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59 Following
924 Posts

Relatively chill, given the circumstances. He/him.

Business: [email protected]

Websitehttps://jerp.tv
Twitchhttps://twitch.tv/jerp
YouTubehttps://youtube.com/jerpdoesgames
Discordhttps://jerp.tv/discord
@craftxbox how was it?

I'd really like to know what the fuck their business model looks like at this point though that "trick a/o force users to use this product that they have clearly signaled they don't want, that costs US money every time they use it" is their go-to plan? Still? Like

The money burn ain't working y'all

@glassbottommeg I've been in that position so long it's fucking my brain. I think it's a large part of why I'm losing faith in humanity. The people I'm bailing out and trying to teach just aren't growing.

@glassbottommeg A while back I hadn't realized how much I was lodging my foot into the table I use as a "workbench" to hold it still when working on stuff in the garage.

Was trying to figure out why my ankle hurt so much, even brought it up to the doctor at one point.

Ended up weighing it down with the dumbbells I should be using to lose weight, and then later reusing a heap of gallon water bottles so I could actually use the weights. Eventually I'm just gonna build a hefty bench.

@grumpygamer something that combines a bullet dodger with a color-matching puzzle game. Like Wario's Woods + Soundodger.

Could include some manner of combo/chaining setup where dodging/buzzing one group/color of bullets can lead to clearing the next (like puzzle game combos/chains).

Interesting part about that is it raises the age-old question -- when the best thing you can do to improve the gameplay experience is to make the player weaker, how do you make that palatable?

I do think the DLC showed promise at least, but they did need to scale the game so far up that you had to rely on the couple of super busted setups / have minimal character and mechanical involvement (really laser-focused setups).

If player damage output didn't scale so high and a few action-economy-breaking setups didn't exist, I think they could've made the gameplay much more engaging. Could have even had better balancing between parrying and everything else.

It seems the only recourse at that point was just giving bosses abilities that ignored or disabled player abilities and game mechanics - like disabling shields, having additional immutable turns, ignoring status effects, making death permanent, or having conditional invulnerability.

I do like the general idea of forcing the player to use their entire party though (or at the very least, more than 3 characters).

I wonder what the reception would've been for #Expedition33 if the balance didn't fall apart in the third act.

Like there's plenty of people who play games just for the story that would've recoiled in horror if there was a shred of difficulty between them and the ending.

On the other hand, the final boss not getting a single turn on expert mode with 50x health kinda deflated it. Let alone being able to destroy the non-DLC superbosses.