

- Sektori
- Cryptark
- Radio Free Europa
- Synthetik
- Brigador
- RAM: Random Access Mayhem




Metaprogression was always pretty unrewarding, dripping in upgrades and unlocks so you buy a game, but you don’t get the game you bought until 10-100 hours of time invested playing a worse and/or more limited game. It’s always been weird how so many people say they need progression to enjoy a game. Fun was always a better reason to play a game than progression. Fun is why better games have ways to rebalance to match the things progression adds along the way. It’s just a shame people will basically scorn most games that don’t offer some kind of cross-run progression nowadays, so devs are stuck doing something. Not just roguelites, either. Look at what’s happened to Diablo-style ARPGs, where the addiction mechanics have pushed things to where people want seasonal resets so they can meaninglessly re-grind, because the fun has shifted to grinding loot (and trading), and the game doesn’t matter once you have enough that loot isn’t changing things for you. People don’t even want significant gameplay, as it just slows the grind. Then the inevitable endpoint of unlock/progression based play is horde survivors, where the games have openly admitted the actual play isn’t even the point anymore. It’s just builds, unlocks, and grinds, watch it go.
But I never really got people acting like you can’t tell how you’re doing in a game as things shift, or they can’t engage with systems because things get added, or a win doesn’t feel like a win. It’s not usually that hard to tell how you’re playing or how stuff works. These things are rarely that unusual, and if winning on easy isn’t good enough for you, look for the higher difficulty. If there’s no option to adjust difficulty and give a good play experience, that’s the problem, not the progression. Difficulty always needs options, and people should play at the level where the game feels good to them, not get stuck trying to prove something by defeating the game. Just like devs should not take a lazy, one-size-fits-all path, especially if that path means more experienced players only get a less interesting game.
Finally, contrasting “sideways” unlocks to power progression is often a deception. Many games with sideways unlocks gain a great deal of power/easing from adding options, synergies, and opportunities. Then people try to act like the experience is more pure than some other game where things get easier just from stats. Yeah, stat upgrades are obvious, but you didn’t start in the same place as before when you’ve altered the game and drop pool to your advantage.


Yeah, Steam Input could have been huge for the entire gaming industry, but instead it’s only for Steam and so only can get fixed by Valve, who just doesn’t really care about coming back to things and keeping them working after initially building something. Frustrating to see something almost so good just kinda limp along, accumulating bugs no one will fix because Valve doesn’t really care beyond the simple button mapping use.
Just like how dynamic collections could have been pretty great, but Valve got a rudimentary version working, patted themselves on the back, and left forever without even implementing the most basic tools anyone would need to actually use them (boolean combinations, actually using the tags you set on games, etc). It could even have been a slick new interface to Steam’s tagging (imagine if you set a collection specifically as a tag, and Steam took your manually adding and removing games there as tag votes) that might’ve helped ease some of the dumb problems tags have (there’d be a lot more info for Steam to draw on than just the people actually updating tags on the store page).
I’m kind of impressed no one makes a better gaming social-launch client than Steam, but then Steam’s own client has a massive lock in advantage so you basically can’t make something that wholly replaces it, and Valve doesn’t care to play nice when they want that obvious Steam-game vs non-Steam-game divide.


Tooling around and checking some Guild Wars 2 boxes as usual, but the new arcade twin-stick Sektori has been eating dedicated playtime all through holidays. A couple of my Steam friends went for some scoring in the side modes, but I got some solid runs in they will have to work pretty hard to pass again. I’m still trash against the games heinous bosses, though. Those things were designed to grind mistakes out of you, and I only occasionally get by even the first tier boss versions without some mistake. I definitely get tired of playing boss rush, but until I’m more consistently passing those without eating hits, campaign mode just isn’t going anywhere, and I’d really like to be over that hump. Good thing the other side modes are all pretty great and focus on the core play rather than the fancy but tiresome bosses. Too bad side modes got short-changed on achievements, because the dev annoyingly limited the Steam achievements based on consoles, so there are a bunch of pseudo-achievements that are only displayed in-game.


Sure, I knew which game you meant. It was just an oddly dismissive and mildly inaccurate way to refer to a legit top-tier game.
I play a lot of twin-sticks, so Robotron was a real curve to throw in. From my perspective, those are pretty different ;P


geometry wars meets robotron type deal.
That makes no sense. Both of those are just arcade twin-stick shooters, and Sektori is no more Robotron than Geometry Wars was. Also, while Sektori very obviously draws a lot on Geometry Wars, it’s an amazingly good arcade twin-stick that improves so much on what GW did, and really deserves recognition. It’s niche, but it’s genuinely a top game in that niche, and I mean best in ten years top game.


They don’t want to hurt some dev’s numbers, but they don’t like the game either.
Or they just can’t handle giving the thumbs down. A lot of people like that nowadays. Only likes are allowed.


Top-down/twin-stick games where the aim (especially on controller) uses camera handling features, like smoothing the input or a cross-shaped deadzone.
Screenshake enabled by default, or not even an option to disable.
Have you looked at Zero-K? They have some TA history.
The app requires an existing login to use, right? I tried the app since the website’s email/password registration screen just returns “An unexpected error occurred” every time I try it, but didn’t see a new registration option for the app, just the login option.


How do we prevent this from happening to other instances?
We don’t, and we can’t. What we need is to stop acting like Actors/People/Groups are single points homed on a single instance. They should be a ring of mirrored instance entities, so the “source” Actor and content are still there when one instance drops out of the ring. Everything is already getting copied around, we’re just missing out on the biggest value of that: RAID for identities.
Ie, if I make my accounts on three sites, those should all be me, and it doesn’t matter to the fediverse which one I use at any given moment. Same for communities.
That’s real federation, not this ramshackle heap of points of failure where we just hope we don’t individually get bit too often by shutdowns, even though shutdowns are completely inevitable.