KaChilde

joined 1 week ago
[–] KaChilde@sh.itjust.works 12 points 1 day ago (8 children)

Can I enquire how 15,000,000 copies sold was down to luck? They released a solid game with fun gameplay, great music, and an eye-catching art style. They priced the game competitively, even considering international pricing. All of this seems like choices that were made with intention, not the roll of a dice.

You could perhaps argue that there was luck in people seeing the games initial campaign on kickstarter, but I don’t think you can excuse the rest as ‘luck’.

[–] KaChilde@sh.itjust.works 8 points 3 days ago (3 children)

This mindset from people is what makes online multiplayer games unplayable for me.

I don’t get a lot of time to play games as an adult. When I do, I don’t particularly want people telling me how I should be having fun. There is this weird competition that happens where you need to know everything about a game before you are allowed to partake in the game. It sucks to have missed out on so many experiences, but i guess my not playing sub-optimally made someone else’s experience better, so it’s all good.

[–] KaChilde@sh.itjust.works 1 points 4 days ago

I love the devs previous game, Another Crab’s Treasure, for its tough but fair gameplay, and really well implemented progression. I was a little disappointed to discover that Peak leans more into the multiplayer, emergent gameplay, “eternal beta” feel of many indie games today. The concept seems fun, and it can apparently be played solo, but all of the gameplay footage I have seen from non-devs is people screaming frantically at each other about some new feature while nothing happens.

I might be a hypocrite though, because I am interested in the upcoming game Big Walk from House House.