He certainly has the high ground
I’ve heard that for smaller studios it is incredibly important to get those early sales. Their margins are often very small (if they exist at all) so getting early and continued support is often vital.
I imagine there might be quite a few available on the PS store so don’t worry about it.
Enjoy! I’ve only played the first one but I enjoyed it enough to 100% it twice.
Yeah these games are quite story heavy so don’t start with Miles, play them in order.
Also, there’s only 3 games in the current series to my knowledge.
https://isthereanydeal.com/ is great for getting any given game at a good price. You can see where it is currently/usually cheapest, its price over time, etc. You can also set up notifications for when it drops below a certain threshold.
Looks good! Don’t forget to paint the base! A solid color like black is fine. It’s such a shame when it goes unpainted.
May be hit or miss but Moving Out (1 or 2) is a lot of fun. You spend most of your time failing to do anything and just laughing about how goofy it is.
I’m not a big Marvel fan (and know next to nothing about Blade) but he was one of my favorites in Midnight Suns (which is awesome) so I’m definitely looking forward to this.
Why? Considering how much design freedom Marvel allowed the devs with Midnight Suns I don’t see why it couldn’t be. What parts of the immersive sim genre do you think can’t be done in a mainstream game?
How does this compare to Emudeck?
Then teach us. Advocate for us. Help us improve and understand.
A very large part of the problem is that the people who are knowledgeable are often the ones that bought into the whole lone wolf coder shtick.
Most junior people I work with are interested and want to learn, but between high demands, no time to do it and senior devs who focus only on their own problems - it’s very hard to know how to learn and improve.
We can and need to solve this but it requires that we work together and actually sit down to bridge the knowledge gap.
Fantastic lighting work!
Better display, better form factor/ergonomics.
Can you give tips re: plantscaping and aquariums? They were some of my favorites on reddit but I’m not sure what they’re called over here.
Still playing Slay The Spire and Hexcells as my “podcast games”.
Started Halls of Torment. Really cool aesthetically and some interesting boss designs. Hope it distinguishes itself more from Vampire Survivors though. Especially in having more incentives to keep playing than “numbers go up”. There are some minor story things and unique aspects of some maps that I think could really set this game apart.
Also playing Super Mario Sunshine. Honestly probably my least favorite 3D Mario to date. Besides feeling very clumsy it has some pretty sloppy level design here and there. Still a decent game, but having played Odyssey this game feels very dated.
I read it. Congratulations! 🥳
Honestly couldn’t care less. But if that means more Jak & Daxter games then go ahead.
I wonder of this will also apply to npm then. I have a package that uses private packages which requires a personal access token to be present in env. Would make for nicer DX in our case.
Not sure, but probably. I only used yarn 1. Never got around to trying yarn 2+ as migrating our fairly large monorepo project at the time felt like a pretty large and complicated ordeal. By the time I switched jobs npm was already a whole lot better in the ways most important to me.
The little I’ve read about and used pnpm so far it seems a lot more plug n play than yarn while bringing big benefits. Even workspaces seems a lot simpler than it ever was with yarn (at least when I used it). Love the idea of non-flat node_modules and simplified lock files as well.
Time will tell if npm incorporates enough of pnpm’s features to make it obsolete eventually but for now I can understand why it seems so widely adopted.