Latest Comments by Philadelphus
The Communist Dogifesto, an open source first-person shooter has a big update
18 Aug 2018 at 1:42 am UTC
18 Aug 2018 at 1:42 am UTC
The Communist Dogifesto has quite an amusing setting, with Russian space dogs aboard a space station becoming really rather intelligent and taking it over.Hey, that sounds like fun! Something different, getting to play as a dog with a gun running around taking over a space station—
Now Laika has taken over and you are the only one left who can take back the station, or at least attempt to escape with your life!—oh. Well, well it was a fun idea while it lasted. :)
Rings of Saturn is a hard sci-fi, top-down space simulator coming soon to Linux
15 Aug 2018 at 12:58 pm UTC Likes: 2
15 Aug 2018 at 12:58 pm UTC Likes: 2
Quoting: Kels"Top" down in space. :S:The best part about space is you can just pick any direction to be down, and it's right! :D
Play It Now - Invisible Inc
15 Aug 2018 at 12:50 pm UTC Likes: 1
15 Aug 2018 at 12:50 pm UTC Likes: 1
Quoting: scaineI played a mission last night where I lasted a staggering 38 rounds - that's 8 rounds at the highest alarm level, which introduces a second and third enforcer (you get one at alarm level 5 too) AND pinpoints the location of all your agents! It's possible to survive these, but you do need a bit of luck if your game has gone off the rails that badly! I like to leave before hitting alarm level 5 usually!I'm suitably impressed! I think the worst I've ever gotten to was level 5, and that was already more way more than I wanted to deal with. :) Though probably my fondest memory of the game was the time I got myself into a really sticky situation, and had to use all three of my turn rewinds in a row before I finally figured out a combination of actions on the last one that got all my agents out safely—it was nerve-wracking and tense, but also an incredible feeling and it might not have happened without that pressure.
Quoting: scaineAgree about the ending and it does lend itself to a natural sequel, but two reasons I can't see that happening. First, I'm not led to believe that it did particularly well commercially, and second, Klei have never really done sequels since their early Eets/Shank days. […] I can't see room for an Invisible sequel in that workload, sadly. Although I'd buy it in a heartbeat - loved the idea of making the game a more management-style spy thriller!Yeah, I have no idea what the prospects of an official sequel are. Though it must've done well enough to warrant the Contingency Plan expansion it got, no? Regardless, it's not like the game mechanics are copyrighted or anything—now that we know just how fun a stealthy, turn-based game with almost no RNG can be maybe some other enterprising company can make the open-ended spy-agency-management game we'd like to see. :)
Play It Now - Invisible Inc
14 Aug 2018 at 10:32 am UTC Likes: 2
14 Aug 2018 at 10:32 am UTC Likes: 2
I can absolutely agree that Invisible, Inc. (I,I.) is a fantastic game. The lack of RNG means you generally have no one to blame for your failures but yourself, and makes it incredibly tactical—you'll always be able to know if something you want to do is possible or not (once you've played through the tutorial and learned how things work).
I've always felt that the setting was a bit wasted, though. Much like many people wanted FTL to be more open instead of a railroaded drive to the end each time, I felt like the setting was perfect for a kind of open world freelance spy agency game. You've got a setting with multiple mega-corps all willing to hire you to sabotage their competitors, and it seems perfect for an open-ended game about running a spy agency, taking randomly-generated missions (much like the current game) and playing all the corps against each other. But instead, the opening cutscene has your organization in tatters and you on the run with a strict time limit at the end of which you either win or you die. I don't actually mind that in FTL because the ending is triumphant if you win, having saved the galaxy! But the ending in I,I. is really kind of a major downer from a story perspective (I won't spoil it though), and once you've seen it once you're like "Why would I want to play this again when I know the outcome?"
Still, maybe I can hope for an Invisible, Inc. 2 (II: II? :P) in the style of XCOM 2, set in that same world after the events of the first game but with a more open-ended and non-time-limited playstyle (maybe a sort of human resistance…?). That might ultimately be my biggest gripe with I,I., is the time limits. I know, they're there to up the tension and force you to keep moving, but I just don't enjoy that type of forced progression. If the time would simply not start ticking until you actually did something (rob a safe, knock out a guard, a camera sees you, etc.) that'd be great, allowing you to scout ahead and set up a plan rather than do everything on the run. (For those curious, the difficulty settings are VERY customizable and you can actually set up a playthrough this way if you want, but it's obviously not the intended behavior.) Ultimately that forced time-limit progression stress is why I've only played through it a few times.
I've always felt that the setting was a bit wasted, though. Much like many people wanted FTL to be more open instead of a railroaded drive to the end each time, I felt like the setting was perfect for a kind of open world freelance spy agency game. You've got a setting with multiple mega-corps all willing to hire you to sabotage their competitors, and it seems perfect for an open-ended game about running a spy agency, taking randomly-generated missions (much like the current game) and playing all the corps against each other. But instead, the opening cutscene has your organization in tatters and you on the run with a strict time limit at the end of which you either win or you die. I don't actually mind that in FTL because the ending is triumphant if you win, having saved the galaxy! But the ending in I,I. is really kind of a major downer from a story perspective (I won't spoil it though), and once you've seen it once you're like "Why would I want to play this again when I know the outcome?"
Still, maybe I can hope for an Invisible, Inc. 2 (II: II? :P) in the style of XCOM 2, set in that same world after the events of the first game but with a more open-ended and non-time-limited playstyle (maybe a sort of human resistance…?). That might ultimately be my biggest gripe with I,I., is the time limits. I know, they're there to up the tension and force you to keep moving, but I just don't enjoy that type of forced progression. If the time would simply not start ticking until you actually did something (rob a safe, knock out a guard, a camera sees you, etc.) that'd be great, allowing you to scout ahead and set up a plan rather than do everything on the run. (For those curious, the difficulty settings are VERY customizable and you can actually set up a playthrough this way if you want, but it's obviously not the intended behavior.) Ultimately that forced time-limit progression stress is why I've only played through it a few times.
One additional, huge, key difference to XCOM is how your agents’ rounds play out. In Invisible Inc, you can switch between agents at any point in an agent’s round freely. There’s no concept of an agent’s round being “spent” except when their action points run out.And having mentioned XCOM, I just have to point out that that's technically the case there too, it's just that units in XCOM generally only have 2–3 action points so there's generally less switching between them in the middle of a turn.
The Linux version of Into the Breach is in active development
10 Aug 2018 at 10:38 am UTC
10 Aug 2018 at 10:38 am UTC
As someone with…[checks]…uh, 362 hours in FTL, Subset Games pretty much earned a free pass from me to buy whatever they put out next. As long as it had a native Linux version, anyway, so I'm really glad to see it's on its way. :)
Stardew Valley's 1.3 multiplayer update is now officially out
2 Aug 2018 at 2:46 am UTC
2 Aug 2018 at 2:46 am UTC
Hopefully this means most of the bugs have been squashed if they're comfortable putting it out publicly. :) Not that I've encountered many; in over a year's time in-game a friend and I only had freezes or crashes maybe three times, plus a few non-serious visual and audio glitches.
Plague Inc: Evolved has a 'Royal Update' with two new scenarios, it's a pretty fun game
30 Jul 2018 at 9:10 am UTC
30 Jul 2018 at 9:10 am UTC
Quoting: liamdaweThe co-op is online.Thanks Liam, that's interesting to know! ^_^
Plague Inc: Evolved has a 'Royal Update' with two new scenarios, it's a pretty fun game
26 Jul 2018 at 12:51 am UTC
26 Jul 2018 at 12:51 am UTC
Wait, it has co-op? :huh: Huh, I've watched Let's Plays of this that never mentioned that fact. Is that a recent addition? Is it local co-op only, or remote?
Stardew Valley's Multiplayer Update will be out with full Linux support on August 1st
21 Jul 2018 at 12:09 am UTC Likes: 1
21 Jul 2018 at 12:09 am UTC Likes: 1
Fun as this game was before, it's even better in multiplayer. Been playing with a friend since the beta came out, we've made it through our first year so far and have been having a blast.
And if you're feeling mischievous, there are so many ways to mess with your friends, too. :whistle: Wait for them to come running back late at night then block the path to their bed with furniture, leave horses in places where it'll block them coming out of a building, run around and be silly in their cutscenes, if you're the host you can instantly move their house around anywhere you want for free, etc., etc. :D
Edit: Forgot to say, the new non-multiplayer-exclusive content is pretty neat too. The Autograbber makes it a breeze to collect from cows, sheep and goats, the Night Market is a cool event where you can buy all different kinds of seed during the winter (good for green houses), the ability to grow cactus now is nice, etc.
And if you're feeling mischievous, there are so many ways to mess with your friends, too. :whistle: Wait for them to come running back late at night then block the path to their bed with furniture, leave horses in places where it'll block them coming out of a building, run around and be silly in their cutscenes, if you're the host you can instantly move their house around anywhere you want for free, etc., etc. :D
Edit: Forgot to say, the new non-multiplayer-exclusive content is pretty neat too. The Autograbber makes it a breeze to collect from cows, sheep and goats, the Night Market is a cool event where you can buy all different kinds of seed during the winter (good for green houses), the ability to grow cactus now is nice, etc.
Stack Gun Heroes gives you a gun that can be modded during combat, superpowers and lots of explosions
20 Jul 2018 at 12:07 am UTC Likes: 1
20 Jul 2018 at 12:07 am UTC Likes: 1
Very interesting looking, I'll have to keep an eye on this.
Though I got a bit confused at one or two points watching the trailer because it uses some of the exact same sound effects as Creeper World 3, so I heard the sound of a Spore Tower about to launch and momentarily panicked because I hadn't built any Beams yet! :P
Though I got a bit confused at one or two points watching the trailer because it uses some of the exact same sound effects as Creeper World 3, so I heard the sound of a Spore Tower about to launch and momentarily panicked because I hadn't built any Beams yet! :P
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