)
17 - The Star - Mass Effect (The Star is a beacon in the darkness, a distant light that indicates not so much a goal, but that the journey will continue. Mass Effect is a landmark title that maybe didn't execute on half the things it tried, strangled by its own scope, but it still showed what games could do, broadening the possibility space. It is hope for greater experiences and art.)
18 - The Moon - Metal Gear (The Moon illuminates the path through the darkness, but creates illusions in the reflections, demanding the querent move forward with care or they will go astray, go mad. Is Metal Gear really deep? Is it the closest triple-A games get to arthouse? Does it have meaning? Or is it a mess? Is it too Problematique to justify it's big ideas? Is it all just really, really stupid? Or is it genius?)
19 - The Sun - Tetris Effect (The Sun comes at the end of a long, arduous journey. It is the sigh of relief, the tears of release, the light to finally see how far you've come. Tetris Effect is the latest iteration of one of the oldest formulas ever, and it's brilliant and celebratory and invites everyone to take part in its joy.)
20 - Judgement - Pathologic (Judgement is all-seeing and all-knowing, the final tally and the reckoning. So is Pathologic. Few experiences demand so much from the player, and few games are so brutally honest in answering the player's decisions. In Pathologic, you will get what you deserve.)
21 - The World - The Outer Wilds (The beginning is the end is the beginning. Completion and totality and holistic understanding of Everything. It's gotta be Outer Wilds.)
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christiansorrell · 7 months
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RPG Read-through: .dungeon//remastered
For a while on Twitter, I've been doing read-through threads where I post my thoughts as I'm reading through a game for the first time. I recently did the same with Snow's .dungeon//remastered, a TTRPG where you are players logging in to a dead/dying MMO and exploring the digital fantasy world. I'm adapting those thoughts here for a proper Tumblr post! Enjoy!
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First up, credits! Good folks who do good work in my experience. Also, we get the first of what seems to be a common through-line here that I enjoy: an online fandom bent to this all being a sort of GameFAQ style guide for an in-universe game.
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My initial impression from most of the interior spreads I've seen just flipping through it is that I really love the style and layout. I think black and white layouts are underrated generally, but it really pops here with the pixelated text/symbols and the old school GUIs.
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It's interesting to have these kind of "no bigotry" rules you see in many games couched within an in-universe framing. I think this more personal angle actually makes them land better for me than they typically do in games.
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Of course, the author is still powerless to stop the players (just like with any instance of these rules, and all game rules in general tbh) BUT this is worldbuilding too, and it gives me a greater sense for the kind of in-universe fandom that's risen up around .dungeon.
Similarly, here's the game's unique version of safety tools - an in-game help menu that reworks things like lines/veils, x-card and more into the game world itself. I really like this.
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Once again, the art in this is just great. I love the Fez-like runes/symbols. My ARG brain wants to know if there's a hidden message here.
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I was surprised it was jumping right into the starter adventure, Tutorial Town, but I quickly found out that this is character creation AND a starting area/adventure all wrapped into one, video game-style, and that's so cool.
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Each room of the starting area introduces a step of character creation. It's interesting that stats are based on real-world (not you the player at the table real-world but your PC at the "real-world" computer playing the game) ability. Your game knowledge, response time, etc.
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As a long time Dota player, I also just really enjoy that the saving throw-like stat here is TILT. I have tilted many times and known many of my teammates to tilt regularly. Just fun to see that phrasing in a TTRPG.
There's more of the in-universe real-world player here than I expected coming in. Definitely has some really intriguing potential. I do wonder though if the intent is to be playing a "real-world" level character or if you are "playing" as yourself at that layer. Both would work.
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Monster statblocks. Easy to parse and straightforward to run as the GM (tho at time the layout does have one two many things laid on top of one another that can make them hard to read at first glance - like where "GOBLIN" is here):
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Health here is SYNC, and it's shared across the whole party - I'm interested to see how that full mechanic plays out and how it may affect play.
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Reaction rolls. I'm surprised to see them given the video game setting, cus mobs in MMOs just always attack you. I've gone back and forth on it with my video game-inspired TTRPG. Don't think it's a bad choice, just one that means the game world is more than a usual video game.
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So you have your real-world level Job (based on your characters' out of game job) and your in-game "Role" which follow the classic "holy trinity" of MMO design:
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PCs and monsters can team up to attack and can forego damage for stunts - potentially fun/interesting moments happening from that. Monsters deal dmg to SYNC but only per type is interesting, means a crowd of one-enemy is more a long trickle of damage than an overwhelming burst.
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Not knowing the ramifications of SYNC damage yet, I'm not sure what the Risk v Reward looks like for Respawns but it's intriguing. Letting your avatar die to keep the party in a stronger position overall (but being able to re-join after a fight) is definitely unique.
This is another fun room (and I like that other than saying late 90s/early 2000s it leaves appearance options open). I am not sure where to find the starting origins tho (they aren't on this spread and there's no page reference). Sadly, the PDF isn't bookmarked either, it seems.
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This feels like a smart roadblock to place in player's paths early on. It's unlikely they'll have a lockpick at this point so really, it's about getting players into that creative mindset. What is in the room for you to exploit? What gear do you have you can use in a new way?
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Might seem basic, especially to the OSR-experienced out there, but you'd be surprised how many players don't have experience with thinking more freeformly about the game in this way. No fault to them, most trad games condition you to use your PC's abilities/skills as a menu.
Another cool interaction between the layers of the game here (tho I do wish they all played more off of something more than just the tarot card being in the real-world layer). Still wondering if most folks play as themselves or as a real-world level PC.
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This is interesting. I wonder if there is going to be a real-world layer to play or if this is meant to be the amount your party can heal between sessions of play (like when the actual real you stops playing in actual real life - this meta layer stuff is tricky to communicate).
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I like this - a very short and sweet travel system.
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I continue to love this art. Also, this tease here around dual-wielding requiring the discovery of new Roles out in the game world somewhere first is really enticing (I added the highlighter there btw).
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This is fun - there are both in-game NPCs and PUGs which are other real-world players' in-game avatars. That extra layer to those types of NPCs is really fun and them running the gamut of fully out-of-character chatting to being hardcore RPers is fun to consider.
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Whenever it leans into the digital world aspects, I'm super into it. Very much my kinda thing. I do wonder though how often players can swap their Roles. I don't believe I've seen that said yet - my inclination would be once on the fly (like Final Fantasy's Job systems).
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And if these various layers weren't enough, .dungeon also features in-game collectible cards that are sort of enchantments and buffs. I wonder if my real-world level character can spend real money to buy Bytes to buy more packs from a merchant in town? lol
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I won't spoil/detail too many more of these but these kind of fun (and common to video games but rarely seen when thinking of the world of a game or the intended way to play) moments are really appealing. Also, this game has Goons in it. Oh no.
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Now I'm thinking the intention is the "real-world" level of play should be the real actual you, the person playing .dungeon the TTRPG (as opposed to a real-world level character still within the fiction of the game) since stuff like this would be tricky to track. Cool item!
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Tutorial Island is cool, a good blend of char creation, intro to what the game is, and just a fun adventure with a session or more of play to it. I'd have to run/play this to really see but I find the Sync being tied to essentially your real-world session length interesting.
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This stuff is cool and leans into that meta/fan-level play that only comes out of these big community-driven games, both MMOs but also things like Dark Souls.
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A lot of these kind of possible secrets come as comments in the text, possibly just to inspire the GM and to get players interested in ways that the table can build out on their own over time. So far, I don't see some of the more esoteric secrets to be laid out (which I like).
The rest of the book, as far as I've seen, is lots of resources, gear tables, monsters, etc. to build out the game after player's leave Tutorial Island. The game world here has that anything goes Final Fantasy bent to it. There's swords & wagons, but laser guns & skateboards too.
The setting here is also explicitly queer (mostly seen so far in the "real-world" PUGs) and includes things like sex workers and other elements that it maybe could not have had but that would certainly lessen the richness of its world, the fandom presented throughout, etc.
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The spellcasting uses the in-game money as mana points essentially. That's a cool way to limit spellcasting and motivate player's, especially spellcasters, to get out there and make some $$$.
Okay, here's the real-world explanation I was waiting for (after the in-game gear lists and such). This is cool - it's fun to have a real-life layer to this and to have the game's world support that sort of dropping in and out, doing things outside of a full party session, etc.
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I know a lot of folks do this with ongoing campaigns anyway, but this is one of those fun things to include here to build that in as an expectation in play. You have your raid nights with friends and you have your little solo sessions after work where you sell your loot.
Now, the rest is a nice collection of random dungeon, NPC, settlement, hexfill tables and more. Everything you'd expect from an OSR-like ruleset but occasionally with some fun added meta-layers.
Players getting a quest from an in-game Moderator and then being able to become a Mod themselves is a really fun idea and something I could envision becoming a long-term goal for one or more players at a table. The threat of encountering an Admin is scary as well!
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To finish it up, we've got a cool AASCII-style character sheet, complete with MingLiU-ExtB font (my beloved)!
And that's .dungeon//remastered! I really enjoyed reading this, and I think it has a strong core that's really enhanced by its real-world interaction layer. Gonna put this on "Play Soon" list. There are some smart rules in particular I'll likely steal for a future project.
.dungeon//remastered is available digitally NOW with, I believe, physical copies coming soon. I backed the Kickstarter to get this digital version. CHECK IT OUT HERE!
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sobredunia · 6 months
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I made an interesting discovery
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sexhaver · 11 months
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heeeeeeeeeeey i saw you mention firmament and then later the Witness and as an avid puzzle game fan, I'm always looking for recommendations!! i never know how to look for good ones and am pretty easily entertained so i'd love to know about any other faves you have!!
in no order:
Myst: the original. one of the most influential video games ever made, and the only reason it doesn't unquestionably hold that title is because DOOM came out two months after it. Myst is to the genre of puzzle games as Rogue is to roguelikes, except unlike Rogue, Myst has an HD remaster so you can actually play it in 2023 without squinting at a UI that looks like an oscilloscope. even the later games in the series still hold up on their own merits; my current obsession with puzzle games started when i picked up Myst 3 for the fucking Playstation 2 (!!!) at a thrift store in college and sank dozens of hours into it
Return of the Obra Dinn: not technically a "puzzle" game in the traditional sense, but you still have to logic your way through some difficult questions, and i'm not passing up an opportunity to recommend this one. go in completely blind. do not look up a summary on wikipedia or review on youtube
Opus Magnum: i will admit that this one requires a certain flavor of autism to really click with people, but if that sounds like you, this game will suck hours from your day faster than even Factorio
Baba Is You: dares to ask the question, "what if those flash puzzle games where you push blocks around on a grid were actually hard and also good?"
Taiji: "we have The Witness at home"
Fez: this game singlehandedly inflated Phil Fish's ego like Violet Beauregarde, and it's very easy to see why once you start playing it. it's because the video game is very good
The Looker: you should know what to expect from this one based solely on the title and price tag (free)
Manifold Garden: one of the most beautiful/mind-blowing visual experiences in gaming. take psychedelics beforehand if possible
Moncage: perspective-based puzzles with a cute underlying story tying everything together. very "cozy"
VVVVVV: not sure if this one counts as a "puzzle" game but if you haven't played it yet what the fuck are you doing
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iwritebadsmutt · 2 years
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"Are you okay?" ~ Ashtray x fem reader Imagine
Summary: Something bad happened to y/n and Ashtray comforts her
Words: 1420 ( including a/n and this
Warnings: sexual assault (I don't know what else)
A/N: ASH AND Y/N ARE A BIT OLDER
"I need to start getting ready," I say to Lexi on FaceTime. I know she is older than me, but after we got close because she's always staying over with fez, and sometimes I make her sleep with me. I'm only staying at Fez's because I'm staying in East Highland for a little while and Fez is an old friend of my sister and I'm pretty close to Ashtray.
"Why are you getting ready?" Lexi asked. "Chris asked me if I wanted to hang out with him today I'm so happy" I let out a scream as I placed my phone on my dresser. "Wait Chris your boyfriend or Chris your friend?" Lexi said as she ate her chips. "Chris my boyfriend dummy" I rolled my eyes at her as I tried to find something to wear.
"OMG, HE TEXTED THAT HIS 5 MINUTES AWAY!" I was practically jumping. "Calm down grasshopper" she laughed at me. "Shut up" I rolled my eyes at her. "So are these pants cute should I wear them with this top?" I asked Lexi. " Yeah it's really cute" she smiled. "okay thanks" I screamed in excitement.
" I have to go, Chris, is here oh my god do I look cute," I said, fixing myself on the camera on FaceTime. "Relax you look fine Y/N/N" she rolled her eyes at me as I left my room to head out "Okay bye," I said as I went down the stairs. "K love you," Lexi said that I hung up on her. "Fez Chris is here love you" I didn't even let him before I left the house.
I walk into Chris's car. "Hey, bae" I smiled as he said that to me. "Hey baby" I kissed him on the lips as he started to drive off. "So what are we going to do today?" I questioned Chris as we approached a red light. "Go to my house and chill" What the fuck. I did not just freak out to fucking lie in bed with him, ugh. "Oh okay," I turned my head to the window as he drove off.
Chris parked his car in his driveway and hopped out of the car and ran into he quickly opened the door for himself. I sighed as I opened the door before the self-lock went off. I slowly walked towards the house as I admire the trees and flowers on the ground. I entered the house and walked straight into his room. As I entered the room he was sitting in his gaming chair playing video games. I rolled my eyes as I sat on the bed and watched TikTok.
——————- 1 hour later ———————
"Do you wanna watch a movie I'm bored" I said as Chris's eyes were glued to his PC. "Sure in a sec". Why the fuck did he call me here if he was just going to play games, if he wanted to play games, I could have just stayed home or something. I sighed as I fixed myself on his bed.
After he finishes playing his game, he comes and lies next to me and opens Netflix. He asks me, "What do you want to watch bae?" He gave me a light kiss on my forehead. "You pick I'm not sure" I looked up at him and looked at his hazel eyes. "Alright I'm putting on a horror movie," he said with a smirk as he started to cuddle with me.
15 minutes into the movie, I feel Chris's hand slowly side up to my belly. I turn my head to look at him, and he is looking down at me, but I just look back at the TV screen. A few moments later he kisses me on my mouth, but this kiss was different. He was passionate about it. He was taking control. I tried to pull away, but he just pulled me closer. It felt like my lips were going to pop.
"Stop" I barely mumbled out because of Chris kissing me. I start to feel Chris's hands start to pull off my top. I push Chris off of me " What the fuck Chris what are you doing? " I said as I got up from bed. "Get back on the bed baby" my mouth dropped at his words. "Get back in bed with you after you did whatever the fuck you just did" I rolled my eyes at him as I fixed my top. "I'm trying to have sex with you duh are you fucking dum now get back on the bed so I can finish what I started".
"WHAT THE FUCK I am not having sex with you I'm not ready we just started dating Chris!" I said yelling so loud I think I could break a glass. "Oh my god y/n we have been together for 6 months I think that's enough time bae" he came closer to me as I backed up from him until I hit the wall. he put my arms up against the wall, so I could not move.
"Your mine" so that means I can do whatever I want to you," he said as his hand was sliding up my stomach higher by the second. "Stop it!" I tried to wiggle out but he was too strong, but I knew one spot that wasn't his dick. Oh my god, I took a big deep breath and I did the hardest kick I ever did. "WHAT THE FUCK BAE" Chris screamed as he fell to the ground "Don't call me bae because we're over" I hovered over him and spat at his face as he was in much pain.
I walked home crying, seeing cars pass by, but good thing Fez's house was only about a 1 walk. how did I not see that Chris was an asshole this whole time, well, I mean, he invited me to his house to hang out, but he was just playing video games. He was barely paying any attention to me. How did I not see this at the moment?
I sighed as I opened the door. Ashtray and Fez were in the living room watching a movie. I didn't want to let them see me cry, so I sped off to my room. but that didn't work. They heard my sobs as I walked by." Y/N are you okay" Ashtray and Fez said, but I just went into my room. I flopped myself onto the bed and screamed into my pillow. I went on to my side and started to ball my eyes out.
A couple of mins later, I heard a knock on the door "Leave me alone" I lightly yelled. But Ashtray opened the door anyways, are you okay "Ashtray I said to leave" I felt him lay next to me.
Ashtray POV
I laid next to y/n she was crying but she was still so pretty doing it I've had a crush on y/n for a long time but she with Chris is such an asshole and she doesn't see that. I put my hand around her and brought her closer to me.
"Are you okay?" She took a second to answer my question. "I mean I'm okay I guess" I don't want her to be okay to be amazing, but there's nothing I can do about that. "What happened?" I thought she wasn't going to answer, but she did. "Chris he uh" my grip tightened, hearing Chris's name come out of her mouth made me mad he better not have done something to her.
"Chris he uh he was mad at me for not letting him have sex with him and so he touched me" My grip was so tight I was going to pop her "Ash let go a little" I lightened my grip oh I'm so going to beat his ass who the fuck does He think he is he really put his hands a on her I need to clam down. ——- 30 mins later————-
"Y/N are you awake?" No response she looked so beautiful sleeping in peace I wanted to kiss her, wait, what if I do she won't know, no one will know. I took in a deep breath and lightly gave Y/N a kiss on her head.
THE END
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catonator · 8 months
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You hear about video game development?
Well. I wouldn't say I expected such a catastrophic implosion from Unity.
Now, I can't say that I didn't laugh at the situation. It's a hilariously terrible case of bad management coming up with bad ideas in desperation. But it's also a somewhat scary indication of the sorry state of the industry.
Unity controls about 40% of the engine marketshare (according to a linkedin post I found anyway). Unity dominates the engine scene by a large margin, followed by Unreal at around 30% and Cryengine by around 5%. Unity forms such a large part of the entire game development industry, that it's difficult to really even understand just how much they control the concept of games as a whole!
Most people are jumping to some paid alternatives, like the aforementioned Unreal and, to a lesser extent, Game Maker, but my suggestion is this: don't!
Within the last decade, all-encompassing closed super game engines have become less of a side venture and more of an expectation. Back in the 2000s, there were a few engines like this, mostly amateur ones. Game engines were less creation stations and more of a loose collection of middleware and tools. Purchasing the rights to the engine meant that you also got the responsibility of also tying the engine into something resembling a game yourself. I feel like this art has been lost.
Game engines nowadays are more of a purchase of a passing right to use and incredibly specific, closed set of tools. You don't get to define the tools, and you don't get to really own the tools. It's yet another example of the tradition of the games industry fucking over the customers, and the customers just going with it. Because of this, while Unreal got some free dunks on Twitter for this, I can assure you Epic is planning something equally terrible as Unity's PR faux pas, and it'll come into to play in about 3 years when everyone's just accepted that Unity sometimes financially screws you over.
But, game developers are indeed developers. They know software, and they can learn to make new software.
If you're a game dev and still reading this, I'd recommend taking a peek beyond the curtains of corporate cockfighting, into the realm of DIY game engines. It's a… somewhat janky world full of strange characters with unusual ideas on how much time it's acceptable to spend not working on a game, but it's also a place where you're not being sat on by fatcats.
Just as game engines have progressed in the past 20 years, so have libraries, middleware and resources for independents. Making your own engine isn't just picking up ANSI C and toiling for a year in software rendering hell. Open tools like Pygame, Monogame, LÖVE and Cocos2D (among many, many others) are far beyond just simple rendering libraries and border on being game engines sometimes. The difference is, these tools are open source, and they do not restrict you with what you can do with them.
There are several games you may have played made using these frameworks. Streets of Rage 4 (MonoGame), Celeste (MonoGame), Fez (XNA, aka. MonoGame), Miitomo (Cocos2D), Geometry Dash (Cocos2D)… I got tired of looking up more. There are a lot of games.
The future which I hope to see for game developers is one where you have a large assortment of simple tools you can pick. Level editors, asset converters, entity systems, all small chunks of a game engine you could drop into your own project to slowly build up your own collection of workflows to make games your own way, completely independent of any larger forces on the market.
The support for these frameworks is still somewhat barren compared to Unity, but I believe, that if more people jump to alternatives like this, more tools, tutorials and middleware built for them would start showing up. This is how Unity also got its start, about 15 years ago. You also really don't need all the power in the world to make your simple 2D Megaman clones. The fog created by the monolithic engines we have now have obscured just how simple the building blocks for your favourite games can really be.
It just takes some bravery and willingness to learn a new way to approach making games, but I think the outcome is worth it, even just for you.
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emmathystt · 1 year
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Tunic is such an absolute pleasure to play and experience blind. I knew literally nothing except “cute art, lil fox friend, weird in-game manual” and what’s unfolding in front of me is this wonderful cascade of mystery and discovery and some of the most intense world building I’ve experienced since probably Fez or Outer Wilds. I set myself a challenge of translating the language with no outside help besides my partner who’s playing with me and gosh it’s so rewarding poring over everything we pick up looking for any clues that lead further. There’s been multiple mechanics that I obviously had access to the entire time that I only discovered after the game had a little “hey what if you tried this” moment. I really love video games that give you a genuine sense of accomplishment like that. Basically flawless game so far and it’s also on like every platform so please play it!
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