i’m lizard

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Joined 2 years ago
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Cake day: June 21st, 2024

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  • I didn’t play the demo, so I was a bit surprised to find it has less in common with Link’s Awakening and Castlevania than you might think

    To me, the demo felt like it was setting up something resembling more of a Zelda game, even though the demo itself wasn’t very Zelda due to its length. Which kinda made it worse to me, I thought I would get Legend of Mouse: Oracle of Slightly Souls and unexpectedly got Mouse Souls for the Gameboy Color.

    That is a game I could ultimately find enjoyment in, but at 5-ish hours into the game, I was incredibly frustrated by the difference in expectations vs what I just played. The Zelda influence does show up a bit more later in the game as dungeon/world design improves a bit, but it remains thinner than I would’ve preferred. The “Souls mechanics” can mostly be turned off via the modifiers menu, but that doesn’t really turn the game into what I would’ve preferred either.

    For the right person, this is going to be a GotY candidate. I’m glad I did play it through to the end, but it’s too soulsy for me to truly appreciate it. I will say that the soundtrack very well might be my soundtrack of the year though; easily Jake Kaufman’s finest work (and the OST is pay-what-you-want on Bandcamp!).



  • With the game being out for the better part of a day now, I gotta admit, the much less positive Giant Bomb review is by far the one closest to my experience.

    As far as I’m concerned, this game would have been ever so much better if Dark Souls never existed. You can turn off most “souls-like mechanics” via modifiers, but just about anything to make the experience easier turns off all achievements, which is a not-so-silent judgment from the developers for doing it. Boss runbacks are looooong, but if you’re willing to disable achievements, you can have a bonus checkpoint before every boss. So the devs really want you to do runbacks, but I struggle to see what they add to the game. Basically the same complaint as Silksong but I am even more tired of them by now, and the runbacks are worse.

    Currency loss and estus flasks plasma vials don’t really add to the game, either.


  • I ended up wanting an online pseudonymous identity as well as an offline real-life identity, which leads to needing multiple phone numbers when things are tied to said number. That’s extremely annoying to manage, especially with Signal’s current activity and update policies that essentially require you to keep a phone in a drawer, charge it and log into it every so often or risk losing your entire account due to inactivity, as only the mobile device counts for that purpose (this might supposedly be changing).

    In that particular scenario, I don’t really care if my least-favorite three-letter-agency or law enforcement can link my identities. It’s a nice bonus if they can’t, but not an absolutely required feature. The main worry is the person on the other end trivially learning it. But the person on the other end might have a different set of worries that makes Signal one of the few available options for them.

    That said, Telegram also requires a phone number and has exactly the same issue, so this is a rather weird thread to bring that up.


  • Funny thing is this particular bill also applies semi-retroactively. The original version was worded

    The following shall apply only for server-connected games published for sale on or after January 1, 2027

    but in the April 6 revision that ultimately advanced, that was changed to:

    The following shall apply only to a digital game available for purchase on or after January 1, 2027

    I’m heavily in favor of SKG, but this particular bill isn’t workable on this schedule. It’s not what SKG has been petitioning for.







  • The whole “don’t look anything up before playing it” genre of cryptic puzzle-ish games where saying nearly anything about it is a spoiler. There’s not all that many of them, but somehow they’re all games where people go in with no expectations and either love it or bounce off of it really fast. The entire internet can scream at you to play Outer Wilds, but nobody wants to tell you why.

    Out of the ones I played, I had the lowest expectations/highest payoff for Void Stranger; on the surface it looks just like a pretty average sokoban with gameboy-styled graphics and a surprisingly good soundtrack. And that’s pretty much what it is, except the sokoban isn’t really why you play it, even though you’re gonna be playing a lot of it.


  • Steam changed it so that popularity metrics are mostly ignored during the first couple days of Next Fest. This started with the October 2024 run, and it’s a big part of why you no longer have the good demos popping up quickly at the start. To my knowledge, they never published details on it, but there was a short blurb in the developer Q&A. Things should get better starting sometime tomorrow (tends to be day 3 or day 4).

    The idea is that it gives games that don’t have pre-existing marketing a way better chance of success, instead of the really massive snowball effect that used to exist where devs lost out for the entire thing if they weren’t popular within the first couple of hours, but it has made it a hell of a job to look for new games.



  • The PS2 Ace Combat games (4/5/Zero) are still best-in-genre as far as I’m concerned, and have held up exceedingly well in general. Aerial dogfighting with good controls, good mission design and interesting story.

    Sky Odyssey is a more “relaxed” little flight game that I also like, still got game-like controls but no combat, just missions where you fly through hard situations.


  • I’ve also been playing this, even though it’s well out of what I normally play. I’d describe it as being closer to an ARPG than a MOBA, and for both better and for worse, it feels like a roguelike version of mid-seasonal gameplay in ARPGs. Couple of buttons on relatively short cooldowns backed up by buildcrafting meant to make those buttons utterly broken with lots of good opportunities available. There’s okay variance between runs. Buildcrafting is super flexible in general, you can move all of your ability upgrades around to other abilities at any time with no cost, you can even give almost everything to friends in co-op.

    Not all is good. The game was review-bombed at launch due to the metaprogression and cooldown changes from the demo, and honestly, that was probably correct. The balancing work and the per-character XP requirements ruined some of the fun that the demo had. The worst was hotfixed within a day, even adding a compensation system for demo players, and progress is like 3X faster now, but it still feels like it’s too slow and not fluid enough. I sorta settled on having a “main” in a genre that’s more fun if you swap between characters to keep things fresh. The devs will probably find a solution sooner than later.

    There’s some other problems like the performance absolutely tanking in lategame regardless of what you’re playing on (my trusty RX 580 performs about as well as my friend’s RTX 4080, and that’s a pretty universal complaint), there’s some multiplayer bugs like a boss attack that only the host can survive, some questionable balancing here and there, one of the 8 characters feels unfinished (Shell), but overall it’s been pretty good, fills a pretty unique role and the problems don’t really detract from what I’m getting out of it.




  • scripts mix configuration with logic and this was a big reason why a lot of distributions switched to systemd in the first place

    What was really wrong with the old BSD-style rc/init systems is that they mixed configuration with the logic required to start/stop the service at all, and that that logic was running in the same session it was being executed from (inheriting the environment, FDs and the like). These daemontools-style supervisors don’t have that problem, the run script is essentially just systemd’s ExecStart= and it gets forked off from the supervisor itself and is then managed by it. Lots of them are just #!/bin/sh \n exec coolservice.

    There’s plenty more things that systemd does pretty well that this doesn’t do (dependency management seems to be sorely lacking here in particular), but this kind of approach is much closer to it than the old rc scripts.