silverchase
@silverchase@sh.itjust.works
- Comment on Tetris Elements – one of the strangest Tetrises ever released 1 day ago:
The game says it uses the modern SRS rotation system. But pieces spawn in odd orientations, like the letters they’re named after. Wall kicks are inconsistent. The configuration files literally include a “–99, –99” coordinate—developer shorthand for “don’t use this”—as an actual kick entry. It shipped like that.
I love people getting deep into the mechanics of a game to optimize their play, the kind of stuff that casual observers don’t notice.
- Submitted 2 days ago to videos@lemmy.world | 2 comments
- Comment on What's the "Geometry" of Colours? [19:35] 4 days ago:
I want to see the turbo-green
- Why France Delayed Its Railway Station Clocks (& What Happened When They Did) - The Tim Travelleryoutube.com ↗Submitted 5 days ago to videos@lemmy.world | 0 comments
- Submitted 5 days ago to games@lemmy.world | 1 comment
- Comment on Metroidbrainia: An in-depth exploration of knowledge-gated games 6 days ago:
There’s already a term for progress gated by knowledge: mystery. All of these games are about discovering facts that lead you further along.
- Submitted 1 week ago to videos@lemmy.world | 0 comments
- Submitted 1 week ago to videos@lemmy.world | 0 comments
- Comment on The Shortest Ever Papers | Numberphile 2 weeks ago:
classic
- Submitted 2 weeks ago to videos@lemmy.world | 3 comments
- Comment on The Steam controller was ahead of its time 3 weeks ago:
I love my Steam Controller. I got a second before they went out of production! The two big pads are so versatile.
- Comment on What if the moon turned into a black hole? | xkcd's What If? 3 weeks ago:
The original is more of an essay than a comic. But really, the book is where you need to be if you want to experience all this at full power.
- Submitted 3 weeks ago to videos@lemmy.world | 3 comments
- Submitted 3 weeks ago to videos@lemmy.world | 0 comments
- Submitted 4 weeks ago to videos@lemmy.world | 0 comments
- Comment on The 11foot8 bridge opens another big can 4 weeks ago:
The Needles Underpass is 2.4 m high and yet it sure does catch a lot of flies!
- Comment on The 11foot8 bridge opens another big can 4 weeks ago:
If you’ve followed the news and history of this bridge, the city did actually try. They increased the clearance from the original 11 ft 8 in to 12 ft 4 in, but that’s still a bit too low for large vehicles. There’s limited room to expand since that bridge is a rail bridge and there are utilities under the ground.
Because of the weirdness drivers know they have to pay attention or else death and injury awaits.
That is one thing I admire about chaotic roads. I remember hearing the rule of crossing the street in Hanoi is to just look where you want to go and walk in a straight line at a constant speed, and expect traffic to work around you. Standardization and signage really just exists to make driving easier.
- Comment on Steam Summer Sale 2025 has begun! 4 weeks ago:
Looks like you enjoy retro-style 3D platformers. Get Corn Kidz 64!
Like Pseudoregalia, it’s another N64-style 3D platformer released in 2023 with a goat protagonist trapped in a dream. This is an oddly narrow coincidence.
- Comment on The 11foot8 bridge opens another big can 4 weeks ago:
For more bridge webcam nonsense, check out Needles Underpass!
- Comment on The 11foot8 bridge opens another big can 4 weeks ago:
Stopping doesn’t make the vehicle shorter! This is a common myth, especially among large oversize vehicle drivers in this area.
- Submitted 4 weeks ago to videos@lemmy.world | 36 comments
- Comment on a gram of that good stuff 5 weeks ago:
Grenouilles
- Comment on Pipistrello and the Cursed Yoyo is pretty great. Anyone else playing this? 5 weeks ago:
I played around with the pixel settings in the Next Fest demo. It’s honestly more of a curiosity than something that really matters, but I’m glad someone on the game thought of this. The most notable change with pixel-perfect mode is the text font becomes lower resolution to be strictly snapped to the grid. Other than that, you’ll find that the backgrounds scroll choppily. I’d imagine it would feel good that way on a smaller screen.
It’s that eternal struggle you may have seen if you play modern games with pixel art. How strictly should the game follow the grid? I think Pipistrello’s default “soft” mode is my sweet spot. Rotated and resized pixels are yucky, but I’m okay with smoother scrolling and sharper text. Celeste is that way as well.
- Comment on Pipistrello and the Cursed Yoyo is pretty great. Anyone else playing this? 5 weeks ago:
I was super impressed with the demo from Steam Next Fest last year. It’s definitely high on my list for Steam sale purchases.
One neat feature the game has, which was unnecessary but that I appreciate, is the pixel perfection settings. The game uses “soft” pixel precision by default for smooth scrolling and sharper text, but you can enable strict pixel precision, which snaps everything to the pixel grid.
- Comment on Dreamsettler, the follow-up to early internet inspired browser game Hypnospace Outlaw, has been cancelled 5 weeks ago:
I don’t think any game has made me feel so much for characters I don’t even get to see. There’s some real humanity in Hypnospace.
- Comment on Dreamsettler, the follow-up to early internet inspired browser game Hypnospace Outlaw, has been cancelled 5 weeks ago:
Damn that’s a shame
- Submitted 1 month ago to videos@lemmy.world | 0 comments
- Comment on Steam Next Fest has started once again. What good demos have you found? 1 month ago:
Day 5
:::spoiler Look Mum No Computer — Twin-stick shooter adventure
- Trying the demo purely because of the weird trailer
- Very retro PC gaming vibe. SID chip music!
- Rough introduction. Big info dump right at the start before I know what I’m doing
- Music changes as you change the installed skills, which are presented as synthesizer modules
- Struggling with visibility. Hard to quickly tell what’s an enemy and what’s background art. Also hard to tell what’s collidable and what’s clear
- I’m not finding the combat here very intersting
Pass :::
:::spoiler Morsels — Action roguelike (Isaaclike?) with creature collecting
- Gross and cute
- The classics from Rogue: traps, unexplained stuff, retrying a lot until you start to understand
- Demo shows a small but varied range of creatures with different abilities, which always come with a randomly selected bonus
- Quick switch between your roster of three
- At least in this early part of the game, ammo count is really low and even ranged attacks don’t go far
- Great presentation. Pixel art feels kind of like claymation
Pass. I liked the demo a lot, but I’m already playing a lot of roguelikes and my wishlist already has ones I’m more excited for :::
:::spoiler ODDCORE — Surreal boomer shooter
- Maximalism. An exhilarating force-feeding of the senses.
- Liminal spaces but actually awesome and fun. Exterminate the Backrooms! Shoot the jump scare monsters in their faces!
- Excursions into the Oddcore only last 5 minutes unless you buy time extensions
- Interesting idea: you can teleport home (almost) whenever you want to buy upgrades or more time
- Chaotic level progression, like really channel surfing through the multiverse. Sometimes, instead of warping to the next level, you end up in a corrupted level or a bonus level or just some weird, mildly creepy room
Wishlisted :::
- Comment on Steam Next Fest has started once again. What good demos have you found? 1 month ago:
Day 4 was all black cats
:::spoiler Everdeep Aurora — Exploration-heavy platformer
- Really well-executed limited palette art. It swaps palettes between different areas for mood. Maybe that’s why the playable character is a black cat.
- This demo is really short. I saw a bit of lore and played some hide and seek, then went through the scary door. The cat has a drill but I don’t even get to use it!
- Didn’t get a chance to see any interesting action except for the very last few seconds of the demo
- The camera feels unpolished. It always freely drifts behind you, so quickly changing directions often will make the camera jiggle unpleasantly. It would be nice if the camera would stay still or lock to an axis sometimes. That would especially help with aiming jumps, since the camera always jerks upward a bit every time you jump.
- The controls feel great. Super responsive movement with no sliding and little momentum buildup. Jump height is also quick to respond to letting go of the jump key.
Soft wishlist. This demo just wasn’t long enough to be totally sell me on the full game. ::: :::spoiler Project Arrow — Puzzle platformer with archery
- I found this demo to be good but not great. I’m struggling to identify why it didn’t appeal to me more.
- Maybe the selection of levels wasn’t impressive enough. There were a handful of puzzle ones, but some just felt like repeats with not much new each time. There seemed to be a lot of autoscrollers.
- Platforming movement mechanics were simple and straightforward, which is appropriate for a puzzle platformer, but then there are levels with precision platforming and not much puzzle
- Cool series of boss levels at the end
- Maybe the demo didn’t do enough to hint at the possibilities for the whole bow and arrow mechanic for puzzles, so I’m just not getting hyped enough
- Maybe I just don’t get the presentation of the game? Electronic music and high-tech UI but playing as a cat with a bow in the forest
Pass ::: :::spoiler Swoosh Cat — Precision platformer
- Celeste but with 360° dash
- Cool mechanic: dash into spikes to bounce off of them
- Slow motion while aiming, but the aim indicator isn’t very accurate. Also, unlimited slow motion
- Hard to tell when I have dash or not
- Something feels off about the air control. I often overshoot or undershoot when trying to land on a small platform
- What a long demo! This is a substantial amount of game to give out.
Pass. I had fun, but I’m currently not in the mood for Celeste-style precision platforming. :::
- Comment on What game has the best tutorial, in your opinion? 1 month ago:
I want to shout out Left 4 Dead’s game instructor for smoothly teaching new players the game even while they’re playing with others. Get more ammo here. Use adrenaline to do stuff faster. Give Nick your pills. Rescue is coming - defend yourself! Then, once you’ve played enough, the help messages gradually become less frequent.
I’ll also shout it out for being my favourite implementation of HUD markers in any game. The icon pulses into view close to your crosshair, then flies over to the thing it’s pointing at. If it goes off-screen, the marker returns next to your crosshair, with an arrow indicating which direction to look in to see it again. A lot of other games have marker icons just suddenly appear at the spot and they crawl along the edge of the screen if the item is off-screen. The way L4D does it really draws my eyes.