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Cake day: July 13th, 2023

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  • I haven’t played Dark Souls specifically, but in Hollow Knight (+Silksong), Elden Ring, Lies of P, and Sekiro, I usually felt like if I really hit a wall, I could just explore another path for a while until I hit a wall there, then repeat until I ended up coming back to the first path, whereupon my stronger abilities gave me the forgiveness I needed to beat the first boss within a few tries.

    Sometimes I did hit a wall of a boss with nowhere else to go, and I did have to git gud, but I’ve found that those tend to be more interesting and fun to learn than side bosses are. But I usually enjoy that process. If you don’t, I do feel there’s no reason to not get a “give me a gun” option like in Another Crab’s Treasure (or mod one in yourself). I never understood people policing the fun of single player games.

    ^a notable exception to my enjoyment of learning bosses would be that bitchass wizard frog in Silksong from Bilewater he deserved the cheese I used^




  • Full story Machinima style series are rare, but if you just want heavy editing and a somewhat coherent plot as opposed to nearly unedited gameplay, Alpharad and LarsBurrito might work. Alpharad heavily edits his videos and usually writes a script to go over the gameplay that does a good job pulling a story out of the footage. LarsBurrito does a similar style, but also often does themed playthroughs where he writes the script to flavor the playthrough to fit whatever character he’s roleplaying as.

    If you want actual story but are ok with significantly less editing, Mianite is a series I rewatch every once in a while in a similar way you describe. The scripted story doesn’t really start picking up until a significant way through season 1, but there is still enough conflict between the different players to make it more than just a Let’s Play.


  • Indeed. The sources I’ve read seem to lay blame with games not usually patenting mechanics (which apparently is all patent officers look at for prior art, not other games), meaning it needs active challenging to be thrown out.

    PocketPair is based in Japan, which is where the previous, more directly problematic patents have been filed mid-litigation. While there is clearly prior art for the US patent, it isn’t quite as comically broad as the Japan ones, and since Japan doesn’t seem to care about prior art, those remain the most concerning to me.










  • I’m not saying it isn’t insanely hard (actually I mentioned that fact twice), I’m just trying to point out that Steam gives developers more tools for visibility than any storefront that exists, with most storefronts giving no tools whatsoever. Any game with no marketing budget selling enough to support a multiple-person development team, when they have to compete directly with AAA games, is impressive for both the developer and the platform.

    If you want to advocate for improvements and change, you can’t just ignore the positive things that already exist.

    ~Also you clearly didn’t read the page about the update visibility rounds, because those have nothing to do with popularity and are completely randomized regarding who among the recently-updated games gets a spot on the front page. In fact, your game gets rotated off that spot once you’ve gotten 1 million impressions.~




  • MrGabr@ttrpg.networktoGames@lemmy.world*Permanently Deleted*
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    5 months ago

    It is a little insane how many games release on any given day. On July 15, 2025, 150 “titles” (of which 78 are actual games, not demos or DLC) were added to the Steam store. I would guess that their data includes all titles, but even just 78 real games on what should be a slower-than-average random Tuesday could totally contribute to 34,000 games released in a year.