big boss doodle from a while ago
26.10.2025 06:26 β π 361 π 89 π¬ 3 π 0@mulgar.bsky.social
big boss doodle from a while ago
26.10.2025 06:26 β π 361 π 89 π¬ 3 π 0Don't think I posted this, one of the postcards from MGSCON
23.10.2025 03:07 β π 416 π 109 π¬ 3 π 0Deleted this a while back because I didn't know how I felt about it, but for whatever reason now I like it I guess so it's going back up. I want to draw the rest of the cast at some point.
23.10.2025 04:11 β π 235 π 49 π¬ 4 π 1You ever think of jailbreaking it? Might have some good stuff if you check.
21.10.2025 14:15 β π 0 π 0 π¬ 1 π 0Thought you were talking about Itagaki and nodded so hard, but respectfully.
See the last repost and start s'ing my damn h
I really didn't expect his death to be honest. After all his struggles with addiction it's sad to hear he passed away at 51.
I'm not a super fan but I liked his music well enough.
I think the online component makes the ziplines more interesting in some ways too. Being given a randomised amount of free points that might not suit you the best way, and having to make the most of that adds some dynamic problem solving to each playthrough.
15.10.2025 15:59 β π 2 π 0 π¬ 0 π 0Jump Ramps are interesting because they're more versatile (works with all vehicles, let's you turn in the air), but have the important limit of being one-way systems and working best when you're going down rather than up.
Chiral Bridges are cheaper than metal ones, but don't work in the rain.
It's just that once you set up the network you've solved the problem and have nowhere to improve. I think as an endgame tool they're a good addition, but could be improved by adding more limits or increasing the cost.
15.10.2025 09:28 β π 0 π 0 π¬ 1 π 0If you're doing an offline only challenge (how I played DS1 for a bit) then every zip costs network bandwidth so you could spend ages thinking about the best placement to cover the map well.
In that sense, they're one of the game's best ideas since they make you consider the terrain in a new way.
Unlike the nuBFG, ziplines are a genuinely interesting gameplay challenge to set up. You need to look at existing online zips and try to connect them with your own in an efficient way. Sometimes you need to account for upgrade materials to increase the range.
15.10.2025 09:28 β π 0 π 0 π¬ 1 π 0Anyway, the issue with ziplines is that you cover a large distance very quickly at a relatively low cost while being able to carry a decent amount of cargo.
Tweaking just 1 of these could fix the problem, though I'd be afraid to mess with the numbers now that 2 games have established this pattern.
Trucks Vs Trikes have this tradeoff between speed and carry-capacity. The coffin board in DS2 is a great addition because you can only carry what's on your back and have to be more conscious about balance than the Trike, but let's you move much faster and over terrain that was previously impossible.
15.10.2025 07:54 β π 0 π 0 π¬ 1 π 0In terms of how I'd fix them, network bandwidth is the first choice. Make them the most expensive structure and you will be forced to use others to cover shorter distances or tighten up your zipline network.
Though maybe all they need is to prevent you from bringing a floating carrier.
For all the other themes DS has, this combined with the roads and railways kind of show how large infrastructure like motorways can bypass interesting features for the sake of making major journeys smoother.
At least in DS the roads are actually connecting the shelters instead of bypassing them.
Death Stranding 1 and 2 both have the issue where ziplines are just too good a structure to build compared to all the rest. 2 of them cover up to 350m at a high speed for the price of 1 bridge.
It's very satisfying to set them up, but once you do there's no longer any interaction with the terrain.
Replaying a game is a different matter, it's only if that first playthrough takes several dozen hours that this fatigue becomes an issue.
15.10.2025 07:34 β π 1 π 0 π¬ 0 π 0Too many π
I sort of have an upper time limit with games where after 50 hours or so I find it really hard to continue since I feel like I've burnt out on the regular gameplay.
Maybe in 20 years ProtonJon will finish the LP π
15.10.2025 07:30 β π 0 π 0 π¬ 0 π 0I like Crispy Doom for being a nice Vanilla+ port
14.10.2025 20:58 β π 1 π 0 π¬ 0 π 0snake returns
11.10.2025 06:18 β π 848 π 238 π¬ 18 π 3lil snake tease
10.10.2025 10:23 β π 500 π 137 π¬ 13 π 2Just sitting on a log for Kawafitober !! #art
08.10.2025 07:32 β π 230 π 31 π¬ 2 π 1Time Crisis 3 (2003 | Nextech | PS2)
It's sad that every big modern game costs $400 million to make yet fails to reach the pure ludonarrative heights of the Time Crisis Twinks ripping off their Hawaiian shirts to reveal custom varsity jackets during a daring jetski escape
I've been chipping away at the animation and I seem to love punishing myself by animating big stupid dust clouds
04.10.2025 00:17 β π 214 π 26 π¬ 4 π 0MGS Comic
09.08.2025 19:34 β π 699 π 251 π¬ 7 π 0Due to the unique way Super Mario Bros. stores its maps, its level designers were at the mercy of the decorative hills and bushes when placing bottomless pits. While the pits can be placed freely, the decorations are non-negotiable and dictate the level design.
03.10.2025 15:30 β π 2100 π 421 π¬ 25 π 19Talking to people younger than me about how I beat Battletoads on NES & they CANNOT conceive of a world in which the internet doesn't exist.
"So you just sat down, & played Battletoads ALL day, REPEATEDLY, until you memorized the entire game...?"
"yes ."
Here's an hour-long analysis of the literature that inspired Death Stranding! 17 minutes of talk about Homo Ludens! 10 minutes on Waiting for Godot! 4 minutes of my dog Eddie playing! 1 minute of MS Paint animation! 3 seconds of noodles!
BUNNYHOP IS BACK AGAIN, BABIES!!!
nebula.tv/videos/super...
The Bridge ~ Valerie Thornton, 1954
30.09.2025 20:43 β π 4801 π 460 π¬ 44 π 16