• 31 Posts
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Joined 3 years ago
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Cake day: June 9th, 2023

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  • I’ll have to be cautious about this advice, as I’m not a therapist, but: Ask for help with something. Any task they could be more qualified for, or that you need a second person, rely on them a bit. When they help you, thank them wholeheartedly, even with a gesture like a gift.

    People like to feel that they’re needed and appreciated, that they have some worthiness in people’s eyes. But don’t fault yourself for lack of this action - it’s impossible for everyone to do this for everyone they know, and self-harmful minds do a lot to hide themselves.

    Best of luck.


  • I’ve tried, man. I at least got better at socializing in a common atmosphere, so I don’t feel so distant, but many people just don’t reciprocate communications. I invite a repeating occasion for people, and they’ll need 8 reminders or just not show up, to the point I don’t bother. When I realize I’m always the initiator, I decide that connection isn’t important to them.

    God forbid a deeper need like confessing to traumas or needing emotional support. Some of the slightest favors I’ve asked of people have been too much. All the “above and beyond” actions I’ve ever seen in my life where people do things for one another have been in fictional media, never between actual human beings.


  • Oh, this is just one of them; there should be two other keyholes. When the three medallions of the Founding Patriots are reconfigured into their true form as Keys of Genesis and inserted in these keyholes, they unlock the way to the Path of Radiance, at the end of which is a power capable of turning back the Antichrist.

    Although, it’s hard to tell from the photo; if it’s brass, not copper, then it’s just an old furnishing anchor.



  • Not even really a patient element because it’s free, but it’s been getting progressive additions.

    If you like Ace Attorney, playing as a lawyer to solve crimes by pointing out contradictions and shouting “Objection!”, then fangame Gyakuten Live has that in spades. When it first came out, it was mostly a silly one-case concept of “What if the characters from my favorite school anime held a class trial for fun”. But it’s been going for 4 cases now, each one escalating in size and stakes, up to the current one that deals with a genuine murder. There’s been no laziness of reuse, with pretty much every case having a new prosecutor, new soundtrack, various case-relevant incidental artwork, etc.

    Its one doom in popularity is you need to get it from Itch.io - it’s murky enough in copyright that it likely can’t go up for sale.



  • One issue I’ve found with stealth games is that the concept of a lone commando outsmarting and sneaking past 30+ guards is pretty unbelievable to begin with, unless the player controlling the commando is actually a tactical genius. So, games tend to have to play pretty unrealistically in order to make the result playable by average players (idiot guards, x-ray vision, generous interpretations of darkness, super movement abilities, etc)

    Something I think could be further explored is a game that explores a mechanic of “Plausibility”. Stealth long accepted that guards would react to footsteps. Breath of the Wild including a noise meter helped me think “Hey, why is that? This is a big compound with a lot of people that’s been quiet for the past week - wouldn’t they assume the footsteps are their friends?”

    Another concept that I think was explored in a very janky way but could use a second look is the game Shadwen. It’s not a great experience, but it has the interesting idea of combining stealth with Superhot and Braid - you get full control over time, including time only moving when you do, and can rewind instantly from a failure. The game even shortcuts “spotted” phases by giving guards instakill crossbows, so the remedy to being spotted is just to rewind. The fun, then, is in creatively engineering the one-shot stealth circumvention you had in mind, even if a mispositioning messed it up the first 6 times (because it only took 15 seconds to get a successful effort).










  • There’s several pieces of media I’ve consumed lately where on a second review, I can see: “This makes little sense. This is a lazy connection, this line could’ve been worded much better” yet it doesn’t matter since I still remember my heavy reaction on first viewing, and can see other strong reactions.

    A big part of that is how well the story itself sets up for core moments, even if some of the pieces are clumsy.


  • I do think a lot of modern media embraces “unexpected death” tropes a bit too much. When done well, it can emphasize the harshness of a world and drive ambition to right things. Done wrong, it actually depletes the stakes because a lot of the motivation and interest was in saving the person that was just killed.

    Breaking Bad, and Danganronpa V3, are some examples of where I felt the latter.

    That said, it suspends belief sometimes when readers realize anyone in the main cast has plot armor. To me, part of that remedy is occasional deaths, but part is to just not invent frequent hanging-by-thread situations, and then frequent deus ex machina to exit them.


  • My design path started from the idea of “An open world game, with a chain to keep you broadly on a certain path”. So you can explore, but should never go TOO far from your moving “home point”.

    I’m sure many gamers will decry not having total freedom to go anywhere, but I’ve found some of the best stories in games do require some restriction on player freedom. So, yknow, live with it.

    The basic idea I have is of a woman in love with a traveling doctor, who falls ill, and enters a coma. She loads him into a small wheeled caravan, and starts a journey across open lands, initially to locate another doctor familiar with his condition, but then eventually to verse herself in experimental medicine enough to cure him herself. On the way, she learns basic swordfighting, other strange recipes and brews, and meets a variety of societies; some great, some selfish. There’s heartbreak and sacrifice, but in the end the Doctor is cured from his coma.


  • I’m personally a big fan of movement penalties in shooters, that prevent people from breaking their momentum in a flash, jumping or dropping instantly, etc. They feel slightly frustrating to control, but it comes back in how easy it is to aim at someone.

    It’s really frustrating when you’ve outflanked someone, and have a strong gun against them, but their A/D crouching game is on point.