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Joined 1 year ago
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Cake day: July 1st, 2023

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  • oh no, I’m being shot from behind, just give me 5 seconds to hold my joystick all the way to the edge and line up a shot

    I agree that the touchpad isn’t best for every game, but your example just sounds like your sensitivity is way too low. I used to have a couple steam controllers, I have a steam deck, and I used to play a lot of mobile shooters before I could afford a pc. In any case, I like my sensitivity to be 1 full swipe = 180° in game. Add in gyro and I’ll make that about 1-to-1 device rotation to in-game rotation (or if anything a little more sensitive).



  • This is actually timely. I have this old Dell laptop that’s running mint for a jellyfin server, which out of nowhere lost its Internet connection. Well not actually lost, it just became really, really slow, like 100 kbps instead of the usual 100mbps. Turning the WiFi off and on again worked, but I still had to crawl out of my comfortable bed to do it. I’ve had the same thing happen on my windows devices though so idk.




  • Underlying kernel aside, I think that the Steamdeck’s SteamOS is an excellent example of how “easy to use” != “smaller feature-set”. I’ve heard countless times from apple dudes that the reason that their stuff allegedly “just works” is because of the lack of some functionally that if present would overwhelm the user. You know, as if ios and android don’t share fundamentally the same user interface principles. But they do have a point, a green user can be overwhelmed when presented with a huge feature set all at once. Yet, despite SteamOS literally having a full-blown desktop environment, the UI frankly is way less confusing than my Xbox. It just goes to show that it’s not about the number of features, it’s about how they’re presented. Power users don’t mind digging into a (well designed) settings menu to enable some advanced functionality, and keeping those advanced features and settings (with reasonable defaults) hidden around the corner behind an unlocked door helps the newbie get started with confidence.



  • Nah, I just type gg at the end. They’re just games, like disc golf, volleyball, or airsoft. I lose sometimes, actually I lose a fuck-ton, but that’s just statistics if the matchmaking isn’t actually the worst. It’s those wild unscripted moments. Coordinating with your buddies. Learning your opponents. Learning yourself.

    I get the appeal of single player games, but I’ll just share my opinion: to me the most stressful gaming moments are hard bosses in single-player campaigns. If I get my ass handed to me in a multiplayer match, nbd “gg This is Rocket League”. I’ll get them next time. In the single player you’re stuck though. I’ve gotten migraines because I couldn’t beat a boss and I was stressing over the wasted money I spent on the game that I might not ever finish. Beating a boss after <5 tries is satisfying. Beating it after 20+ feels like getting out of the hospital.



  • You basically got to have your own little reliable niche

    I think one big problem is originally. So many indie games are essentially clones of the games that the developers happened to like. Zelda-likes, rogue-likes, greyscale puzzle platformers about depression. There are literally hundreds of examples of the first two of these, and not as many but still weirdly a lot of the third. But without something to make it stand out, casual players will come across the game and think “This looks neat, but basically the same as about 4 other games in my wishlist that are already very well reviewed. Maybe if it starts getting rave reviews, I’ll add it to the queue”.

    Not to paint all indie games with one broad stroke, the most novel game ideas out there are also usually from indie studios. I don’t have numbers and I don’t know about longevity, but I bet that games with novel ideas get more initial downloads