• 0 Posts
  • 60 Comments
Joined 1 year ago
cake
Cake day: June 24th, 2023

help-circle


  • I was not counting mana cost, no. So it’ll just drop modifiers if it doesn’t have enough mana, and still cast the base spell? That does explain some of the behavior I was seeing. I figured it would fail to cast entirely if I didn’t have enough mana for the full block.

    One theory I had, if you can confirm, is that shuffle doesn’t just shuffle spells, it shuffles all spell nodes.

    So if I have a 4-slot shuffle wand with: PPMP (P = Projectile Spell, M = Modifier)

    I was thinking the cast table could either be:

    P1 - 33%

    P2 - 33%

    MP3 - 33%

    Or

    P1 - 25%

    P2 - 25%

    MP3 - 25%

    P3 - 25%

    Depending on whether the modifier block was a valid place for the shuffle to land.

    I was planning to try to build some wand experiments to differentiate which of these scenarios is true. Good to know that mana can be a confounding variable.

    Edit: Also, is shuffle fully random or does it draw without replacement like a deck of cards until all stored spells are cast and it can recharge? Just thought of this and realized I hadn’t tested for it.


  • The issue I’ve been trying to work out is getting modifiers to work consistently. My understanding is that modifiers are supposed to stack and affect the next projectile spell to the right, but they either don’t apply at all or will apply sporadically, and I haven’t figured out what rule I’m missing.

    I assume some modifiers just don’t work with some projectiles, but the game doesn’t seem to communicate whether this is the case. I also suspect it has something to do with shuffle, as you warned against, but I haven’t been getting any non-shuffle wands for experimentation, and my starter wand doesn’t have much mana to work with.

    It doesn’t help that I can only experiment with builds in the airlock chambers between levels.

    The specific issue I remember having last night was that I couldn’t get the pentagon shot modifier to apply to any of my projectile spells no matter what I did.

    I did get the flametrail modifier working consistently, so I’m doing something right, but I’m not sure what was different between that and the pentagon spread modifier I was trying.


  • I’ll back up that Civ 4 has been the best entry in the series so far.

    Civ 5 is when they dropped unit stacking, which made combat much slower and more finicky since you couldn’t just build up a massive deathball and tear across the map, and Civ 6 doubled down on that design space by tying city upgrades to individual tiles as well. They’re not bad changes, and they do add more strategic depth to the combat and city-building, but they do make an already slow game substantially slower, since combats that used to be done in a turn or two now require several turns of rotating and repositioning units to get them in and out of the fight.

    Civ 4 was the last “pure” civ experience, building off and adding to the previous games without sweeping mechanical changes to shake up the meta.





  • Void Stranger, Chip’s Challenge, and BABA IS YOU are all Sokoban style puzzle games with minimal performance requirements and no need for a mouse.

    Siralim Ultimate is a creature collector RPG that will run on a potato and provide endless grinding, if you’re into that.

    The Final Fantasy Pixel Remasters of the first six games are all excellent if you’re into JRPGs.

    Dungeons of Dredmor if you like rogue-likes, or you could go old-school and pick up NetHack or ADOM.









  • Abzu fell kinda flat for me after Journey, but The Pathless more than makes up for it. It seems to be set in the same world as both prior games and has several references to each, so playing the first two does make it more rewarding to play.

    I definitely recommend it since you liked Journey. The movement and combat feels great. It’s refreshingly short and focused for an open world exploration game, so it respects your time, and it also has some excellent storytelling with plenty of nice emotional highs and lows. It’s a worthy successor.



  • Outer Wilds certainly was. It was started as a college project and the devs stayed together to finish it after they graduated.

    Journey I’m not so sure. I don’t think it’s indie? If it is indie, then I’d put The Pathless up for consideration. That game finished what Journey and Abzu started, and it has some of the best feeling overworld movement of any open world exploration game I’ve ever played. Flawless.


  • Dust is great, but it’s deeply flawed.

    The art is phenomenal, but the writing is cringeworthy. I loved it as a teenager but I have a hard time taking it seriously now. I wish I never replayed it so I could have kept my nostalgia.

    The combat mechanics are fun and feel amazing when played as intended, but they’re massively unbalanced. IIRC with two exceptions (enemies that require a parry to enter a vulnerable state) every single fight can be won flawlessly by spamming Dust Storm even on the highest difficulty.

    It’s a remarkable game, all the more so since it was only one dev. I 100%'ed it, and it sits in a place of honor in my collection, but it’s not one I’ll ever return to.