thekidxp

u/thekidxp@sh.itjust.works
4 posts · 110 comments

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Yeah both of those uses are fine in English. The first usage is "more" correct I would say. Literally is supposed to be used to basically say that the thing is actually happening. The second usage is also common at least in American English. Usually it's used with common figures of speech. "I was literally judging books by their cover." Technically he wasn't, he was judging people. Some people will be pedantic and call you out for that. So if you're taking an English class I'd avoid that usage but it's really common to hear it used that way. "I would literally die." It strengthens the phrase.

on Pampering a King Cobra... · c/animals · 5 pts · 77d

Or it could just be a good snake who wants pets and we should love it and care for it and give it all the frozen mice it wants.

I mean, I think we should do that regardless. Thanks for the information though. I don't know a lot about snakes, so I only had general guesses. That all makes sense I didn't think about shedding specifically.

on Pampering a King Cobra... · c/animals · 18 pts · 77d

I'm really curious about what's happening here. If anyone knows about snakes I'm just curious about what the snake is getting out of this. It looks like it's enjoying this but first of all I know you can't make assumptions about how an animal is behaving but it's certainly not getting trying to leave. Does it like the moisture, or the feeling of the water itself, or is it cooling off, all of the above?

This is a cool idea, the clamshell would make it a lot easier to toss into a bag or something without needing a case but that particular design doesn't feel like it'd be the most comfortable to hold while playing. I think it'll be interesting to see if anyone iterates on this idea at all.

It's really easy and starting to feel kind of boring. They (the developer) have some fun ideas and I hope they keep growing but the bad UI is already old on the second game and so far it doesn't feel super well thought out. I'm probably going to give it some more time, it's at least easy enough to play on steam deck but unless some depth or strategy appears I probably won't be playing it for long.

That said for $10 I'll probably at least "get my money's worth from it" but I don't see it holding my attention for as long as something like slay the spire 2.

on that's it! · c/microblogmemes · 4 pts · 175d

That's odd, I live in a pretty small city and there are multiple local bakeries. I just wish there was one a little easier to walk to.

I honestly only watched her videos occasionally and I watched this one the second I saw it pop up. It is really nice to see her working on something even if it had to be something short from her bed.

I feel like it's really a mixed bag. Like some of the other comments I think overall I'd rather them go back to a smaller more interconnected world though. If I'm really honest I don't think any game has been as good as the first half of dark souls 1. Purely on level design. I liked the almost metroidvania layout.

I like that you can go the wrong way, although accidentally sitting at a bonfire could screw you if you were too far into the catacombs. While you aren't gated by skills like in a true metroidvania I like that you either have to find keys or find alternate routes to areas. While going through undead burg and beating the gargoyles is clearly the intended route you don't have to do that. I like that taking the master key opens up whole new routes for you and I love the amount of times you open a door back into an area that you know. Taking the elevators down from the parish and seeing firelink again might still be one of the best feelings I've gotten from any game.

Since then they've only gotten more linear. DS3 in particular feels really linear with just occasional forks in the path that dead end. For being one of my favorite games in most other ways the layout and progression is really lacking IMO. Even within areas I didn't feel like they were as interconnected as I would have liked.

The open world of Elden Ring does provide some of what I liked about DS1. You can absolutely go the wrong way and are likely to with things like chest traps sending you to Caelid. You can skip over an amazing amount of the game which I feel like is a strength. It keeps the game from feeling too linear and giving players options to explore more before taking on certain challenges. I loved finding extremely hidden caves and tombs and treasures in the world. And I was often shocked at how much bigger the map was getting. Going underground and seeing stars and realizing that this whole underground world is as big as the surface was awesome.

But I do feel like I could have done with something in between. Areas that are a bit smaller with more interconnected features. Ladders to open shortcuts and one way doors and elevators that loop around to familiar spots and less caves and tombs to keep them feeling fun and relevant. I personally understood the amount of re-used assets but you could have done away with a lot of them and kept the really interesting ones and been able to re-use things more sparingly, cut down on the amount of dungeons with a regular enemy as a boss, less watchdogs, less tree spirits.

If the next game is open world it certainly won't keep me from playing it but I'd be happier with a little less space between the "legacy dungeons" and making those legacy dungeons and bit more expansive and interconnected I think. Keep the areas that you stumble across fun and meaningful where now it's a really mixed bag on whether or not a given cave is worth the effort or not.

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