Tic Tac Together is team-based recursive tic-tac-toe. When both teams try to claim the same square at the same time, they have to fight for it by playing a subgame. Or a subsubgame. Et cetera. It’s surprisingly strategic. How much board control should you give up to secure a contested square?
I’ve heard good things about Sunderfolk but haven’t played it myself. It has hex-grid tactical combat with co-op done via smartphone, so only the buyer of the game needs to share their screen.
Which ones have you heard of?
I will back up Cassette Beasts for having a strategically interesting turn-based combat system.
If you’ve followed the news and history of this bridge, the city did actually try. They increased the clearance from the original 11 ft 8 in to 12 ft 4 in, but that’s still a bit too low for large vehicles. There’s limited room to expand since that bridge is a rail bridge and there are utilities under the ground.
Because of the weirdness drivers know they have to pay attention or else death and injury awaits.
That is one thing I admire about chaotic roads. I remember hearing the rule of crossing the street in Hanoi is to just look where you want to go and walk in a straight line at a constant speed, and expect traffic to work around you. Standardization and signage really just exists to make driving easier.
Looks like you enjoy retro-style 3D platformers. Get Corn Kidz 64!
Like Pseudoregalia, it’s another N64-style 3D platformer released in 2023 with a goat protagonist trapped in a dream. This is an oddly narrow coincidence.
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For more bridge webcam nonsense, check out Needles Underpass!
Stopping doesn’t make the vehicle shorter! This is a common myth, especially among large oversize vehicle drivers in this area.
Here are some “patient” games I’ve played that are on dollar-bin deals right now. Some are actually cheaper off-Steam, so in those cases, I link there instead.
According to SteamDB, 40% is tied for the all-time low.
Grenouilles
I played around with the pixel settings in the Next Fest demo. It’s honestly more of a curiosity than something that really matters, but I’m glad someone on the game thought of this. The most notable change with pixel-perfect mode is the text font becomes lower resolution to be strictly snapped to the grid. Other than that, you’ll find that the backgrounds scroll choppily. I’d imagine it would feel good that way on a smaller screen.
It’s that eternal struggle you may have seen if you play modern games with pixel art. How strictly should the game follow the grid? I think Pipistrello’s default “soft” mode is my sweet spot. Rotated and resized pixels are yucky, but I’m okay with smoother scrolling and sharper text. Celeste is that way as well.
I was super impressed with the demo from Steam Next Fest last year. It’s definitely high on my list for Steam sale purchases.
One neat feature the game has, which was unnecessary but that I appreciate, is the pixel perfection settings. The game uses “soft” pixel precision by default for smooth scrolling and sharper text, but you can enable strict pixel precision, which snaps everything to the pixel grid.
My friends and I love to hum the gloriously CC-licensed main menu music!
I don’t think any game has made me feel so much for characters I don’t even get to see. There’s some real humanity in Hypnospace.
Damn that’s a shame
Day 5
Pass
Pass. I liked the demo a lot, but I’m already playing a lot of roguelikes and my wishlist already has ones I’m more excited for
Wishlisted
Day 4 was all black cats
Soft wishlist. This demo just wasn’t long enough to be totally sell me on the full game.
Pass
Pass. I had fun, but I’m currently not in the mood for Celeste-style precision platforming.
I want to shout out Left 4 Dead’s game instructor for smoothly teaching new players the game even while they’re playing with others. Get more ammo here. Use adrenaline to do stuff faster. Give Nick your pills. Rescue is coming - defend yourself! Then, once you’ve played enough, the help messages gradually become less frequent.
I’ll also shout it out for being my favourite implementation of HUD markers in any game. The icon pulses into view close to your crosshair, then flies over to the thing it’s pointing at. If it goes off-screen, the marker returns next to your crosshair, with an arrow indicating which direction to look in to see it again. A lot of other games have marker icons just suddenly appear at the spot and they crawl along the edge of the screen if the item is off-screen. The way L4D does it really draws my eyes.
The Needles Underpass is 2.4 m high and yet it sure does catch a lot of flies!