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> For one thing, it has very limited reset/prestige mechanisms Are those considered good things now? In all the games where I’ve seen them implemented, they ha
by Shish2k 3y ago
> For one thing, it has very limited reset/prestige mechanisms
Are those considered good things now? In all the games where I’ve seen them implemented, they haven’t increased fun at all, just prolonged the grind. I actually like universal paperclips more for being relatively grind-free — there is just enough boring time-consuming manual-labour to get its point across, and then it moves on
- __MatrixMan__ 3y agoStory is pretty much all I care about, so I agree re: those mechanics.
- brazzy 3y agoThey can be good if they unlock significant new game mechanics. The most extreme example (I know of) in that regard is https://pmotschmann.github.io/Evolve/ https://pmotschmann.github.io/Evolve/ which has, at last counting, 12 different ways to reset, many of which are not accessible until you have done dozens if not hundreds of others. Exploring the entire game takes years of play. Obviously, there's still lots of grindey repetition, and it's only something for people who find slow progress towards optimizing grind rewarding.
- __MatrixMan__ 3y agoI'm taking microbiology classes (or will be again in the fall). I dig the premise. Thanks for sharing.
- brazzy 3y agoOh, the "primordial soup" part is just the intro. After a few resets it passes quickly and is eventually skipped entirely.
- __MatrixMan__ 3y agoYeah I got past it pretty much as soon as I posted, which is kind of a pity. I like the idea of playing as a plant buying amino acids from the mycorhizae with hexose. The whole coal mining fungus with banking problems thing feels a bit too rooted in the human world. Poking through the code though, I can see that that's probably not a problem that I'll have for long.