trompete [he/him]

  • 15 Posts
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Joined 5 年前
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Cake day: 2021年10月16日

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  • trompete [he/him]@hexbear.netOPtoGames@hexbear.netI did not like Blue Prince
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    1 天前

    Are mysteries much better if they do not explain anything along the way? I don’t think so. They could reveal something interesting at some point (when you roll credits for example), and still hint at further mysteries later. What they revealed (your character being her son), isn’t any of the questions I had.

    You seem to think that me expecting some kind of resolution at all for ostensibly beating the game is unreasonable and laughable. It is not, it’s bad writing that they cannot manage that. Lots of games are non-linear and have multiple endings, and they resolve to some degree or another. And most games, even the ones with the most barebones story, manage to have characters with some personality, this game does not after 19 hours of playing it.

    On a personal note, I thought we were having a fun discussion up to this point, but apparently I’m the one crashing out.


  • trompete [he/him]@hexbear.netOPtoGames@hexbear.netI did not like Blue Prince
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    1 天前

    Ok I don’t have to.

    After 19 hours of playtime, they’re hitting me with bad poetry, which I do not have the context to understand (through no fault of my own), about people I know next to nothing about, which explains nothing about what’s going on, despite the fact that I supposedly just solved some mystery. I’m not even big on story in games, but please, I do crave some validation, this is bad writing and I have a right to be pissed off, am I not?



  • trompete [he/him]@hexbear.netOPtoGames@hexbear.netI did not like Blue Prince
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    1 天前

    You do understand there is no way I could have known I would get the ending from trying this specific thing? I have a list of things to try, I try one of them, BAM, basically linear progression from there straight to Room 46. How can I rush to the end when I don’t know what’s a side quest and what isn’t? You can tell in Zelda, you can’t in Blue Prince. Once I’m on the path I’m not going to quit am I? You lose a lot progress if you call it quits when you still have stuff to explore.

    I reject the whole premise that you can “rush” this game. The game doesn’t tell you at all where anything leads, and you cannot know. You just trial-and-error your way through it hoping to make some kind of progress.








  • I also finished Mina a couple of days ago. Took me 32 hours, I did do lots of side stuff though. It was a bit difficult at the start due to having to figure out the mechanics, then it got easier because of RPG power creep, and then the stretch towards the final boss is a more difficult again.

    It’s also difficult to find the path to new areas sometimes.

    Overall enjoyed the difficulty, I’d say playing through Mina is about as difficult as getting the basic/bad ending in Hollow Knight (i.e. not counting the more difficult “secret” boss of HK nor the DLC). But unlike that game, Mina has lots of ways to tweak the difficulty.

    I recommend Mina wholeheartedly, the basic mechanics are fun and the level design is excellent. Good mix of platforming, combat, exploration and puzzles.


  • Movement and combat mechanics were a bit rough at first, but I got the hang of it after two hours or so, and now I think it’s real fun. I died a bunch at certain points, but it’s generally quick to get back and you just have to figure out what works and play deliberately. I guess combat difficulty seems around Hollow Knight for me (comparing the first half of Mina to the first half of HK); Dark Souls was way harder for me, though some people beat Dark Souls and then struggle with these 2D indies, for me it’s the opposite.

    You can change like two dozen individual difficulty settings. Like if you keep falling into pits you can disable damage from this specifically. I left everything on default.

    Hardest part so far is figuring out where to go, and how. The game kinda expects you to just figure shit out through experimenting and exploring. I already did tons of backtracking to find some path forward I might have missed. Haven’t had to look anything up yet, but it feels like I might have to do that at some point.


  • I really like the game so far. Some of the chiptunes I like, others have been getting on my nerves. The game boy color style graphics are also not the pinnacle of pixel art. But maybe don’t listen to me, I think Link’s Awakening DX looks worse than the grayscale GameBoy version, and that may be down to the fact that I never had a GBC and thus have no nostalgia for it.

    Anyway would recommend, but it does seem pretty long honestly. I played like 10 hours already and I only got 2 out of 6 (or was it 8?) thingies.





  • APT has a fancy constraint solver included, it tries to satisfy all packages being compatible with each other. Packages have metadata. Example snippet from apt show sudo:

    Depends: libapparmor1 (>= 2.7.0~beta1+bzr1772), [...]
    Conflicts: sudo-ldap
    Replaces: sudo-ldap
    

    It needs all the stuff that’s in listed as a dependency, with the correct version, and it says you can’t have sudo-ldap at the same time. If I were to try and install sudo-ldap, it would yeet sudo. It does show you this and asks if you want to continue though.

    In this case, this is by design, the sudo packagers made it so you can choose between the LDAP-enabled version of sudo and the regular version (most people don’t use LDAP).

    But if you mix-and-match packages from various distros or versions of distros, it will have a hard time satisfying all the “Depends:” stuff, due to differences in versions and sometimes package names, and often it finds the “solution” is to uninstall a whole bunch of stuff.

    I suspect you didn’t switch just the mirror, but to a different repository with different packages. Possibly a different version of Ubuntu.


  • The track is divided into sections by the signals. Only one train can be in any one section.

    Some critical sections you don’t want trains to enter unless they can exit also, like a junction. Wouldn’t want the train entering the junction and then sitting there and blocking it for other trains. So there’s a normal signal (single arrow), which allows trains to pass if the following section is clear. Then there’s the a chain signal (double arrow), which the train will pass only if it can also exit, i.e. not only is the directly following section clear, but the one after that one is also clear, meaning it can pass through without stopping.

    In practice this just means: put a chain signal before any junction or other section you don’t want trains to stop. Put regular signals in front of sections the train may stop in. Make sure any section that trains might stop in (i.e. that has a regular signal, not a chain signal, before it) fits a whole train and is a straight line section that couldn’t possibly block another train (except trains queuing behind it). Make sure you don’t have too many trains, you always need to have a free section somewhere.