At the beginning of Blood of Dawnwaker there's a moment where you chop the wood. To do so, you press left stick up, then X. There's no skill needed, there's no transformation in you as a player when you do that, it's basically a cutscene that pauses when you watch it.
Why so many games do that?
Even if not transformational, it could at least be fun... in No Rest for the Wicked for example, cutting trees has short perfect timing that rewards you with more resources. I cut like million trees there, and still i like doing that.
And it may be the only game in which I like doing that.
Camille Degas retweeted
The Endless Rails release date is approaching like monsters in the wasteland 🍂
#ScreenshotSaturday #indiegame #gamedev
Added Waltzer enemies into the game, they only move on diagonal lines, and shot on 3rd beat.
Nice part is how they orderly align themselves into a grid :)
For some time now I've been wondering if it makes any sense to mix survivors game with rhythm mechanics...
Well, I run the test, and it's far from terrible.
Managing different weapon tempos while running away from the horde is pretty rewarding 😍
Higgsfield is a masterclass in how to erode user trust.
I was genuinely excited to try it.
Then I hit the landing page.
Fine. It's busy, but maybe that's the cost of a powerful product.
Then I saw the pricing, the fake urgency, the bullshit promo emails.
Every interaction screamed: "We care more about this month's conversion than your goals or long-term relationship."
I left.
Not because of the product.
Because all UX decisions made it very clear what I was to the company.
It's amazing how quickly they can make someone walk away.
trying kimi 3 today
i think i have opus fatigue, it spits so much unnecessary bullshit and makes some questionable decisions
kimi 3 made some really good decisions on the other hand, and proved to be much more precise with its answers
for now I'm happy







