@cadeybunny@mstdn.games avatar

cadeybunny

@cadeybunny@mstdn.games

I'm Cadey! I like video games and cute clothes and brightening your day! I also like connecting with as many wonderful people as possible! I'm not shy!

Hope you have a great day!

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cadeybunny, to random
@cadeybunny@mstdn.games avatar

Actually did a little work on art today. There's some stuff I haven't quite figured out yet for character art, but we'll get there one step at a time!

cadeybunny, to random
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Happy pride month everyone! I've decided lgbt people should always be proud, so every month is pride month in my eyes. I'm looking forward to celebrating this pride month!!

cadeybunny, to random
@cadeybunny@mstdn.games avatar

hmm
I just did a run of Monster Train and had fun despite feeling like I had lost for most of it... I think it's because Monster Train is just built for crazy things to happen every run, all the time. My worst roguelike experiences are when I don't get cool upgrades at any point.

Also, I actually like the idea of permadeath being optional. I know you can exit to menu to retry if you make a really stupid misplay, or just wanna try again. I just want that to be a feature of this genre.

cadeybunny, to random
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Me: What is a teleporter if not a one-way door?
Friend: Sometimes... the doors are on the floor.

cadeybunny, to random
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I just watched a match of Yugioh featuring Chaos Emperor Dragon vs Magical Scientist FTK. This era was so absurd that only one of the players got to play cards. The other one didn't. They literally didn't get to play a single card.

cadeybunny, to random
@cadeybunny@mstdn.games avatar

My party has 4 tanks. I am a believer in nonstandard party compositions.

spinning_bird, to random

What if point and click games were instead called "Pick 'em up"?

Like shoot 'em up or beat 'em up, but since you often collect so many items...? The idea sprang into my head when I woke up in the middle of last night.

No? ... ok, maybe not.

cadeybunny,
@cadeybunny@mstdn.games avatar

@spinning_bird Started combining this with other genres in my head

First Person pick em up
Real-time pick em up
pick-em-up-a-thon
etc

What about point and clicks where you don't pick things up though...

cadeybunny,
@cadeybunny@mstdn.games avatar

@spinning_bird oh no you've invented a genre.

You know you've got a good one when people can argue about it on forums.

cadeybunny,
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@mezz The blurring of genre lines begins already...

cadeybunny, to random
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https://www.pcgamer.com/palworld-could-be-a-delight-if-it-wasnt-so-invested-in-being-awful/

This article has diverted me firmly away from the upcoming Trend:tm:.

I don't like the vibe. It's just a base-building survival game featuring forced labor for your pals, made by a self-described crypto fiend who is responsible for a game about "AI Art". Any shock value and novelty is bears is not worth the other red flags, I'm sorry to say.

cadeybunny, to random
@cadeybunny@mstdn.games avatar

I'm watching a video about difficulty balancing in Mario games, and it got me in the mood to talk about something.

I straight-up don't like difficulty settings. They tweak numbers, they can take the edge off the game, sure... but, they convey nothing about what the experience will actually be. Even if you can change difficulty mode mid-playthrough, it's fiddly, and hard to predict the outcome of any change you make. (cont)

cadeybunny,
@cadeybunny@mstdn.games avatar

My preference, and something that I feel is far more effective, is to create an experience that organically shifts according to how the player actually plays it.

I'm not talking dynamic difficulty either... But, rather, the fact that Mario levels just have very hard levels sometimes, or star coins in very hard to reach places. The critical path is pretty easy, and sometimes there are steps you can take to make the path easier to walk, using the game's own systems (powerups etc).

cadeybunny, to random
@cadeybunny@mstdn.games avatar

my favorite skinner box is the kind where there are seemingly unlimited items hidden around in a massive world in varied and uniquely interesting ways by humans.

so, actual worldbuilding.

cadeybunny, to random
@cadeybunny@mstdn.games avatar

I guess now the question is...

Do I actually make these alternate tooltips for ffxiv abilities as graphics, keep rewriting abilities, or just cut to the chase and think about the kind of UI I might need?

cadeybunny, to random
@cadeybunny@mstdn.games avatar

Started playing DS Castlevanias to study the pixelart, but now I'm just trying to figure out why I really like the metroidvania castlevanias, but don't always like indie metroidvanias. What makes them different?

cadeybunny, to random
@cadeybunny@mstdn.games avatar

honestly been kinda quiet the past few days, because the only thing I can think to post is just like, Singular Words. That's all I got.

Cadey's tired, I guess...!

cadeybunny, to random
@cadeybunny@mstdn.games avatar

I found a sillier instance of input buffering than what you get in Souls games!

I just died to a boss in Lone Fungus, and then did a dodge move after respawning!

cadeybunny, to random
@cadeybunny@mstdn.games avatar

Disabling the boss health bar kind of turns the game into Monster Hunter. You have no choice but to just focus on yourself, and the boss. A fight is just a fight.

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz YOu can get a bit of a ballpark based on how many parts you've broken, and how many flinches you've inflicted. I think flinches do occur based on total health damage vs the monster's starting health, at least?

The monster will also start limping, and will sometimes mess up its attacks, the more damaged it is, or the more parts are broken.

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz I had the thought that strong enemies or bosses could drop some stuff (materials break off as you deal damage) at certain health thresholds. Not enough to make it so you can predict the enemy's health exactly, but something cool happens at certain intervals. That sounds pretty doable. I am, however, especially wary of adding a bunch of extra art work, or having attacks routinely be interrupted...

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz mhm!

I'm kinda glad to have been able to talk about it. I've been a bit anxious lately, and that's kind of bled into everything I do... Like, the looming fear that everything I like is bad actually, or something like that, y'know?

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz It's a silly thing because I tend to meet a lot of people who have different preferences from me, it feels like. But, it helps to talk to someone impartial about all this stuff, anyway. Game design's fun to talk about

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz In my case, I tend to fear more just, game design takes. There are some relative truths, such as how HP Regeneration effects can actually be kind of degenerate, rewarding the player for leaving the game idle... Or, how leveling up really doesn't do anything, so you may as well not let people upgrade stuff...

But, what if I LIKE upgrading stuff? What if I find the jank endearing! I feel a bit of pressure sometimes to only like strictly good design ideas.

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz Basically I got a bti caught up in design ideas and correctness, when really, it's best to just put in whatever you can, and figure out how to make it fun or remove it at your leisure.

cadeybunny,
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@mezz All that pesky game design studying can kinda get you trapped in your own head is all.

cadeybunny,
@cadeybunny@mstdn.games avatar

@mezz Pretty much my favorite game is Castlevania Symphony of the Night for how many just Wildcard Items it has. That's why I'd like to make a game with a bunch of weird weapons and items! So, figuring out the fullest extent of all possible effects I could want has been a big thing.

Some things are maybe not the bestest ideas ever, but SotN wasn't the most solid game either strictly speaking...

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