CabalCrow @cabalcrow.bsky.social · 28/09/2026By not work I don't mean Tetirs doesn't work - I mean the comparison. 010
CabalCrow @cabalcrow.bsky.social · 28/09/2026They serve additional functions too - which is why the fights get longer. The problem really is balancing functions, both aesthetic/story and gameplay functions. This is why stuff like Tetris don't work, because in there you don't need that balance. 111
CabalCrow @cabalcrow.bsky.social · 28/09/2026As it should! If your game's name ain't a whole poem I ain't intrested. 010
Reposted by CabalCrowVieWableImages @viewableimages.bsky.social · 27/09/2026Things look a little different after the trains stop for the night. #photography #streetphotography #tokyo #japan #sony 1132
CabalCrow @cabalcrow.bsky.social · 22/09/2026Quality control will happen regardless - people do it passively all the time. The difference here is to urge people to be active at preserving their communities and values. 100
CabalCrow @cabalcrow.bsky.social · 21/09/2026Made a game for the 10 day #GBJAM 14 with @imagineslothhappy.bsky.social cabalcrow.itch.io/a-castle-to-... It is a short metroidvania. #gamedev #gamejam #gameboy #chiptune #pixelart #godotcabalcrow.itch.ioA Castle to the Past by cabalcrow, SlothSearch through a desolate castle moving through time. 0151
CabalCrow @cabalcrow.bsky.social · 14/09/2026I think people miss out that "gatekeeping" and "quality control" are pretty much the same thing. One has a negative connotation and one positve, but the are functionally the same. So yeah people should "quality control" their communities when needed : ) 241
CabalCrow @cabalcrow.bsky.social · 02/09/2026Narrow shot makes target priority and routing more interesting, while fat shot lets you focus completely on dodging. I don't think either approach is bad. 170
Reposted by CabalCrowVieWableImages @viewableimages.bsky.social · 24/08/2026#photography #streetphotography 071
CabalCrow @cabalcrow.bsky.social · 10/08/2026so the optimal speedrun strat is leaving the game on overnight 020
CabalCrow @cabalcrow.bsky.social · 04/08/2026you could use your hands to play fighting game on a leverless at the same time 020
CabalCrow @cabalcrow.bsky.social · 01/08/2026There is a reason why often companies outsource the UI 110
CabalCrow @cabalcrow.bsky.social · 29/07/2026Honestly the amount of effort you put into a thing does not always represent the quality - sometimes you just get lucky and that lunch break shit was actually good. 170
CabalCrow @cabalcrow.bsky.social · 26/07/2026me accidentally copy pasting a random hitbox for 1 frame where it shouldn't be 020
CabalCrow @cabalcrow.bsky.social · 23/07/2026This is exactly what I mean when I say I want more dynamic RNG in shmups. 010
CabalCrow @cabalcrow.bsky.social · 20/07/2026Fighting games are a nice exmaple, but it has more to do with tradeoffs instead. While my main point was more that having fine tuned control, naturally requires execution difficulty. Something like precision spacing control in footsies would be an example of that. 020
CabalCrow @cabalcrow.bsky.social · 20/07/2026One thing that is missable of the benefits of execution barriers is control! If you want to do X thing and only X thing, making it easy 1 button thing is easy. However if you want more and more control between the outcomes, now you need more difficulty to be able to control the outcomes. 120
CabalCrow @cabalcrow.bsky.social · 18/07/2026You should tell him that he should get it from his package manager :p 010
CabalCrow @cabalcrow.bsky.social · 14/07/2026You encourage specific playstyles. I could design the pace of the difficulty way more precisely, without having to deal with repetitions of a marathon. If want to have a marathon challenge I can add a marathon level that takes out all of the training levels that serve for pacing. 020
CabalCrow @cabalcrow.bsky.social · 14/07/2026You add sectional challenge - you design the exact amount of skill test you are required to beat. Like otherwise by the logic of "you can just marathon it" I could also say you can just marathon all the arcade shmup games and make the ULTRA SHMUP. But there is point to beating 1 game, or - 1 level. 110
CabalCrow @cabalcrow.bsky.social · 14/07/2026It does, and you are supposed to skip them unfortunately. The bigger problem honestly is that most othre genres tend to be easier, rather than something related to checkpoints. Also if we include "boss levels" into the mix you actually have plenty of hard checkpoint levels out there vs shmups. 110
CabalCrow @cabalcrow.bsky.social · 14/07/2026or in the case of most shmups you will just bomb, and use other resources that you've stacked to nulify the boss. 010
CabalCrow @cabalcrow.bsky.social · 14/07/2026Not really, instead of that I would want a boss that is so hard I need to spend hours of trying to just beat them - like a good level. The problem with a marathon style is that you would have to make the bosses easier enough so that they are beatable in marathon... 210
CabalCrow @cabalcrow.bsky.social · 09/07/2026The thing is indie has a big range even excluding solo devs. Like there are some huge teams that are indie. While you could have a group of 5 or so people with no budget at all and they would also be counted indie. 120
CabalCrow @cabalcrow.bsky.social · 08/07/2026This reminds me of how in DDP: DOJ if you pick up a powerup while lasering it stops your laser for a microsecond and kills your chain. 010
Reposted by CabalCrowtine @tine5.bsky.social · 05/07/2026Chilling in 1 bit #pixelart #ドット絵 #aseprite #1bit 1013130
CabalCrow @cabalcrow.bsky.social · 01/07/2026but wouldn't that be the case simply because Microsoft was already hated, and just entered the video game sphere? 100
CabalCrow @cabalcrow.bsky.social · 27/06/2026your decisions early on still matter and change what will happen in your overall run - hence you are never truly replaying the same thing over and over again - you dynamically get more game rather than downtime. 010
CabalCrow @cabalcrow.bsky.social · 27/06/2026Also yet another key element I think it is the lack of downtime. In a lot of marathon games you end up with sections that contribute nothing. I think Slay the Spire is an interesting example since runs can go from 1hour up for normal plays. While you still have an easier section at the start ... 110
CabalCrow @cabalcrow.bsky.social · 27/06/2026I've actually heard complains about Devil Daggers. But I think Tetris is the more interesting case here. A big reason why tetris works is that the game loop does not really changes as you go further in - the score is the main thing that changes. Checkpoint does not really make sense content wise. 120
CabalCrow @cabalcrow.bsky.social · 25/06/2026I wish more shmup games tried more traditional checkpoint systems & level progressions. And also more non-shump gamse to try marathon style 1cc systems. The progression design must spread across genres. 240
CabalCrow @cabalcrow.bsky.social · 23/06/2026I think the biggest issue was that they made the whole concept too broad. There are too many different design problems and concepts all bundled into one. So while all of those concepts are interesting individually and can warrant a full video, as a bundle there is no interesting connection. 230
CabalCrow @cabalcrow.bsky.social · 21/06/2026This can honestly be somewhat problematic in multiplayer games with hitboxes. In general in single player games you can get away with just making the boxes smaller in the favour of the player. In multiplayer however, favouring one player would damage the other :( 140
CabalCrow @cabalcrow.bsky.social · 16/06/2026This video got me interested in trying out the game, and then I check steam and see they recently added kernel anti-cheat... We can't have nice things :/ 000
CabalCrow @cabalcrow.bsky.social · 16/06/2026Give them an achivement and a fake victory screen for the successful elimination of the player. 010
CabalCrow @cabalcrow.bsky.social · 16/06/2026encourage, you are now dealing with "balance". Your goal is no longer to make the playstyles fun, but to make unintended unfun optimal playstyles less optimal than the fun ones. 010
CabalCrow @cabalcrow.bsky.social · 16/06/2026The key point really is that both "design" and "balance" play a role, and their differ based on practical consideration. While you are still itterating on the game and finding the fun "design" is likely what you are doing. However once you have strong foundation and idea of what playstyles you ... 120
CabalCrow @cabalcrow.bsky.social · 16/06/2026making it no longer optimal. As for the question of why keep the unfun playstyle. That playstyle could be fun in other parts of the game so you might want to preserve it for consistency. Or it could also be a style that is hard to make unoptimal (eliminate), so you instead try and embrace it. 110
CabalCrow @cabalcrow.bsky.social · 16/06/2026playstyle that is optimal, but arises out unforseen consequences. Like in the case of the door problem the designer likely wanted you to just play the encounter out, and not just hide behind the doors and use it as a choke. So it is a style that is optimal, so you want to eliminate it by ... 110