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Joined 2 years ago
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Cake day: June 28th, 2024

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  • I heard puzzle games and am legally obligated to shill Petal Crash (and it’s upcoming sequel). It’s a great accessible entry point into versus puzzles, and tbh it’s practically the only good thing to happen to the genre in a decade or so.

    Can also check out Panel Attack as a FOSS clone of Panel de Pon, and FightCade for emulating all kinds of classics with netplay.




  • Miyamoto says: If the player is not locked into a succession of inescapable and slowly plodding text boxes where they’re offered neither choices nor agency, it must mean they’re not sufficiently engaged!

    What Miyamoto game is this describing? If anything I’d say he’s got a reputation for being anti-text.












  • 8BitDo controllers have a few different controller API modes, but they’re limited by those APIs. By default they recommend using XInput with PC, but XInput is based on 360 and limited to the set of buttons a first-party 360 controller normally has. This means that the Star/Share button doesn’t exist, nor do the additional rear buttons. Instead, they can be mapped to certain functions within the controller firmware. Unfortunately you have to use the 8BitDo Ultimate Software to configure them, and that isn’t supported on Linux (doesn’t work in Wine either, I tried). There’s also an Android version of the Ultimate Software you can try, but I think it only supports some older 8BitDos. There may be some default Star+button combos already, I forget what they do.

    If you set it to Switch mode, that enables the Share button to work the way it does on a Switch controller, but software might not recognize it. And the rear buttons still don’t exist as distinct buttons since Switch controllers don’t have those, they are only ever for macro remapping within the firmware. I don’t think there’s any way to make them distinct.


  • I think this just a sign of changing times regarding how games are made. We’ve come a long way from the days when one programmer added multiplayer into Goldeneye at the very end of development, that could never happen today. And those are the footsteps Halo 1 followed in, they didn’t even have Xbox Live until the sequel.

    Today, I think trying to make a game do a little bit of everything may risk struggling to stand out against titles that focus all of their development resources on just doing one thing really really well. You do have a point that having solo content to fall back on is at least a safety net, but does the opportunity cost of implementing that solo content make it even harder to succeed as a multiplayer game in such a competitive market?