On the other hand, DMing also involves a lot of homework, so it’s completely understandable that someone might want to switch to doing homework for a different subject on occasion.
Kobolds with a keyboard.
On the other hand, DMing also involves a lot of homework, so it’s completely understandable that someone might want to switch to doing homework for a different subject on occasion.
PF1e was effectively 3.75, but PF2e is a considerably different game from PF1e. All that said, it kind of sounds like you aren’t a big fan of D&D, either, so I can understand not enjoying Pathfinder.
Honestly, PF2 is kind of what I wanted from D&D 5e. The 3-action combat system feels good and offers a very understandable and easy to explain to new players way to handle action economy, the character advancement is more fun (you get a lot of small things to pick at basically every level - there’s never a level-up where you just increase a couple numbers by 1 and have nothing else to do, and the choices you make feel like they matter more. The bigger numbers also make things feel more impactful, while still being very balanced against itself. It just feels better to see bigger numbers on a character sheet… you feel like you’re getting noticeably stronger as you level. I don’t know. It’s a small thing, but the numeric normalization in 5e always irked me.
The fact that WotC is stealing concepts from PF2 as they update 5e is really telling.
Definitely another great one!
It’s unfortunate that RPGMaker games have such a consistent and distinct aesthetic, it’s really obvious when a game was made with the engine, and a lot of the reviews mention it, too.
That said, this is definitely one of the best RPGMaker games I’ve played. They really stretch what’s possible with it. Can’t get away from that look, though.
The dev is also very responsive! I left a (positive) review with some critical feedback and they commented on it very quickly and had a bit of a dialog with me about the comments I’d made; they ended up revising the Steam page based on review feedback (mine and others), too, which made me want to support them even more!
If you enjoyed it, you might also enjoy Chants of Sennar! It’s also about translating languages; it’s more puzzle-oriented and less story-based; there’s a story to uncover, but it’s not as clear-cut and narrative driven. Still a great game, however!
Didn’t know that! Was going based off of the review score; 1600 reviews in 5 years seemed pretty little-known. All the same, don’t mind the downvotes - that’s the point of the thread after all. :)
Heaven’s Vault is a game about archaeology and translating a dead language. You explore a unique solar system and discover ruins, in which you uncover artifacts, and bits of text. Through context clues, you translate the passages to uncover the storyline. It’s not difficult, so if you’re looking for a puzzle, this won’t really do it for you, but it’s more of a narrative experience. If you aren’t sure about a word or phrase, you can give it a guess (based on assigning words from a collection of possible translations to specific symbols), and the game will remember that choice and let you slowly revise your translations as you find new text that rules out prior incorrect guesses. There’s an interconnected storyline with multiple paths to follow, and a very unique world - haven’t seen anything like it in other games.
The game has a NG+ mode wherein you start with all of your translations from the first playthrough intact, but, most of the bits of text are considerably longer and more involved, letting you use your prior knowledge to uncover more of the story and the lore of the world, which is also neat.
In Grotto, you play the role of a soothsayer living in a cave who is occasionally visited by members of a tribal society living nearby. They come to you with problems, and they want you to present your opinion, but you can’t speak. You have access to constellations of stars, which each hold different meanings, and you must present your answers in the form of a single constellation, which the petitioners are left to interpret.
You’ll feel a bit of frustration as your intended message is missed completely in favor of something that the petitioner wanted to hear, and the same constellation might mean different things to different people, but that’s just part of the game. The story unfolds around you and its progression is communicated to you only through the explanations your petitioners give for their visit. Each is a uniquely unreliable narrator, so what you believe is for you to decide.
Two endings, and an interesting story with some occasionally unexpected consequences that might make you feel bad, so if a game giving you a case of the sads is unappealing, maybe take that into consideration.
Ooh, I’ll play.
Final Profit: A Shop RPG is an RPG about a deposed elf queen who opens a humble shop and slowly advances through the ranks of the Bureau of Business with the eventual goal of defeating Capitalism from within. It’s unique. It has some incremental game like mechanics, and can get a little repetitive in the mid-game, but it has a surprisingly compelling story and a lot of unfolding mechanics that keep it interesting all the way through.
Roughly a 30 hour playthrough with many endings, NG+ and some optional challenge modes that remove or change some of the most obvious strategies for advancement, so if you finish it and still want more, you can play through again with a somewhat different experience.
“If it’s white, goodnight.” is the way I learned it.
Wow, you’re digging deep to come across this post a year later!
That said, thanks for the detailed explanation!
Technically everything with mass creates its own gravitational field; most things just aren’t massive enough for it to be detectable.
This whole thing seems so weird. Why is Meta using the courts to enforce their ToS, anyway? Theoretically, the penalty for a user violating Meta’s terms would be Meta closing that user’s account. Unless the lawsuits are just frivolous scare tactics intended to drain the defendant’s resources…
Least you solved the problem! :)
There’s not enough time left to meaningfully fill another 500,000 pixels; there’s still a ton of white space on the current canvas. If the place time was shortened, it would have to be down to something like 5 seconds to be impactful. Changing the “rules” to that extent this late in the game feels silly. There’s plenty of empty space as it stands.
Just my 2 cents, though.
There’s a (very) active Matrix server for the event, with folks willing to help troubleshoot, if you’re still interested in sorting it out.
GTA4 is 16 years old at this point. Why would you expect it to support DirectX12, which is 7 years newer than the game?