Outer Wilds changed my life then Tunic changed it again

Edit: Game Recommendations by the people in the comments:

  • Disco Elysium - @Sibbo@sopuli.xyz
  • Kingdom Come Deliverance - @McFarius@lemmy.world
  • Fez - @TestFactor@lemmy.world, @Glaive0@beehaw.org, @clearleaf@lemmy.world
  • I Was a Teenage Exocolonist - @alltheweird@lemmy.tf
  • Noita - @Goodman@discuss.tchncs.de, @yjr4df0708@lemmy.ml, @Crow_of_Minerva@feddit.it
  • The Witness - @Suppoze@beehaw.org
  • Lingo - @dexa_scantron@lemmy.world
  • Bad End Theater - @Exocrinous@lemm.ee
  • Celeste - @tkk13909@sopuli.xyz
  • Fear & Hunger - @RIP_Cheems@lemmy.world
  • minit - @naevaTheRat@lemmy.dbzer0.com
  • The Forgotten City - @naevaTheRat@lemmy.dbzer0.com, @Rai@lemmy.dbzer0.com, @terrifyingtuba@lemmy.world
  • Deathloop - @tills13@lemmy.world
  • The Soulsborne games - @Philharmonic3@lemmy.world
  • Void Stranger - @clearleaf@lemmy.world
  • Baba Is You - @clearleaf@lemmy.world
  • Roguelikes as a genre - @Piemanding@sh.itjust.works
  • The Long Dark - @rbos@lemmy.ca
  • Who’s Lila? - @Crow_of_Minerva@feddit.it
  • Cultist Simulator - @Frogodendron@beehaw.org
  • Sorcery! - @Frogodendron@beehaw.org

And some game recommendations by me to add on to the post:

  • Taiji
    • A 2D puzzle game where you slowly unravel how to solve each different element of the puzzles, eventually culminating in a massive puzzle gauntlet. Basically identical in concept and execution to The Witness, but still very much its own unique and fun game.
  • The Golden Idol
    • A puzzle game where each level you must examine a scene to figure out exactly what happened, eventually piecing together the full story over several levels. Don’t let the art style put you off, it’s an incredibly well done game. Most similar to Return of the Obra Dinn in concept.
  • Stories: The Path of Destinies
    • an action RPG with a branching choice-driven storyline, but not every story has a happy ending… You’ll piece together the true story over multiple playthroughs and eventually find the one true path. It wasn’t a particularly life-changing game but it was still a lot of fun and worth checking out if it sounds interesting!
  • Uriel238 [all pronouns]@lemmy.blahaj.zone
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    10 months ago

    Curiously Deep Rock Galactic is about practical knowhow. At least that differentiates greenbeards from greybeards.

    • The oppressor is nearly immune to bullets but melee attacks are super effective
    • The Driller will overheat digging about 12 meters (depending on the upgrades used) Digging ten clicks then pausing to cool will prevent overheat
    • Cave leeches make a distinct yummy noise before attacking. You can escape by seeking cover again. Cave leech attacks are often facilitated by a distraction such as minerals or glyphid ambushes
    • The Scout’s grappling hook does not account for safe perch or landing. Scouting to a sheer cliff is a good way to just get hurt. Mind where you’re going to land.
    • On the other hand minerals embedded in a cliff face often protrude enough to get purchase. This can be facilitated with a flying pickax attack. Practice, practice!
    • Likewise, dwarves can scamper up steep slopes like mountain goats with forward movement and spamming jump.
    • Then again, gravity is the number one killer of dwarves, seconded by common Glyphid Grunts. Don’t underestimate them.
    • The Driller’s Collette Wave Cooker can defuse unfuzed Exploders when it deals the killing damage (defuse = doesn’t explode). The Driller’s Cryo Cannon can defuse fuzing Exploders…sometimes.
    • Overhanging cliff-sides are the nemesis to the Engineer’s platforms. If you dont want to carve out headroom, extend them out a layer or two.
    • The Engineer / Scout team (platforms and grappling hooks) can quickly exploit the high-positioned minerals in a cave.
    • That said, platforms can make for great bridges. Do so at whimsy for starters and learn where it’s useful.
    • And yet, the engineer has the most trouble traversing sheer incline, especially in tight quarters. Make sure your Engie can get to the drop-pod safely.
    • Speaking of extraction, Simple Mining missions are the most linear and require the most attention regarding preparing traversal back to the droppod. Escort is also linear but naturally comes with a big tunnel which makes it easy (when Dotty doesn’t carve a vertical drop). Other missions feature a rounder, unlinear complex and a shorter exfiltration. Sometimes the pod will drop onto a crap place, with the ramp in mid air, or embedded in hard rock.
    • Drillers should watch for adjacent chambers to connect by tunnel. Engineers should bridge chasms and seal holes. Engies can also create safe steps to traverse hot slag and slime. Both can level out arenas where fights are expected (say when prepping for a dreadnought or powering up a salvaged drop-pod)
    • In escort the Engineer’s grenades make short work of rocks and beamers. (The latter needs something that chips into rock, even a scout with a pickaxe power attack). The Gunner’s hurricane rocket launcher manages both nicely.
    • Dotty, Hack-C, Steeve, lootbugs, Hexawings, Breathers, Cave Vines can all be petted and should be. Bosco can be saluted. Using the laser pointer, other Dwarves can be talked to.

    These are all off the top of my head. There are dozens of others one learns on the path to Greybeard enlightenment. Rock and Stone.

    • Olmai@lemmy.world
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      10 months ago

      I’m a big rock’n’stoner (700 hours) but I think you’re stretching it a bit.

      Of course there’s knowledge and experience to acquire, but it’s not the main progression system. They are needed to beat harder missions, but the same could be said about 90% of the games out there.

      On the other hand, I will agree that DRG does allow the player to express them more than your average RPG, because upgrades won’t beat haz 5 on their own. You still need to know how to play the game, and that is made of little know-hows and techniques like the ones you listed.