dabestbro

dabestbro

@dabestbro.itch.io

i make games! https://dabestbro.itch.io 🇦🇺

180 followers334 following384 posts

WE WILL BE THERE NO MATTER WHAT!!

Justin@askiisoft.bsky.social

Hi, everyone! I'm still working hard on the Katana ZERO DLC. We made it bigger. It's the size of a full sequel, plus a soundtrack of over 30+ new songs. More updates to come. Thanks for your continued support!

fun fact if you're using godot canvasgroup or a node with clip children enabled: it will just not work on any children that have a differing z-index and it's not documented anywhere apart from one or two github issues. hopefully this saves someone else from wasting hours of their life debugging that

I kinda took for granted how well designed the minecraft end portal room is. Because it's existed for so long (15 years!) I never considered it much but with the context of 1.0 minecraft they made a lot of decisions that weren't necessarily intuitive but work really well. A few things I noticed:

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The room. The lava creates moody lighting and prevents most mobs from spawning inside. The staircase is a focal point from the entrance, and it obscures most of the portal until you climb it which serves as a mini reveal. The cramped stronghold also sets up a huge contrast to the end's vast expanse

...or at least it does if you don't spawn buried under endstone :P I honestly am not a huge fan of other parts of the stronghold (and most pre-1.0 structures) but they really nailed it with the portal room. Cool to look back on it with a critical design eye I think

I kinda took for granted how well designed the minecraft end portal room is. Because it's existed for so long (15 years!) I never considered it much but with the context of 1.0 minecraft they made a lot of decisions that weren't necessarily intuitive but work really well. A few things I noticed:

The portal. In 2011 you may have expected a nether portal doorframe that you light with a click and walk into. Instead the lighting process is multi-step with sfx when filled to build drama. Having to drop into the portal, esp with lava below, helps communicate "danger, point of no return" as well

over the hill is so so fun. driving around with friends and exploring the environments feels super contemplative. I wish I got some pictures of sunset because it's especially gorgeous looking then

obviously it isn't out yet but Big Walk feels like an amazing companion piece to this game. similar idea of exploring nature with your friends and solving challenges, whether it's terrain navigation in over the hill or interaction puzzles in Big Walk. Can't wait for both of these to release :)

There's something very satisfying about looking at a giant monolith of constants. It's surprising how quickly the amount of constants can balloon even with a low-scope character controller (this one only has jumping and underwater states)

Maddy Thorson@maddymakesgames.com

I become so attached to these numbers as I slowly finetune a platformer player class. This one has a lot of them because I tried to cram as many types of jumps into one moveset as I could

Little late on this but WOW rhythm doctor 1.0 was so good. Absolutely incredible experience, in general the way RD handles tutorialisation of new elements is just best in class. Such a great finale too

Also does video upload PAINFULLY slowly on this website for everyone else? Or is it just me?? That clip is like 12 megabytes but it took more than 10 minutes to actually upload. My internet is not that slow 😭

Rolled credits on Ghostrunner 2. It feels like a game that got too big for its own good - the collectibles, the hub conversations, the ""environmental puzzles"" all feel like they're there to break up the pacing between fights, but none of them hold a candle to the quality of the combat segments

The motorcycle sections gave me a similar vibe but the action of jumping off your bike and grapple hooking back onto it was cool enough that I kinda give it a pass. Overall I had FUN but I would love to play a version of this game with a more focused vision and less flow-destroying extraneous stuff

Also the perfect parry glory kill system feels like they copied Doom 2016 because it was cool (it is) without considering its design purpose. In doom it's both a resource refill and a way to finish off enemies earlier. In GR2 you get nothing and it wastes time because enemies* die in one hit anyway

dabestbro reposted

THE RISE OF END TIMES FASCISM My first major piece of the new Trump era, co-written with @astra.bsky.social. The governing ideology of the far right has become a monstrous, supremacist survivalism. Our task is to build a movement strong enough to stop them. www.theguardian.com/us-news/ng-i...

theguardian.comThe rise of end times fascismThe governing ideology of the far right has become a monstrous, supremacist survivalism. Our task is to build a movement strong enough to stop them

Holy fuck it's happening katana zero dlc is real

Dave Zhang@godsavant.bsky.social

Askiisoft & Devolver Digital will be a part of next month's Triple-i Initiative showcase. Tune in on April 10th on YouTube or Twitch!

if you see this quote a game with a 10/10 soundtrack dustforce is a game that plays a delicate balancing act. in one hand it presents you with expressive speedy platforming, in the other hand a warm, cozy haven welcoming you to slow down and explore its hidden corners. this soundtrack OOZES coze

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This entire article is great but the "games aren't art, they're a medium that can be used to make art" tidbit is brilliant and I wish I had heard it years earlier

doctober@docseuss.bsky.social

So, I got roped into a conversation about violence and games, and I decided to explain why A) games are not art (hehe), B) violence is good, and C) there are a lot of problems facing nonviolent games, but I'm sure someone can figure them out docseuss.medium.com/people-alway... please enjoy!