I remember reading an essay (probably from here?) about how a great way to build a game is to build it around a "toy" -- something that is pleasurable to simply interact with, even without objectives. I can't find it anymore -- the closest I can find is https://medium.com/@keerthiko/toys-to-games-25d35b40425d but I don't think it was that, although it's based on the book "The Art Of Game Design" which may have been a…
The elegance of movement in Silksong
41–50 of 358 posts
Re: The elegance of movement in Silksong
#42> Selling to businesses is very easy. You go to a business and you say "hey, you like making money?" And the business will say "why yes, I do like making money" and you will say "great, I can help you make more money. This is so wrong it hurts. You'd be amazed at how often "I will save you $X, guaranteed, or your money back" is a non-starter when selling to companies. I've spent a career very slowly gaining respect f…
yes, and I think one big reason enterprise might not buy your product even if it is guaranteed to make/save $X is $ is often NOT most important thing to the people make buying decision, specially when it is not your own money to save or gain
Re: The elegance of movement in Silksong
#43Re: The elegance of movement in Silksong
#44I think Hollow Knight and Silksong are mostly special for their art style, the movement feel is pretty average. Among 2D platformers in general, I think the medal for best movement feel goes to the Fancy Pants Adventure series. (You can still play it online on sites that have Flash replacements, start with the 4th game because it has everything.) But that's a deliberately easy game, you just run through the levels an…
Re: The elegance of movement in Silksong
#45Re: The elegance of movement in Silksong
#46Fluid & fun movement feels great and a lot of my favorite games have it - Doom, Hades, Ori, Celeste, Apex Legends, The Finals and more. To me it's an ingredient in a great game, not something necessarily unique to Silksong though.
Surprisingly overlapping set with games I’ve played and enjoyed a lot! Dead Cells was another that has a lot in common.
Re: The elegance of movement in Silksong
#47Am I the only one who didn't like Hollow Knight? In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like? In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me. edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is…
I enjoyed Ori, Monster Boy, or Prince of Persia the lost crown a lot more.
Re: The elegance of movement in Silksong
#48Am I the only one who didn't like Hollow Knight? In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like? In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me. edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is…
Re: The elegance of movement in Silksong
#49I haven't actually played HK yet, and I don't normally play Souls-likes, but I did finally start playing Elden Ring about two months ago.
Yes, I've had times where I'm cursing out loud because I've been trying to beat a boss for three hours without success, sometimes dying with the boss only needing one more hit to die, and I'm frustrated with myself because knowing he only needed to get hit one more time started making me greedy with my attacks, and so I take big hits to the face and don't back off to heal.
But what makes them fun is the dopamine rush when I finally succeed. A couple times, it felt damn near orgasmic. I've been playing video games for probably around 35 years and nothing felt as good as when I finally downed Morgott.
Re: The elegance of movement in Silksong
#50Am I the only one who didn't like Hollow Knight? In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like? In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me. edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is…
So much praise but Hollow Knight mostly just felt like a dreary slog to me. So dark. So depressing. So gloomy. It just kept on going on and on and on and wore out its welcome for me long before I made it to the end. I have played a lot of great platformers and metroidvanias and I just did not really have a good time with Hollow Knight. I had also possibly played entirely too many games where your role is "wander around a pretty, decaying, dying world and turn out the lights" before this one and just did not need another one of those stories in the form of yet another a brutally difficult game that demands absolute obsessive precision. I have suffered enough soulslikes.
The idea of even more Hollow Knight is the exact opposite of appealing to me. Maybe after it's on sale for five bucks and has added an easy mode as well as a double-easy mode. I enjoy a good platform traversal but I want the game to work with me to make me look awesome, I am no longer "motivated by mastery" or interested in feeling like "Sisyphus finally rolling his boulder up the mountain and resting while gazing at the view… only to then encounter the next boss and do it all again."