God, why are pop indies so bad /v/?
All short, easy, full of dumb ideas, bad art style, memes, annoying developers behind half of them, released way after their time... and best of all, they pander and rehash as much as the AAAs they claim to stand against.
I mean I started playing Shovel Knight yesterday and it's just lame. It's just a mash up of Kirby and SMB3, without introducing much that's new, and so far very easy. Even if it came out during the 2D era which ended over a decade ago, it wouldn't have really held up to its competitors at that time, because other games had much better visuals and were more challenging and jam packed with stuff. To be released in the 2010s is retarded. I'm just glad there were no memes yet, but I'm sure that'll change.
I mean do you really like this crap? Why? How long have you honestly been playing games for if you do? I just don't get it.
This is an awful thread and OP should off himself. This question is a nothing question. The only reason it has been posed is so somebody can invent an answer. What is fun to one person is subjective. But you are not here to discuss what makes something fun, you're here to say "what you like isn't fun"
This is awful. Where can I go to just discuss video games
It's like every other thread except I'm on topic and didn't write a one sentence insult just to bait.
I mean come on, do you really disagree with most of what I said? The games pale in comparison to games that came out when 2D was actually happening. It has to be underage that likes them, or nostalgiafags who somehow skipped the entire shift into 3D since the late 90s.
No. But I'm saying that releasing a 2D platformer or topdown shooter game post-2D era is pretty stupid (because 3D is better), and compared to games that came out during that time which these pop indies are obviously trying to emulate, they're awful even despite this fact.
I like FTL quite a bit. Sure the flagship is bullshit but I barely even get to see it anyway. What didn't you like about it? To my mind it was a pretty seriousaffair keeping that ship going it ddoesn't scream meme game to me
I've always hated Super Meat Boy
It's simply a platformer. That's it. It brings nothing new.
Other than that, I think most games are okay. Remember that most indiegames cost less than $10, while for AAA you pay the full $60 (unless you're a piratefag)
>flagship is bullshit
Only on the first few attempts, unless you're playing on hard its incredibly easy to beat once you figure out how to nullify its missile launcher and on hard you just need a hacking module as you can easily make hacking drones avoid the defense drones shot
>FTL anywhere near bad
>not one of the finest indie games to grace the PC
Ohhhh take out the weapons first yeah? I was knocking out O2 and their cockpit
Alright OP explain why you don't like FTL. I don't give a fuck about the other games but this is an excellent space sim and I want to know what's wrong with it.
And I thought new year on /fit/ was bad
This game went from being an 8/10 to a 3/10 just due to stupid design decisions.
The controls are fucking awful and make it near unplayable It should have just been a twin stick shooter, and having to double tap the analog stick/D-Pad to teleport is so fucking wonky. It just makes the game a mess. Worst part is that everything is rebindable but that doesn't even fix the core issue at all.
Combine that with no warp points and frustratingly mundane, convoluted level design (should have been a standard platformer with exploration on the side, or at least have something to show you the approximate locations of next bosses/items), and the game is just a huge disappointment.
Forgot image, was talking about Axiom Verge
What are the implications of this post? Is it implying that people that like indie games have no friends?
It is. Lots of games are. You should get some. Friends, that is.
>should have been a standard platformer with exploration on the side, or at least have something to show you the approximate locations of next bosses/items
WOW I PLAYED A METROIDVANIA AND IT PLAYS LIKE A METROIDVANIA WHAT A TERRIBLE GAME
also how the fuck is double tapping a d-pad wonky? I mean the analog stick sure but a d-pad? I take it you have never played a Fighting Game in your life.
>shovel knight is a mashup of kirby and SMB3
holy shit anon i think you're disabled seriously
It's just the same game that I played hundreds of times 2 decades ago. It isn't bad, but the only people who think that's anything special are probably blinded by nostalgia.
I used analog stick, so I'd have to either move my thumb to d-pad or do it with the analog stick which is really wonky. And the timing is really sensitive, sometimes it will go when you don't want it to, sometimes it won't go even when you repeatedly press it.
It should have been twin stick, with d-pad to change weapons and an assigned button for teleportation. Would have made combat MUCH more fluid. At least wonky shit like Shovel Knight with its item use controls let you remap them to just a button.
And it's a shitty metroidvania Tbh, too many items, world is too convoluted. It's just not fun wandering around for hours trying to figure out which tiny fucking detail in the massive map that you missed.
Anything can be fun with friends, even the most garbage games in existence. That isn't a very good argument.
Also, it's just embarrassing to see someone bragging about having friends on fucking /v/. You're anonymous, literally no one cares because anyone can make up anything about their lives.
The controls are shit, the bosses are fun but too easy due to excess character health, the platforming is shit due to instant death pits/spikes and enemy knockback, even worse since you can just i-frame through everything, the level design is poor, and there is little sense of progression.
It takes all the shitty aspects of NES platformers while improving nothing.
>Anything can be fun with friends, even the most garbage games in existence.
This is true. David Cage games are some of the worst ever made but boy are they fun to play and laugh at together.
>It's just not fun wandering around for hours trying to figure out which tiny fucking detail in the massive map that you missed.
You don't even need to wander, all you have to do is take a look at your map and see where you didn't explore the entirety of a room or hallway which is clearly indicated.
>The controls are shit
Subjective, they're responsive for me and work well.
>the bosses are fun but too easy due to excess character health
Upgrading health is optional.
>the platforming is shit due to instant death pits/spikes and enemy knockback
You're calling an NES-styled platformer shit because it's a platformer? Really? What the fuck are you even saying here
>even worse since you can just i-frame through everything
But you just said the platforming is shit because of enemy knockback.
>the level design is poor
Subjective, I think it was spot on.
>and there is little sense of progression.
Health and Magic upgrades, relics, armor and shovel skills. That's more than what Megaman 2 offered.
>Never said that
you did though
if the game is meant to be played with friends and you dont play it with friends then dont complain if you dont like it as much as others
most, if not all, fighting games are better to play with a fight stick. But if you say mvc3 is shit and you played it with a racing wheel then your opinion isnt too valid
Not him but
>Upgrading health is optional.
So it is to use a guns in GTA. Next time someone complain about the difficult in that game you can just say that using weapons is optional.
Almost every argument about vidya can be labeled as subjective.
No, I think it's shit because the instant death spikes and pits everywhere with enemies that can knock you back just doesn't mesh with the rest of the game. It just feels cheap and frustrating while the bosses feel pretty well designed and thought out (for the most part)
I just thought it ranged from annoying to underwhelming with nothing besides nostalgia bait that really stood out.
>Almost every argument about vidya can be labeled as subjective.
Saying level design in Shovel Knight is "poor" is not even an argument. It's a statement. And you can't fault people for not agreeing with you when you say nothing else to back up why you'd think so.
>No, I think it's shit because the instant death spikes and pits everywhere with enemies that can knock you back just doesn't mesh with the rest of the game.
If it's that big a problem, the game has armor you can buy that eliminates knockback, at the cost of making your jumps a little slippery. I find it to be my favorite armor because it adds a little challenge while removing a little frustration.
>So it is to use a guns in GTA
Guns are handed to you, they're everywhere. You have to go out of your way to upgrade your health.
>Almost every argument
>Why is the game shit?
>Because X aspect is shit
>Well why is X aspect shit?
>Because I say so
That's why relics exist. Even then, you have to wait 3 seconds at most for those enemies to move back. Literally git gud
How does a third dimension make a game better in an objective sense? Sure, it opens up new game possibilities, but that can only go so far. Oftentimes it makes a game unfocused because it leaves too open-ended.
I platinumed the game in two days and am pretty much a master of 2D platformers. I also 100%ed Hard Corps Uprising which requires you to beat arcade mode without dying.
Fuck off with your nonarguments. The game should have had smarter enemy design and stronger enemies as well as more focus on bosses, and less focus on bullshit spikes and pits.
In a general sense it is. Of course there's exceptions. But a great 3D game will always be better than a great 2D game, because 3D is more complex, more versatile for games, and more technically impressive.
>Fuck off with your nonarguments
Why would a platformer put more focus on bosses than on platforming itself? You're bitching because you didn't like it, not because it's bad
Still waiting for you to tell me why the controls are shit and the level design is poor
Because the platforming is garbage.
The controls are too slippery and imprecise, there's too many fucking stupid popcorn enemies littering the game that knock you back, and the instadeath pits and spikes are just poorly designed bullshit especially when you give the player fucking health bar.
The bosses are well-designed, but everything else is shit.
>The controls are too slippery and imprecise
They're not, only way I would call them slippery is if you use the armor that reduces knockback.
>there's too many fucking stupid popcorn enemies littering the game that knock you back
You mean the ones that die in 1 hit, 2 max? Or the ones you're supposed to jump on?
>instadeath pits and spikes are just poorly designed bullshit
For the third fucking time, why the fuck are they poorly designed? Are you this slow?
>especially when you give the player a fucking health bar
I guess Megaman is "poorly designed bullshit" too then
hotline Miami was kinda fun for a couple of playthroughs but got old fast,B.I.O. I have over 250 hours in, I play it daily, to the daily and try and beat some of those awkward as fuck challenge runs. FTL I got around 160 hours in before I got bored, not bad for £6 and castle crashers was great fun 1 evening with a bunch of friends but after that we never played it again...some indie gam,es are fantastic some are terrible....just like in absolutely every other fucking thing on the planet, you get good and bd...I didn't play the other games in the pic
This wouldn't be an issue if the game didn't have shit level design. There's too many popcorn enemies littering the levels and it's even more fucking annoying when they're on the platforms you're supposed to be jumping on. Megaman has good level design that doesn't just throw a hundred fucking endless instadeath pits and spikes at you. The jumping in shovel knight just isn't fluid especially for a game that bombards you with pits, spikes, and knockback enemies. Instead of playing to its strengths of well designed bosses, it chooses to just fuck you over with poorly designed levels and then make the well designed bosses a joke on anything besides NG+ with no items because you can just brute force them anyways.
Why are you so defensive of your shitty indie game?
Axiom Verge isn't a platformer, it's a 2D metroidvania, and I am much more skilled at 2D games than you so fuck off with your "you're playing it wrong xDD" bullshit. The game is annoying due to controls. It should be left stick move, right stick aim weapon (and the lock could be used for strafing), button to teleport.
Fuck off with your apologetic bullshit of absolute shit controls.
like what? Current gen lack good co-op party games.
No one will listen to your explonation of how to play anything harder than button mashing games like Crashers or SSB.
Castle crashers, gang beast, ssb are great party games, when you have 5-8 friends, so some can watch and some play and switch places without difficulties.
>FASTER THAN LIGHT
GO FUCK YOURSELF I HAVE 170 HOURS IN THAT GAME
contra and metal slug aren't hard.
They are just "remember where enemies will come from x100."
Same goes for Super meat boy. There is no skill, just remembering level and where to jump.
I'll take a more recent timestamp if this thread is still active when I get back.
Let's define death in SMB. Death requires loss by definition. What do you lose in SMB when you run into some blades or fall? You just rewind less than a minute ago, as opposed to those games, where you can lose 30 minutes to hours of progress.. It's such a non-penalty you can barely call it death. If you had lives and it reset your progress in an entire world when you run out, then I'd consider your argument, but SMB barely has anything that can be called death because there is no penalty. You can get hit by a blade or fall off about a hundred times within a minute, because the penalty is non-existent. No sense of risk is involved, and no loss involved — where's the difficulty?
It's not harder. It's also not satisfying to beat for this reason. Shit's lame, negro.
>No sense of risk is involved, and no loss involved — where's the difficulty?
imagine if someone were to tell you to walk a tightrope after 10 shots. would it be any more or less difficult if there were a safety net?
the difficulty is in completing the goal, not in the punishment for not completing it
This is the only indie you should ever bother playing
But my point is that "dying" as far as video games have considered the concept is barely possible in SMB, as I just explained. To say that touching a blade or falling constitutes as dying, when it holds no penalty or risk at all due to the design of the game, i.e. it has no characteristics of what is considered video game death, is almost grasping for straws in my mind. Yeah sure, going through the entirety of SMB and the bonus levels without ever "dying" in this sense is harder, but if we're going to stretch the concept of video game death like that, we can do it for those other games as well. What if you beat any of those games without so much as getting hit? Now, this isn't so obvious.
>To say that touching a blade or falling constitutes as dying, when it holds no penalty or risk at all due to the design of the game, i.e. it has no characteristics of what is considered video game death, is almost grasping for straws in my mind.
No one is saying that. Again, just because there is no penalty doesn't mean it is any less difficult. Because, again punishment=/=difficulty
Easy button masher.
Rehash of various platformers while being easier, awful product values for 2014.
Repetitive and ugly as sin.
Those are some low fucking standards if you consider those 10/10s.
> (because 3D is better)
Keep sucking dicks
That would be comparable if getting hit caused you to die and restart the level.
And yes, actually I'd say it's still easier, only like less than .1% of players can even beat each section of 20 levels without dying, if you had to do literally the whole game (light and dark) without dying, all in a row. I don't even think anyone could do that.