Migrated over from Hazzard@lemm.ee

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Joined 5 months ago
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Cake day: June 28th, 2025

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  • It’s seriously so good, cannot recommend it enough if you enjoyed the original. It also smoothed out the difficulty curve enough, bouncing back and forth between the modded levels and a fresh playthrough of the base game, that I was finally able to beat the Farewell DLC and 100% the game. Without too much difficulty, even, the modded levels were a joy and had such excellent practice rooms to learn the necessary advanced skills as I went up the ranks.


  • Honestly, the strongest advantage of PC, if you don’t mind a little tinkering, is modding. I’ve modded on console before, and it’s usually a pretty difficult process, and limited, compared to PC. The thing I find a little silly, is I did build the super expensive PC, and most of what I play would totally run on a console if they were open platforms.

    But seriously, Celeste: Strawberry Jam was probably my favourite game of last year. I’m looking so forward to the release of the Fusion Collab, likely in the next year.

    I’ve been playing Archipelago runs with friends over the past couple months with Hollow Knight and Nine Sols, and they’ve been a blast.

    Emulation is also wild, tons of games I’ve enjoyed in the past, playable again with incredible mod support, I’m looking very forward to playing Kaze’s Return to Yoshi’s Island when it releases, and had a blast with the Majora’s Mask Recomp earlier this year.

    And steam sales are ridiculous, a lot of these games are much cheaper much more regularly on PC.

    If I’d spent say, 500$ on this PC, it would be very easy to save that amount in the price of games, and how many fewer games you’d need to fill your time with all these options, in just a couple years, assuming you play regularly.


  • Wow, what a mess. Personally, I’m fine with this degree of telemetry, trying to understand how many people are using your app has obvious value and isn’t a huge concern for me compared to what telemetry usually refers to. This feels like a bit of a “mountain out of a molehill” where the overwhelming quantity of feedback has aggravated the primary dev into being very jaded about the whole topic. I assume he got a lot more flack for this than is still preserved in this thread.

    The big thing about Bruno is that nothing is synced to the cloud, so I can use it without worrying about it being a security risk. In addition to being pretty great, and letting me easily distribute a collection in a git repository. For that, it definitely still earns my support as a good tool, whether I’m logged as a “daily active user” or not.

    Still, hopefully the main version does get that opt out added, mostly just to remove the black mark from its name and to be properly GDPR compliant.


  • I doubt this’ll be well received, but I actually don’t think Silksong should be used to set price expectations. Hollow Knight made a shocking amount of money, massive sales were guaranteed, and the tiny dev team has enough money to pretty much vibe and make cool stuff forever.

    Please don’t compare other indie game prices to this, when those games can’t guarantee their financial security, or massive sales number to turn a profit regardless of price.

    Also, unrelated, but reading through the Bloomberg interview, and knowing what they charged for HK, 20$ is actually exactly what I assumed Silksong would cost well before it was announced, the shock for that kinda caught me off guard.



  • Ugh, this is what our legacy product has. Microservices that literally cannot be scaled, because they rely on internal state, and are also all deployed on the same machine.

    Trying to do things like just updating python versions is a nightmare, because you have to do all the work 4 or 5 times.

    Want to implement a linter? Hope you want to do it several times. And all for zero microservice benefits. I hate it.