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Cake day: July 8th, 2023

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  • I loved Hollow Knight except for the same issue. By the time I gain a new traversal skill, I have so many paths to explore that I can’t remember them. Became all about meticulous backtracking, gave up.

    Decided to give it another go. This time I found a map online, removed all icons and edited the image so it was just a simple outline with no spoilers. Printed it out. Marked it with notes and colour-coded symbols as I played. Made more progress, and exploration was way more fun.

    Then I moved house and lost the map… I really love the game but just haven’t gotten the desire to try again just yet. No idea how everyone does it with just those way-too-limited in game map markers







  • If you have the option, I would suggest going to a Dr before assuming anything is the only plausible explanation.

    Personally, I found out about my neck / posture issues (even though outwardly I have decent looking posture so I never assumed it would be that), got some excercises from a physio and a completely different pillow, and that combo drastically reduced my headaches


  • Came to make the same recommendation. It depends on what aspect of the games you find intimidating. Most people recommending Elden Ring will likely be assuming that you mean mechanical difficulty, but in my case, the openness, variety, stat numbers etc of ER are all intimidating.

    Sekiro is more approachable in this regard, the way forward is mostly clear, and the mechanics are clearly communicated, so you’re just left with practicing them until you’re good enough to progress.

    I’d say that most people who say Sekiro is one of the hardest fromsoft games probably came from playing souls or Elden Ring and have the extra challenge of unlearning some of the foundations. I hadn’t played any, and though Sekiro is hard as hell sometimes, it clicked with me pretty quickly. Completed 3 endings and most of the optional, hardest content so far






  • If you had infinite possibilities for interactions, then you would have an infinite number of outcomes that would require the game to do something it doesn’t have code or assets for. You would have to funnel the infinite possibilities of the conversation back down to the handful of options that feed into the planned game, which would have infinite ways of being awkward and making no sense.

    This might be possible for an AI driven text adventure game I guess, but I can’t imagine it would be good… Or bad, or interesting, or anything at all because the artistry would be non existent