alt text

Screenshot of a tumblr post by greatlordfluffernutter:

AAA Games: We’ve created a massive open world 500x larger than our previous game with a grand total of two (2) sidequests that have been copy-pasted all over the map. That way, you have many different ways to climb a tower to find where to shoot stealth mechanics base building zombies buy the tarnished pass today!

Steam Indie Games: We had the great idea of taking Sekiro’s combat system and making into a rhythm game! We then decided to make it a roguelike deckbuilder so we wouldn’t have to design a progression system or level layouts and the player can just reset runs until the game becomes good via monkeys and typewriters.

Itch.io Games: I made a 2 hour long game about the trauma of growing up as a closeted trans girl presented via metaphor of being a stowaway on a 25th century cargo ship delivering goods between Hong Kong and The Greater Empire of Americana. It’s also a roguelike deckbuilder.

  • Stolas@lemmy.ca
    link
    fedilink
    English
    arrow-up
    6
    ·
    7 hours ago

    I gave the comments a quick scan so I might have missed it, but what would be the Itch.io game in question, if anyone knows?

  • catsarebadpeople@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    9
    ·
    11 hours ago

    I really hate how accurate this is. It’s even worse because I can’t get enough of the roughelikes even though they have lately been leaving me with a large amount of disappointment.

        • Another Catgirl@lemmy.blahaj.zone
          link
          fedilink
          English
          arrow-up
          4
          ·
          edit-2
          6 hours ago

          yes and there’s also

          • Gregtech Lower Dimensions (Terraria mod),
          • TerraFirmaGreg and GTNH (obviously)
          • Voxel Eras

          some more come to mind

          • Stationeers
          • many of the complex Factorio expansion modpacks, like Pyanodon’s, Angel+Bob, and Nullius
          • crafting-heavy mods for Starbound
          • some Mindustry-based games

          just a few more come up:

          • GT6
          • Reika’s mods
          • Ultracube
          • LostListener@piefed.social
            link
            fedilink
            English
            arrow-up
            1
            ·
            3 hours ago

            I’ve restarted GTNH like 5 times and always throw in the towel a hundred hours later somewhere around tier 2/LV. Theres like 10 tiers if anyone is curious.

            It’s great. It’s just great.

  • FlukeyFox@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    21
    ·
    18 hours ago

    If anyone wants a good itch.io game recommendation that isn’t a deck builder or rogue-lite/like, “Voices of the Void” is a really good one :p

      • FlukeyFox@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        2
        ·
        13 hours ago

        Np!! I’ve not finished all that’s in it yet but it’s been fun so far :3 a lot of interesting things that can randomly happen I’ve been playing and enjoying a lot more indie games the last few years and a lot less AAA.

        Has been way more enjoyable!

  • morto@piefed.social
    link
    fedilink
    English
    arrow-up
    123
    ·
    1 day ago

    Mobile games: we vibe coded another generic candy crush clone where you have no objective and just touch stuff to make colorful flashy animations and see ads between each level

  • 9point6@lemmy.world
    link
    fedilink
    English
    arrow-up
    44
    ·
    edit-2
    1 day ago

    I miss the era of pixel art platformers with a cliff face for a difficulty progression curve (also 50-50 chance of being a roguelike)

    Oh also another current theme of: Vampire Survivors, but with a vaguely different theme

      • jacksilver@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        15 hours ago

        A great 3D indie platformer/collectathon that gives Mario Odyssey vibes (open worlds with lots of little platforming sections) is Big Hops

        The game has good movement mechanics, cool settings, and decent writing.the use of berries as regional alterations on the platforming is really well done and keeps things fresh between the worlds.

      • NotASharkInAManSuit@lemmy.world
        link
        fedilink
        English
        arrow-up
        3
        ·
        22 hours ago

        Not the original commenter, but the Gunvolt/Luminous Avenger Ix games are ones I keep going back to. Very Mega-Man inspired with some lite stats and leveling. I especially enjoyed the first Luminous Avenger Ix game, bullet dashing into as many enemies as possible while playing the floor is lava is a lot of fun.

  • Wildmimic@anarchist.nexus
    link
    fedilink
    English
    arrow-up
    24
    ·
    24 hours ago

    Both the Steam Indie and the Itch.io games are valid ways! Also, procedural generation does NOT have to be bland. Dead Cells - my preferred Metroidvania (will stay that way probably until the day i die), and Hades I/II are the best examples how random generation can generate completely acceptable and enjoyable gameplay experiences. Give the generator enough pieces to work with and make sure they fit together regardless of how you mix&match them, and you got a pretty good thing going. Add tight controls and clear visuals for anything gameplay-relevant, make sure random bullshit doesn’t punish too harshly, and give the player control about how hard the game gets, and you probably have something that will pay the bills.

    • TheSambassador@lemmy.world
      link
      fedilink
      English
      arrow-up
      13
      ·
      22 hours ago

      Eh, Hades level generation isn’t anything special, just a few hand-crafted pieces stitched together with random enemy and hazard spawns. It works well for the type of game that it is, but in general the “room-lite” approach to procedural generation (where it’s largely a bunch of completely separate combat encounters in standalone rooms is not super interesting to me.

      This is why Dead Cells and Spelunky’s procedural generation is much more interesting. Yes, there are hand-crafted pieces, but the way that they sometimes come together create very unique and cool situations that room-lites never achieve.

      • FlukeyFox@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        13
        ·
        18 hours ago

        I love Noita for this reason. Every pixel is simulated and interacts/reacts to each other so as well so as well as the map being procedurally generated each run, you can interact and change it all as you progress. You can do some really wacky results with your wands if you build up your spells with good combinations, and there’s a somewhat hidden deep depth of alchemy to the game so mixing different liquids make different things/effects. Or get so high eating stuff you probably shouldn’t and somehow end up altering reality, changing one random liquid type to another for the rest of the run. You really needed water? Good luck, all water is now honey

        Can easily have a run where you’re just exploding everything, and setting fire to every pixel that’s flammable, go a full acid build and dissolve everything, or just bathe and heal yourself in the blood of every enemy that you kill and go wild

        Sorry, I realise I was talking about just the procedural generation of the game but ended up rambling into fanning over the game instead lol

          • LwL@lemmy.world
            link
            fedilink
            English
            arrow-up
            2
            ·
            10 hours ago

            Noita is a game where every time you ask yourself “i wonder what happens if I do this” the result is finding something cool.

            It is brutally unforgiving and will kill you in a lot of dumb ways but it’s also just really good.

            • Jako302@feddit.org
              link
              fedilink
              English
              arrow-up
              1
              ·
              5 hours ago

              The answer to “i wonder what happens if I do this” is pretty much allways “death”.

          • FlukeyFox@lemmy.blahaj.zone
            link
            fedilink
            English
            arrow-up
            4
            ·
            13 hours ago

            Very fun game! There’s a lot of interesting secrets in the game that isn’t apparent straight away. A lot of puzzles that could reward better stuff during the run, that requires items from previous areas, or putting specific liquid or gases in specific places etc

            Mind you, all the stuff I mentioned in my previous comment, was with the intention of not revealing how to do it (though it could be googled), to give people the chance to find it out themselves with the vague point in that direction. Like, the “reality bending high” is from eating a lot of one specific thing etc Also, south isn’t necessarily the only direction you could travel :3

            I haven’t played the game in a good while but I feel like I’ve talked myself into redownloading it just from reminiscing lol

      • Wildmimic@anarchist.nexus
        link
        fedilink
        English
        arrow-up
        5
        ·
        22 hours ago

        The focus of Dead Cells and Hades is in different directions: while Dead Cells lives from generating well designed combat areas, Hades lives from using procedural generation to combine story elements. Both are an example of how you can fit pieces together without making stuff linear.

        • TheSambassador@lemmy.world
          link
          fedilink
          English
          arrow-up
          3
          ·
          21 hours ago

          Definitely agree! It works well for the game type, I just really enjoy procedural generation for more than just generating a room for combat. Not saying that those games are worse, just less interesting in terms of procedural generation.

      • Wildmimic@anarchist.nexus
        link
        fedilink
        English
        arrow-up
        5
        ·
        23 hours ago

        I spent thousands of hours on that game, and i know i haven’t seen everything yet (mostly because my reaction times suck nowadays - if it had come out a decade sooner, i would have 100%ed it, but that’s not the fault of the game). I still come back to it every few months.

        • musubibreakfast@lemmy.world
          link
          fedilink
          English
          arrow-up
          3
          ·
          17 hours ago

          I’m sure there’s some way for you to 100% this game. Have you tried peptides, stemcel therapy, human growth hormone, blood doping, F1 cognitive reflex exercises or whatever else modern science can provide?

          • Wildmimic@anarchist.nexus
            link
            fedilink
            English
            arrow-up
            1
            ·
            12 hours ago

            Lol no, but i am sure the right amount of stimulants might do it.

            I had enough fun with it tho and can accept my cruel fate haha

    • Feathercrown@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      17 hours ago

      Give the generator enough pieces to work with and make sure they fit together regardless of how you mix&match them

      That’s pretty basic procgen, idk if I would describe it as particularly good. It’s fine, but it doesn’t usually go beyond fine-- high floor, low ceiling.

    • Zarobi@aussie.zone
      link
      fedilink
      English
      arrow-up
      2
      ·
      15 hours ago

      I hate games like that where how much fun you have is RNG. Last one I tried before I gave up on the genre was Ball X Pit. I had a build in mind, but none of the items I needed dropped even with spamming rerolls. I eventually got to the boss and died because my build is hodgepodge desperation garbage.

      If I wanted lose half the time, I’d play poker. Maybe it’s more fun if you have loads of time to spend on failed runs? But if you can only play one run per day and it just sucks, like, what are we doing here?

      • ComradeSharkfucker@lemmy.ml
        link
        fedilink
        English
        arrow-up
        4
        ·
        14 hours ago

        It’s more about making due with what you are given and finding fun strategies within that than trying to get specific decks. If the deck-builder roguelike isn’t able to do that then it isn’t a good deck-builder roguelike. Being able to influence what you get, and using that efficiently is also very important.