Reposted by MOBA Boy (Savage)Goose @rivvetgunn.bsky.social · 10hrealized i never posted this here kfdjdsk Solomon is so cool it hurts TT _TT I wish I was smart enough to actually play as him but I'll just watch everyone else do it i'll finish this someday.......... 139675
Reposted by MOBA Boy (Savage)eli! 💀 vgen comms! @courtlune.bsky.social · 23/09/2026New commission type: Sketches! A lower cost, faster turnaround option, 25 USD for half/quarter body, and 35 for full! 5 slots will be open here: vgen.co/courtlune Sharing is always appreciated! [ #artcommissions | #vgen | #vgencomms ] 03013
Reposted by MOBA Boy (Savage)Mofi @moficakes.bsky.social · 01/10/2026made an attempt at fisheye the other day with my alien 031
MOBA Boy (Savage) @bossrush.bsky.social · 01/10/2026I'm not gonna lie it was past 2am and because you changed your icon I got you confused with someone else 🙏 110
MOBA Boy (Savage) @bossrush.bsky.social · 01/10/2026Ooooooh that's a Bad Engine to use if you want to make a game that looks good and has good lighting 😔 110
MOBA Boy (Savage) @bossrush.bsky.social · 30/09/2026Making the perp confess to their crimes by offering sustenance without comfort, then switching out with my partner who offers comfort without sustenance 000
Reposted by MOBA Boy (Savage)Marsh Nix 💀 Final They @marshnix.bsky.social · 27/09/2026Good mornin 51552462
MOBA Boy (Savage) @bossrush.bsky.social · 27/09/2026The only other turn-based game that has hit me this hard and this consistently with its basic combat option flow is Steamworld Quest. I really hope I get to see the day where this level of fundamentals becomes the norm for turn-based combat 000
MOBA Boy (Savage) @bossrush.bsky.social · 27/09/2026I'm a few hours into this game and most of that has been spent tearing through dozens of minutes-long battles against basic enemies and my hair has been blown back like a dog sticking its head out the window of a moving vehicle throughout each and every single one of them 120
MOBA Boy (Savage) @bossrush.bsky.social · 27/09/2026I've always respected the Airship Syndicate RPGs for how they incorporate basic actions into the core resource loop but I've never seen an RPG that feels like it's built entirely around the idea that doing normal attacks should be both fun and hype the way Grandia III does 010
MOBA Boy (Savage) @bossrush.bsky.social · 27/09/2026Timeline ATB combat where the basic "Attack" command is split into lights and heavies, where lights delay enemies during hitstun and heavies can knock them out of their moves while they're winding up, which party members can follow up on with air combos if you can line things up properly 100
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026Like how the most popular depiction of a fairy tale involves a knight saving a princess from a dragon, despite the vast majority of fairy tales Not Being That - the fabrication circulates so much that it functionally rewrites history, and reshapes society's idea of what a fairy tale is 000
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026The easy assumption to make here is that the difference between these games is that one comes from a time where innovation was how you made your mark, while the other comes from a time that commodifies the hazy memory of nostalgia, but tbh I think there's a cyclical element at play, too 100
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026There's also definitely another conversation here where fairly often, "retro-style" RPGs will only emulate the superficial qualities of the most mechanically shallow classics (ie. DQ, pre-XI FF, SMT), and yet most of the older RPGs I've played in my studies are way more varied and interesting 100
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026Case in point, MP drought is actually really compelling in a game like Look Outside, but only because resource management is such a central force of that game and running low is what drives you to explore and take risks. But without that level of support, it can pretty easily feel suffocating! 000
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026I will never say to "never use X mechanic", but if you want to make a game where the fun is in having characters use the cool moves that define them, there are so many ways to solve the problems that MP drought solves without driving the player towards playing the game in a boring but efficient way 100
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026Not to mention games that forego MP-style resources entirely, like Grand Knights History using a shared AP bar that partially refills each round, or Endless Frontier EXCEED and Ar Nosurge having attack limits that reset each round, or Darkest Dungeon 2's mix of free use, cooldowns, and limited use 000
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026Breath of Fire 4 and Mana Khemia letting characters regen mana when tagged out, Wild Arms starting FP at 0 and letting you earn it light fighting game meter, Ar Tonelico rapidly emptying and regenerating MP within a fight, Brave Story granting BP when attacking (with a consecutive attack multiplier) 101
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026I'm also starting to find it kind of funny that despite (what feels like) most modern JRPGs falling into the trap of tying all your fun and character-defining moves to an extremely limited and easily-depleted MP system, a lot of classics that aren't DQ/SMT/FF circumvent this in fun ways 100
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026As a game designer, it always pays to stay up-to-date on the recent trends - but even moreso, you're going to pick up more tools than you know what to do with when you do your history homework, so don't slack off on it! 010
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026It's such a clean solve to the common RPG problem of healer-less or low-healing teams feeling unviable that I've always been surprised that I haven't seen it used since, but imagine my surprise when I found out that it actually predates PoE by over a decade, in Wild Arms 3 (2002) 100
MOBA Boy (Savage) @bossrush.bsky.social · 25/09/2026While I haven't played much of Pillars of Eternity, I always thought its Endurance system (a separate, larger HP pool that refills your smaller, in-combat HP pool between fights) was super fascinating as a means of making in-combat healing less mandatory without completely removing attrition 110
MOBA Boy (Savage) @bossrush.bsky.social · 24/09/2026Given the unfortunate fate of Armed Fantasia, this might be our only hope 🤲 000
MOBA Boy (Savage) @bossrush.bsky.social · 23/09/2026Which is to say I'd probably take Amelia Earhart to a seafood buffet and buy her all the crab she can eat 🍽🦀👩✈️ 010
MOBA Boy (Savage) @bossrush.bsky.social · 23/09/2026Bringing back someone evil so that everyone can take one last shot at them also feels a bit grey, so ultimately, I'd bring back someone who isn't instantly recognizable to do something innocuous yet cathartic 110
MOBA Boy (Savage) @bossrush.bsky.social · 23/09/2026My first instinct was to bring back someone super recognizable whose death certain people still dispute (Michael Jackson, Elvis), but I realize that the far-reaching consequences of that societally would involve collateral damage that can't be easily fixed 110
Reposted by MOBA Boy (Savage)eli! 💀 vgen comms! @courtlune.bsky.social · 21/09/2026Plaguelands Survivor [ #art | #sketch | #wip | #worldofwarcraft | #warcraft ] 13519
Reposted by MOBA Boy (Savage)eli! 💀 vgen comms! @courtlune.bsky.social · 20/09/2026Sanctified [ #art | #sketch | #ocsky | #worldofwarcraft | #warcraft ] 124883
MOBA Boy (Savage) @bossrush.bsky.social · 20/09/2026"nahhh wait you look tuff im taking a photo"-ass composition 👌👌👌 020
Reposted by MOBA Boy (Savage)Mofi @moficakes.bsky.social · 17/09/2026the load bearing anime girls residing in my brain currently 054
Reposted by MOBA Boy (Savage)🖍🖍🖍 @pastellomenta.bsky.social · 19/08/2025Re-doing this post since it didn't get traction but I'm still doing commissions! Might be slow due to stamina being weird, who knows! 1/3 ko-fi.com/minidan/comm... #art #commissions #chibicommissions 1915
MOBA Boy (Savage) @bossrush.bsky.social · 12/09/2026(Although I don't think there's anything wrong with having different variants of each scene with specific attributes/support built in, like one for each size of clothing so that you don't have to dynamically change hitboxes when setting the image - since even then, they can still share a script) 110
MOBA Boy (Savage) @bossrush.bsky.social · 12/09/2026And because every article of clothing is functionally the same object, the engine only has to think about however many variations of that one thing. You may need to add more levers of adjustment (ex. position/size of image), but it'll save you a lot of work and trouble in the long run. 110
MOBA Boy (Savage) @bossrush.bsky.social · 12/09/2026You could even have a universal "clothing sprite" scene that's just a parent node with a variable image child, so you can give a script to the parent that keeps track of all information (ex. a categories array, a name string, etc.) and then change/hide/modify the image however you need to. 110
MOBA Boy (Savage) @bossrush.bsky.social · 12/09/2026This is pretty much how I do things, since it both makes it easy to keep track of/sort through and allows you to store a lot of information that is lighter on the engine since it's all instantiated. 110
MOBA Boy (Savage) @bossrush.bsky.social · 11/09/2026Give me a Link that looks handmade and put him in a little diorama world 👆 010
MOBA Boy (Savage) @bossrush.bsky.social · 11/09/2026It's a little bit frustrating, honestly - this is their 4th or so game like this, you'd think they'd have at *least* the mainstay fundamentals polished to a sheen by now! So many concepts that are really juicy on paper but feel trapped by thoughtless and clumsy implementation. 000
MOBA Boy (Savage) @bossrush.bsky.social · 11/09/2026Also doesn't help that the game seems to want to be all about high levels of coordination between a larger party, but toggling linearly between party members in real time is disorienting and the CPU is very bad at controlling whoever you've let go of the reins of. 120
MOBA Boy (Savage) @bossrush.bsky.social · 11/09/2026cooldown-based combat system, two styles of class where the main difference is one plays way more slowly than the other, and a character fusion system that breaks if both characters don't share a role with the thing you're fusing into. 001
MOBA Boy (Savage) @bossrush.bsky.social · 11/09/2026Classes with weak identities and lopsided kits (because only ~2/5 Arts count as "role actions" that build towards your ult, narrowing viable builds), a soft-multiclass system where most classes don't want what the others have, situational tools that want to be saved for the right moment in a 100
MOBA Boy (Savage) @bossrush.bsky.social · 11/09/2026Picked up Xenoblade Chronicles 3 after dropping it shortly after launch (got past the second red guy boss fight) and now that I've caught back up, hoo boy. This game is such an anomaly - a layer cake of theoretically interesting systems where each of them is optimized in its awkwardness. 100