my pathline for game design learning usually is:
optimization → game theory and understanding → iterating on the system to make your own additions
my pathline for game design learning usually is:
optimization → game theory and understanding → iterating on the system to make your own additions
you cannot understand a system without figuring out how to optimize it
this is my greatest point of contention with other people who design things, so you’re free to ignore me
the lich sorcerer isn’t even the worst part it was like level 9 when everyone else was level 14
the pvp game was the worst part
the 2nd worst part was the fact that said lich sorcerer to
help create people’s characters
that’s a tangent
ANYWAYS
people criticise my monsters for engaging in limb removal as a game mechanic when that’s a symmetric mechanic
my brother in christ just remove the sword arm from the creature
tiny dungeons = based
I can’t fungerpost because both games are 18+
It’s truly tragic
(fear and hunger)
ah
Fear and Hunger is a lot like Pathologic in that it is nothing but its pursuit of its design goals
I’ve played this game. I think you need a real appreciation of art to… appreciate it.
I’ve played the first and the second games for a combined…200 hours?
Broad appeal is a sliding scale that unfortunately comes at odds with artistic integrity a lot of the time
kid named funger:
(Also, fair warning that some of the 18+ content in that game is particularly sensitive in that game. You should take the Steam warning seriously, though it is pixelated.)