-BRAND NEW MAP… BRAND NEW PAIN… | Pogostuck

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-BRAND NEW MAP… BRAND NEW PAIN… | Pogostuck
One really nice thing about the “rage game” renaissance we’ve been experiencing is the return of exploitable geometry in games. A lot of games have like, pretty normal hitboxes for collisions but you play a game like Balan Wonderworld? When that game lets you mess around with the platforming there’s so much potential for finding weird shortcuts or unintended puzzle solutions.
Dreams games are similar because of how the engine is by default
An Elegant Solution to a Simple Problem
A little extract for the next section of our Free Range game. A section dedicated just to "A Chicken Crosses the Road" joke.
The Problem: Players may get stuck when colliding with the moving traffic.
The Solution: The cars explode upon contact, pushing the player away before they can get stuck.
An elegant solution if we say so ourselves.
Check out the Free Range prototype here: https://birdbraingamesdev.itch.io/freerange
Watch out for the next update where you can see these features implemented.
One afternoon, at the League of Villains’ hideout in Kamino Ward...
Tomura: I’m so bored...
Himiko: *mischievously smiles* Hey, Shiggy! I have a challenge for you. *puts her computer in front of him, and he sees the first level of Unfair Mario on the screen*
Tomura: “Unfair Mario?” How unfair could it possibly be?
33 MINUTES LATER...
Tomura: *after dying for the 117th time* Never have I wanted to decay a lowly and stupid computer game more than I do now...
Himiko: *laughing to herself and at Tomura* This is so priceless!
Kurogiri: Himiko, what have you done?
Himiko: Nothing too bad! I introduced him to the world of rage games! *smiles brightly*
Kurogiri: ...oh, great...
Dabi: *sneakily watching it all* So rage games are the boss’ weakness? *quietly smiles to himself*
So maybe I have anger problems😥😅
‘Darklight Conflict’
[MULTI] [UK] [MAGAZINE] [1997]
At first blush, Darklight Conflict looks like what X-wing vs. TIE Fighter should have been: gorgeous SVGA graphics, amazing light sourcing, and a deep-space feeling that so many games in this genre are just plain lacking. But like so many others, it comes up short. The bottom line is, it's tough to make a really good space conflict game these days that finds the right balance of gameplay, graphics, storyline, difficulty and replayability.
The main problem with Darklight Conflict is that it uses what would be the real physics of space combat. Initially this makes for a very impressive feeling for the awesome dimensions of space conflict and movement, but in short order turns to a nightmare of nearly impossible maneuvers within very exacting missions.
There is also the ridiculous premise of the game, but that hardly deserves examination -- suffice it to say that you are basically kidnapped from your career as a navy top gun to be fused, for some inexplicable reason, into an alien spacecraft where you then, for some equally inexplicable reason, gladly fight and die for your abductors.
In its favor, Darklight Conflict flat blows away the competition in terms of look and feel -- there was obviously a great deal of thought and effort put into the realism of this game, but it might have been better as a deep-space flight sim than an action game for the seeming lack of thought put into making this beauty playable.
(...)Darklight Conflict comes up short because it has too many liabilities -- super-difficult gameplay, poorly-designed controls, the clunky old DOS environment, and a woeful lack of decent multiplayer options. Hopefully, the look of this game will impress other makers to the point where a truly great space combat sim can be born of the recent crop of near misses. ~Richard Law, Gamezilla
Source: Computer and Video Games, August 1997 (#189) || Internet Archive; Jason Scott
It’s not fair, is it?
How They React To “Rage Games”
(The game I’m thinking of is Getting Over It With Bennett Foddy, but I’m sure it will work with most of them.)
Death: You can tell he’s getting annoyed but the deathly silence that becomes more and more deafening the more times he has to start over. Eventually he just stops moving altogether. You have to begrudgingly tell War his brother broke and that he needs to collect him.
Fury: Yeah. No. You would like to stay in one piece.
Strife: He had to start over 4 times. He quit. He wants some hardcore mouth on mouth action now.
War: He seems fine. It took you awhile to convince him to try it, but after that first fall you knew he wasn’t gonna stop until he proved he was better or he died. Unlike his siblings, he has an iron clad grip on his temper. At any moment the grinding of his teeth could devolve into something dangerous. But no. You watch in awe as he completes the game in total silence, however long that actually takes him.
~BONUS~
Azrael: He gently refuses, citing a made up angelic rule, but you know it’s just because he doesn’t want to look foolish anymore.
Vulgrim: You left the room to get a glass of water. Now Vulgim’s gone and half of your stuff is gone. You really should have thought this one through.