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Cake day: June 23rd, 2023

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  • I asked ChatGPT and got a few wild ideas:

    • Timefall Symphony - You play a deaf conductor in a future where time is tied to music. You must sneak through collapsing timelines by conducting symphonies that rewind or fast-forward reality. Meta Twist: The game’s soundtrack is dynamically composed by the player’s performance and affects NPC memories.
    • Agent Ø: The End of The Author - You play an AI agent in a post-literature world where all creative writing is outlawed. Your job is to assassinate remaining authors hiding in simulated story-worlds. Meta Twist: At a key moment, the game deletes its own script and asks you to write the ending — but the NPCs begin resisting your choices.
    • Neon Genesis Logout - Set in a VR world where logging out is illegal, you’re a rogue program trying to find the “Exit Protocol,” which is rumored to cause the death of your real-world body. Meta Twist: The game links with your real-world social media data and uses it against you as blackmail from in-game NPCs.
    • Cognitive Espionage: Synapse Eater - You are a “Neuroleptic Diplomat” — an interdimensional agent hired to broker peace between collapsing timelines by entering sentient thought-constructs that have gained independence and now wage war against their original hosts. These constructs — known as Ideovores — eat ideas, replicate memories, and begin overwriting reality. Your mission: infiltrate mental realms that believe they are real, neutralize rogue ideas, and plant “cognitive malware” to reestablish consensus reality. At a critical point, the game begins reinterpreting your dialogue choices from hours ago as if they were implanted ideas — and characters confront you for “things you never said.” The main antagonist turns out to be your own future self, who defected and now works for a rogue nation of self-aware conspiracies. Final boss: defeat your own consciousness before you come up with it — a battle in “Pre-Thought Space,” where thinking too hard makes the level collapse.

    I mean, any of these are probably more coherent than a Kojima plot.







  • Absolutely this.

    If we’re going to take a Metroidvania as an example of this lesson, let’s take Environmental Station Alpha. The game has a ton of potential as a good Metroidvania that is buried in a thick armor of speedrunner-level difficulty. I have never seen a Metroidvania be so stingy about health tanks, and this game desperately needs all of the health tanks you can get. It stinks of a developer team playtesting the hell out of their own game, and making difficulty decisions based on years of their own self-testing experience.

    When you release a game with a Normal difficulty, no Hard difficulty, and then are forced to create a Easy difficulty after release, you know you’ve fucked up.

    Here’s how you do it: You can playtest your own game, but that one gets the “Hard” label. If you playtest for a Normal difficulty and you can’t imagine how to create a Hard difficulty, the difficulty range is completely off. And Hard doesn’t mean “only people in the double-digits can beat it”. That’s not even a scale, or just reserve that for some “Impossible” difficulty, if you want to get to 5-6 levels, like Doom does.

    Normal should be some reasonable setting based on how others playtest the game. Get some expectations from your playtest audience in terms of the kinds of games they’ve played and beat before. Are they complete noobs to any sort of fast-paced gameplay, or have they beaten other Metroidvanias or games like Cuphead? Based on that, figure out whether the advice they give you applies to an Easy or Normal difficulty curve.


  • P03 Locke@lemmy.dbzer0.comtoGames@sh.itjust.worksNew metroidvania
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    2 months ago

    You can’t just, independently, as a single person, “have your own game engine”. It has to be designed for a specific type of game, with a specific style. You don’t have the time or resources to develop one that is an omnibus toolbox.

    Even then, people should be using Godot now, especially indie developers. Spend the time and resources enriching an existing open-source game engine.