catfeeder
@catfeeder@piefed.blahaj.zone
Hello, this is where I'm checking PieFed! My Lemmy alt is @enemyofsun@lemmy.blahaj.zone
- Comment on 1 week ago:
I did find incremental progression games interesting in how they make the extrinsic motivation, the numbers-go-up system, the core game mechanic.
My experience with games like this (Cookie Clicker, Vampire Survivors, Wizard Tower, etc) is that they are a fun little distraction that gets boring very quickly. Like, they can captivate me for an hour or two but eventually it becomes blatantly obvious that this game just abuses my brain without providing an actually worthwhile experience.
- Comment on 1 week ago:
They’re typically very noninvasive; you can ignore them, disable them
Notifications are inherently invasive. For many people, ignoring them isn’t a problem but not everyone is as lucky as you are. I disable any not-essential notifs anywhere I use because I can’t not being distracted by them.
As for disabling them, the only way to do this on Steam is (was?) to disable the entire overlay which is… a bit too much? I know many people rely on the overlay so they probably wouldn’t go as far.
But it’s also worth mentioning that the author of the article is a gamedev and there’s a whole additional layer of nuance in the discussion when it comes down to releasing your game without achievements.
Because, if you want to release your on xbox or playstation, you must include achievements and some of them must be attainable during a normal playthrough. This is the reason behind weird trophies in Deltarune like “buy an armor piece” and “equip an armor piece”.
Valve doesn’t force achievements on developers. But there is a very loud minority of gamers who love to demand. They will yell in the Steam forums, complain on Reddit, bang at the door of the developer’s Discord channel. It’s quite obnoxious.
- Comment on 1 week ago:
My girlfriend tends to be a completionist as well. She would often try to 100% a game she’s playing, or at least to get as close to it as feasible.
But what surprises me the most about her approach is that she’s completely chill about it. She doesn’t force herself through miserable shit just to get an achievement.
And my experience with completionism is completely different. There’s always an achievement that plain sucks. Getting 100% in Dark Souls 2 involved a lot of boring grinding and getting through the game 2 and a half times on the same character. Getting 100% in Lunacid forced me to grind a useless spell from bunnies for two hours.
I don’t know, I just feel like it is better for me, my time and my mind to not see achievements at all, to not think about them and be focused on games themselves. The system is clearly not for me haha.
- Comment on 1 week ago:
When playing trough a game the first time I never care about achievements. I do not disable them, but I just ignore them and don’t check which ones the game has.
I wish I could just ignore notifications and other distractions lol. Unfortunately I tend to lose focus easily from this kind of stuff. It’s particularly bad when developers add achievements to emotional/climatic moments. Like, why? Why do you ruin the moment with an out-of-place pop-up?
- Submitted 1 week ago to gaming@beehaw.org | 20 comments
- Comment on Infra Arcana is the most brutal game I have ever played 3 weeks ago:
I always drink from fountains in hope for some experience or at least some shock removal. I’m glad it’s not Nethack so there’s no 1% chance I will have to face an out-of-depth monster that easily one-shots me.
I remember time when kicking objects wasn’t explained in-game. When the hint was finally added, I felt in-love with the mechanic. Kicking is great, it’s one additional keypress and so many added opportunities!
Speaking of realistic mechanics, throwing is pretty important in this game. I only learned about its’ strength when I was watching ToneHack’s playthrough of IA.
- Comment on Infra Arcana is the most brutal game I have ever played 3 weeks ago:
I’m glad you had a fun time with it! The issue with saves did cause me some bad experiences thanks to my expectations from better executed saving systems in DCSS and Brogue. My best run (17 floors!) ended up because of this haha…
- Submitted 3 weeks ago to gaming@beehaw.org | 0 comments
- Comment on Infra Arcana is the most brutal game I have ever played 4 weeks ago:
I would say it’s the opposite of DCSS in many ways. Like:
- There’s a tight clock named “shock”. Shock increases at a steady rate and the main way to reset it is to move to the next floor. There are some alternative ways but they are either rare (a potion) or have a big drawback (drugs causing addiction). I’m generally not a fan of hunger clocks in roguelikes but IA has a really good one.
- Every encounter can cripple you in a long-term. Taking a big chunk of damage in one turn causes you to gain wounds which can only be removed by expending your medkit uses. So melee leans heavily into resource management. Guns use ammo and throwing weapons are eventually lost. Spirit (local mana) is very limited, takes some time to restore and will kill you if you reach 0. IA is one of the most management-heavy roguelikes out there.
- No auto-explore but levels aren’t as big and you can’t return to previous floors so backtracking is limited. I personally don’t feel a need in auto-explore in IA.
- Enemies don’t give experience. You gain it through exploration and identification of items instead. Stealth is a very viable play style here.
- Experience goes into traits - straightforward upgrades to your character like +10% accuracy with ranged weapons or +1 armor etc. The main form of character progression is through accumulation of items. Potions and guns are particularly important in my experience.
As for how much work it is to play, I find it surprisingly chill. ID game is simple and straightforward, no shops so I don’t need to think about selling anything, no scrolls of enchant thing so I can just equip my current best stuff. You will be primarily occupied with trying to explore as much of the floor as you can before shock and enemies overwhelm you.
My only problem with the game is how it treats saving. The ONLY way you can save is by reaching stairs and choosing to “save and quit” the game. If you choose to proceed to the next floor instead, or if you load up your save after saving and quitting, you will need to beat the new floor until you get a chance to save the game. Quitting in any other way deletes your save file. It sucks.
- Submitted 4 weeks ago to gaming@beehaw.org | 7 comments
- Submitted 5 weeks ago to gaming@beehaw.org | 0 comments
- Comment on [Caves of Qud] Would Grit gate recoil transport me right to the Barathrumites? 5 weeks ago:
My build is kinda a jack-of-all-trades: cudgels in melee, light manipulation and pyrokinesis at range. Trees help a bit but sometimes I really struggle with breaking the groups. It doesn’t help that my character isn’t up to level for this challenge and I’m too impatient to just leave it be for a bit.
Especially if you’re a mutant, you may have some “escape key” abilities already
I got Teleport from my buckler. Fantastic spell, it helps me a lot!
- Comment on [Caves of Qud] Would Grit gate recoil transport me right to the Barathrumites? 5 weeks ago:
On my Roleplay run (my main) I beat Golgotha first try without any problems but I just can’t reach the soulsucker’s village because the goatfolk just keep killing me on my way.
And on my current Classic run I was going precariously through jungle (in hope the quest there is easy) and the game was like “waow a new village!” and excitedly made me enter a goatfolk village lmao.
- Comment on [Caves of Qud] Would Grit gate recoil transport me right to the Barathrumites? 5 weeks ago:
The bears thought of everything!
- Comment on [Caves of Qud] Would Grit gate recoil transport me right to the Barathrumites? 5 weeks ago:
Ah okay! Makes me feel a less bad about losing that run to two turrets and a chameleon.
- Submitted 5 weeks ago to gaming@beehaw.org | 1 comment
- Submitted 5 weeks ago to games@lemmy.world | 10 comments
- Comment on 1 month ago:
As far as I can tell the policy was established in the late 80s and lasted through the first half of 90s. Here’s a relevant link.
- Submitted 1 month ago to gaming@beehaw.org | 3 comments
- Comment on Curing Ironshank in Caves of Qud made me feel like I'm playing NetHack 1 month ago:
Wine isn’t the rarest and most expensive liquid.
It is the most expensive liquid that might be included in the recipe for curing Ironshank. I don’t know if it’s the rarest among them but it isn’t (easily) found on the ground the way asphalt and some others are.
- Submitted 1 month ago to gaming@beehaw.org | 2 comments
- Submitted 1 month ago to gaming@beehaw.org | 1 comment
- Comment on 1 month ago:
You are right, I’m so focused on the post itself that I forget to check what I put into the link field :D
- Submitted 1 month ago to gaming@beehaw.org | 3 comments
- Submitted 1 month ago to gaming@beehaw.org | 1 comment
- Comment on [DCSS] At last, Pandemonium runes are mine 3 months ago:
Unfortunately I splatted in Ziggurat. “Just one more floor” - famous last words. Went all the way to Zig:17 and was destroyed by Gehenna-themed floor. Oni got hands!
- Comment on [DCSS] At last, Pandemonium runes are mine 3 months ago:
DCSS shows just how bad humans are at interpreting statistics.
I like how Crawl gives a player really tough choices. For example, Death talisman prevents you from suffering a lot of annoying late-game punishments like Torment and Malmutate but it also prevents you from drinking potions making otherwise safe situations (e.g. being confused by a golden eye) into a dire threat.
- Submitted 3 months ago to gaming@beehaw.org | 4 comments
- Submitted 4 months ago to gaming@beehaw.org | 0 comments
- Comment on [DCSS] I have identified the last magical staff 4 months ago:
Nope, SIf’s death message would be blue. Actually, you just made me realize Sif Muna doesn’t have a death message. Interesting.
At the moment when it popped up I didn’t know what that message was about so it gave me a good laugh. After some thinking I figured it happened because, at some point before dying I saw a staff but didn’t approach, died a bit later and all unidentified stuff I’d seen was IDed, and it just so happened that this staff was the only type I hadn’t encountered in this run (staff of cold magic, most likely).
I seriously don’t play often enough with Sif Muna, because Heplhjdtfhxhdh always seems so good… 🥴
I want to eventually get a win with every god so I keep trying new ones. Hepli was my most recent win btw, their battlemage carried my frog archer til the end. Very strong god indeed.