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#gameing

11 posts10 participants2 posts today

Cripes, that was tense at the end.

Got to the point where I had upwards of 40 summons on the field every level, the King of Many Colours wiped *all* of them. Even though I could summon more almost every turn, I ended the fight with *three*. And those were the ones I'd summoned the last turn.

Never expected the fifth cycle to be easy exactly, although most fights until then actually were just me holding down the space bar.

So according to Steam I've been playing Rimworld for 144 hours, I don't think I've ever gotten past the first Winter and something starts irritating me about my base or crew so I start over. I think this time I'm going to try to keep going as I seem to have a decent crew.
#gameing
#rimworld

Getting back into Path of Achra.

Such an absurd game. This is my naked skeleton assassin with lightning powers who did over three *million* damage on this run.

My previous character was an ape whose god gave them continually increasing strength, but hurt them if they were hit by any enemy.

The combos can be Slay the Spire level of silly, and there are *so* many character builds.

<<In October, 2013, the video-game designer Davey Wreden and a collaborator, William Pugh, released the Stanley Parable HD, a polished and expanded version of a prototype that Wreden had developed in college. Wreden and Pugh hoped that they might sell 50,000 or so copies of the new version in the course of its lifetime. They sold that many on the first day.

Wreden followed the Stanley Parable with a second critically acclaimed title, the Beginner's Guide, and cemented his reputation as a designer who defies convention. But his search for new forms never yielded a sense of personal uplift or fulfillment. It took him years, he said, to see that he had built a kind of mental prison. After the release of the Beginner's Guide, in 2015, he found that he could no longer write at all.

In January, 2016, Wreden began drawing for upward of five hours nearly every day. He would produce hundreds of pictures in the course of a six-month span, all of them variations on a simple scene: a pastoral clearing with a quaint-looking tea shop surrounded by trees, rocks, and brooks, which became the seeds of his new project, Wanderstop.

The game, which was recently released, belongs to a burgeoning genre of nonviolent titles devoted to relationships, crafting, exploration, and routine-to building, rather than destroying. In a 2015 lecture, Wreden declared that a fearful state of mind" within the mainstream video-game industry had led to "an art form in which by far the most ubiquitous form of expression is that of firing a gun." We have, he went on, "a culture where violence is understood and implied to be the central means of problem-solving." Wanderstop is a kind of rebuttal, prizing dialogue and contemplation over heroic acts.

Read a profile of the influential game designer, whose career has gone from the absurd to the practical>>
newyorkermag.visitlink.me/GEAR

The New Yorker · The Game Designer Playing Through His Own PsycheBy Christopher Byrd

Guten Morgen liebe Gemeinde,
der Sonntag startet entspannt mit einem schönen Frühstück nach dem anstrengenden aber sehr erfolgreichen Gartentag gestern 🙂. Hauseigener Räucher- & Graved Lach ist auch mit dabei 😃, nach dem Frühstück werde ich den American Cheesecake fertigstellen und ab Mittag wird dann wieder LAN gezockt 🤘🏻.