@feenicks.bsky.social
160 followers 68 following 540 posts
"This taste will fast become an addiction."
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feenicks.bsky.social
If original yiik truly had hate in its heart, it'd have a walk speed half as fast and end multiple sidequests with you getting dumped in the middle of a dungeon and having to walk back out on your own
feenicks.bsky.social
I'm saved from having to pick licensed junk as I never really finished games as a child, and flash games/amateur stuff feels like punching down
Suikoden tierkreis is everything I don't like in an rpg mechanically and legitimately makes me wonder if I'd also find the other games in the series lacking
lexluddy.xyz
What's the worst game you finished/rolled credits on?

(games media folks, it can't be something you were assigned to review; this has to be something you subjected yourself to of your own free will)
feenicks.bsky.social
beat the new boss in the atlyss update through the power of 'realizing you can bind items to the function keys, and have been able to since it came out on steam'

still haven't beaten the hardmode crescent grove boss, but I'm not sure that's happening as a solo player honestly
feenicks.bsky.social
If it's any consolation I had multiple e2 units by the time I quit, but never beat it either
feenicks.bsky.social
It's a shame that rct2 was seemingly made in a way that didn't allow for wholly new rides/scenario objective types to be put in, since then that would at least give a reason for the expansions to exist
As is they're glorified scenery packs, with scenarios that are almost all designed a bit wrong
feenicks.bsky.social
The final scenarios of the rct2 expansions, at least according to the reshuffling openrct2 does
On one hand both of these scenarios aren't exactly indicative of the problems I have with the expansion ones, but on the other hand they're both made easier if you bulldoze most of the original park so...
feenicks.bsky.social
nagas [for when I need them to pop up outside of battle]
feenicks.bsky.social
Two other things to note is that 1) most of the events give their boss stage a e2lv10 recommended level and lowrolling them might be a bit difficult 2) the first few events don't have great welfare units, since they have niches like 'defensive vanguard' or 'mage that switches to physical attacks'
feenicks.bsky.social
It's unfortunate that I associate making dioramas with static NPCs for scenes as an amateur/fangame tactic, since the current scene I finished up making has a lot of that energy to it
feenicks.bsky.social
Yeah, there's a bit of an itchy and scratchy money situation going on there
feenicks.bsky.social
I know I did this in FS, but imagine it happening four or five times, and you don't even get a trader to turn your old money into the new money at a bad exchange rate
feenicks.bsky.social
Terrible video game idea: each time you go to a new segment of the game the currency changes completely, and the shopkeepers are incredulous that the coins/bank proof/cowry shells/etc. you were using before could ever be considered money
feenicks.bsky.social
If it makes you feel any better invisible enemies kinda stop being a thing after chapter 3
feenicks.bsky.social
It's probably a sign that most of the pay-for-entry scenarios in 2 have lowered guest starting money of $40 or so, rather than the $70+ that wasn't uncommon in 1

Only getting half as much at the front gate changes what you can get away with pretty dramatically
feenicks.bsky.social
If I'm on the topic of rct2, I might have to channel tcgtheory and call atms a design mistake
Guests running out of money and leaving is a major limiting factor in rct1, and while having a way around it in 2 is a major QoL thing it also flattens the financial side of things in a really severe way
feenicks.bsky.social
A lot of the rct2 expansion scenarios seem to forget that 1) decoration is optional 2) you can sell most of the decoration objects for money 3) this also goes for paths

Also that flat ground isn't interesting to build on, but to be fair to it base rct2 was also busy falling into that hole
feenicks.bsky.social
terrible video game idea: you gain enough xp to level up when at level 99 and instead go right back down to level 1

bonus terrible video game idea: level restrictions on equipment but from the other direction [eg. you get to level 10 and your newbie sword stops being equippable]
Reposted
Reposted
feenicks.bsky.social
I think you are able to middle through some stages below the recommended level, but I do remember chapter 3 being where you start to need a strong core purely for what it starts throwing at you

Worst case, get a four star to e2 and then find someone with a maxed out e6 to carry you
feenicks.bsky.social
I don't think you can quite max out every three star for the cost of a six star, but it does feel that way at points

But yeah three/four stars can do a ton of heavy lifting for you while you get a more central 5/6-star up to snuff
feenicks.bsky.social
I like the similar setup where the first of a set of antagonists has to get a truck driven into them before you have a real shot at beating them