NEW GAME!! explore the world with your trusty wooden boat in WORLD OCEAN!! https://lycaon.itch.io/world-ocean
#PROCJAM
this one was a little rushed but here's something chill for this wednesday: https://prophetgoddess.bandcamp.com/track/hard-boiled-wonderland-july-4th
DREW: you've never seen a crab?
DAN: nah, i don't think i'd be into it.
"I like frogs. Whenever I've seen one I've been like, 'yeah, okay'. They seem alright." - dan ryckert
took out a book from the library and the last person to take it out left this incredible bookmark in it
LET'S PLAY SHIN MEGAMI TENSEI: DEVIL SUMMONER 2: RAIDOU KUZUNOHA VS KING ABADDON with @catalina over at https://twitch.tv/lycaon!!
in ~1HR: SHIN MEGAMI TENSEI: DEVIL SUMMONER 2: RAIDOU KUZUNOHA VS KING ABADDON with @catalina over at https://twitch.tv/lycaon!!
(there's a related idea here about how lots of AAA games are obsessed with making sure every player sees every inch of the game world and story, so desperately afraid of letting players miss anything; i wonder if these ascii roguelikes are more comfortable letting the majority of player see 0.01% of what the game has to offer because the huge scope is afforded through proceduralness and therefore ephemeral/no longer one-of-a-kind but one-of-many)
i *don't* think it's about ascii graphics being intimidating -- games like qud and brogue have done a great job of making ascii approchable by adapting design idioms from other types of games (mouse control, context-sensitive buttons), it's just about the fact that the design behind these games is extremely anti-player empowerment, which is cool and all but also i think antithetical to what's interesting about procgen
the thing is that these games are so often interested in making these complex worlds that are *extremely hostile*; it's less about 'how can we best facilitate players discovering exciting new things' and more about 'what's the most exotic ways we can kill the player'
games like nethack or dwarf fortress (not really a roguelike but it's the same problem) or even qud can all offer depth far beyond what even the most complex action roguelikes have to offer but that depth is afforded with so much complexity it's basically moot
qud has so much to offer but it completely fails to encourage or really facilitate the exploration of its possibility space except at the highest levels of play, which is a problem with pretty much all traditional roguelikes
i died almost instantly but i saw something besides the area between joppa and red rock for the first time, it's a miracle
i started playing around with the new beta branch of qud that has the random alternate starts and it's immediately 1000x more interesting to me
Against Videogames with @lycaon: XCOM and its Malcontents https://www.twitch.tv/cattelie
live in 15 minutes: another episode of AGAINST VIDEOGAMES with @lycaon
the entire sgdq crowd clapping to the music but being completely offbeat as if specifically to make me miserable
listen, i know this is a pretty radical hot take but
undertale is a good game
OH FUCK IT'S SANS UNDERTALE
god i haven't seen anyone playing undertale in *years* and i had completely forgotten how fucking great the soundtrack is https://www.twitch.tv/gamesdonequick