• 5 Posts
  • 119 Comments
Joined 1 year ago
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Cake day: July 15th, 2023

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  • Taking chances is my guess. Each weapon is a “life experience”

    The basic pistol is your normal day to day. The shotgun is your night out.

    But that gauss cannon, or rocket launcher are those big risk moments like asking that person out, or going to that once in a lifetime concert.

    “I can’t go to that concert I have work tomorrow” “But it’s literally their retirement tour and you love them!” “I know but…I really need this job”

    Yeah it’s the responsible decision to go into work, but you’re going to regret missing a day of work way less compared to missing that once in a lifetime event.

    If you’re saving money it’s fiscally responsible not to spend it, but your peak years of health are going to be wasted “saving for your future” when you’re 60 and your body isn’t as capable as it used to be. So you’re ruining the overall “game”(life) by trying to conserve and inducing more struggle onto yourself just to save an extra buck here and there.




  • I feel like they should try a few different themes/formats per season to try and breakup the burnout that seems rather evident.

    Unique worlds via data packs (technically still vanilla) challenges that inspire creative builds. Or just other unique aesthetics.

    Maybe limiting things like the nether roof access to have more nether themed builds

    Creativity either through restrictions or getting a new lense via shaders/resource packs (bare bones).

    Idk but at this point I feel like the formula has ran its course with a lot of the hermits. Minecraft content in general has kind of bottomed out with long term series too on an algorithmic level.

    One idea I kinda had was limiting the world size to something rather small and encouraging people to live in a “communal” way and less of their solo ways. That way real estate is less and the bases are forced to be close together which would encourage some potentially cool collaborations with each other.


  • To be fair the price includes 10 or so original indie titles which if you go by the store front’s average game pricetag ($5.36) that accounts for $53.6 worth. (And that’s really not fair to some of the games I’ve played)

    Correction: The first season of games that come with the device total out at 24 so going off of that original 5.36 average you’d actually have about $129 give or take worth of game value, leaving the actual Playdate device at a $71 purchase for the device itself.


  • I have a playdate and have seen this sentiment a lot.

    Imo the charging mechanic would ruin the usability of the crank in many of the games. Some games require rapid cranking and having a charging mechanic would not only be another point of future mechanical failure, but also slow it down too much.

    It’s also worth noting that the device also has a gyroscope so it can detect tilting, shaking etc as well. It’s very versatile for it’s size. It’s NOT an emulator (though it can run an emulator), it’s a fully original handheld console.

    $200 is a fair price because that includes something like 15-20 games. Every game for the playdate is original and hasn’t existed before it came out.