Boghog
@boghogstg.bsky.social
2K followers 220 following 2.3K posts
I'm a gamedev (he/him) Working on ARMED DECOBOT | Mechanical Star Astra. Game designer for Gunvein I also have a game design blog/patreon & make vids : https://www.patreon.com/c/Boghogooo https://www.youtube.com/@boghogSTG
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boghogstg.bsky.social
Since I'm new to bluesky - I'm working on ARMED DECOBOT, a game where throw dudes into dudes, my favorite thing in gaming. You also shoot & punch dudes, which are my other favorite things in gaming. It's a top down shmup/beat em up hybrid

store.steampowered.com/app/3159150/...
boghogstg.bsky.social
The weapon itself is fine yeah, they shoulda just made it a guaranteed drop. In Ghouls it's technically not guaranteed iirc but it's so easy to get tha tit might as well be, and you only need it on loop 2 anyway
boghogstg.bsky.social
Except for GnGR's hell holes, those are actually pretty cool even if you need self imposed challenges to really get much out of them. But seeing a full run that gets them all really opened my mind to the mechanic, MUCH more interesting than the stupid weapons

www.youtube.com/watch?v=qdPz...
Awesome Game Replays #40: Ghosts 'n Goblins Resurrection
YouTube video by Shooting Game Weekly
www.youtube.com
boghogstg.bsky.social
Aw shit GnG mentioned on the timeline

The shield/cross mechanic & all its derivatives that popped up in the rest of the series suck and serve no purpose besides adding a bit of farming.I dunno if they wanted to make it feel like an adventure or what,but it didnt work

Even Tokuro Fujiwara misses...
boghogstg.bsky.social
Its just comparing Y axis values. Like if player's Y origin is within a certain Y range of the enemy's origin then register the hit. Z axis is for jumping. Classic games had no 3D hitbox heights which lead to some weirdness like u being able to hit crouching enemies if ur standing low enough
boghogstg.bsky.social
Yeah openBOR stuff but it's very much a closed ecosystem. I thought those communities would basically produce a new generation of beat em up devs but it seems like the people who get into them are only interested in fangames
boghogstg.bsky.social
Please do, unironically. Beat em ups practically have no fucking indie/doujin scene and are very detached from their arcade roots atm
boghogstg.bsky.social
I think it's time to unplug beat em ups from life support
boghogstg.bsky.social
Pretty sure it can if you keep clicking on it, gotta make sure the slop factory is fully automated
boghogstg.bsky.social
Yup, youtube's disgusting new feature
boghogstg.bsky.social
I'm afraid the normies will have to be unpacked
boghogstg.bsky.social
Nah it applies to thrillers too - the more a thriller can stay emotionally intense on rewatches, the better it is as a thriller. I also don't see how this wouldn't just apply 1:1 to difficulty even moreso than timers, cuz timers are difficulty-agnostic
boghogstg.bsky.social
FOMO hype culture is anti-art
boghogstg.bsky.social
Also surely your point applies more to challenge period, not timers? Because if anything timers actually give you a very clear indication of when the stress will end
boghogstg.bsky.social
Oh but not only are games & movies comparable in this sense (the stress will end when you turn the game off) but think about how people evaluate stuff like horror - a good horror movie is one that really gets under your skin and stays with you until you're done. Because the emotion IS the point
boghogstg.bsky.social
Yeah, diegetic timers tend to go down a lot smoother but still can cause a lot of annoyance if they actually test the player meaningfully instead of just being sort of a "safety net" against extremely slow players
boghogstg.bsky.social
They aren't at all different because in both the consequences don't matter TO YOU. Whether a character lives or dies has no impact on your life, and whether you get a game over or not also doesn't matter - it's meaningful only within the bounds of the simulation
boghogstg.bsky.social
Would you apply the same logic to actual thrillers in film/lit, or to horror, to tragedy? Feeling negative feelings in a simulated context is completely different to feeling them in reality
boghogstg.bsky.social
After a certain point the actual games become more of a nuisance getting in the way of discussion because of all the baggage that comes with discussing them yeah LOL
boghogstg.bsky.social
Yyyyup and then on the other end if you're trying to be heard when coming from an "objectively wrong" perspective it's tempting to be hyperbolic & aggressive so you can be heard which also leads to those sorta attitudes
boghogstg.bsky.social
Yup, and even if convos technically happen theyre tucked away. Thought evolution happens within bubbles cuz thats where you can get a convo going, which has all sorts of negative consequences like audience capture and so on, not necessarily bad for art but a problem for crit
boghogstg.bsky.social
I dont mind that as much as people getting really personal about it. Even if aesthetic realism is true, art is one of the most inconsequential topics to be wrong about, its part of the fun
boghogstg.bsky.social
More writing/vids/etc. on game design should be treated as a piece of a convo rather than being seen as the final word or being seen as worthless & wrong. Feels like ppl only respond to stuff when it makes them mad, and no ideas get built on