• 4 Posts
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Joined 1 year ago
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Cake day: June 14th, 2023

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  • Yeah, I played It Takes Two with my gf last week and she had trouble with the most basic jumps because she couldn’t use the keyboard and mouse at the same time. It might be easier with the controller, but moving a character and the camera at the same time is surprisingly hard to learn for beginners.

    The best recommendations here are the games with extremely simple controls. I think Vampire Survivors was a good pick since you only need to use the keyboard for most of the time. Adventure games was another good recommendation since it should only require the mouse.







  • cottonmon@lemmy.worldtoGames@lemmy.worldSteam keeps on winning
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    7 months ago

    It’s not just that though. A lot of people have already pointed out that Epic appears to be actively hostile towards Linux by removing compatibility for games that had it before. People have also pointed out that turning on Linux compatibility for EAC is fairly trivial, but they refuse to do it. For some games, Linux users have to go through extra loops just to make it work. So when it looks like a company is treating a certain demographic as something that’s worth less than shit for no apparent reason, I’m not surprised that they’ll have a negative attitude towards that company.

    And say what you want about Valve, but they have pushed Linux compatibility and it’s not surprising why Linux users have a more positive view of them over Epic. As I’ve already said, your argument reinforces this point.



  • cottonmon@lemmy.worldtoGames@lemmy.worldSteam keeps on winning
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    7 months ago

    Not the person you’re replying to, but from what I’ve read before Valve is kind of notorious for this because they do encourage people to work on what they want. The problem with this is that it also means it’s hard to get support for your project. For example, in order to get Half-Life: Alyx pushed out, they had to suspend that policy of working only on things that make them happy.

    Here’s a quote from the wiki article about HL: Alyx’s development:

    Valve abandoned episodic development and made several failed attempts to develop further Half-Life projects. Walker blamed the lack of progress on Valve’s flat management structure, whereby employees decide what to work on themselves. He said the team eventually decided they would be happier if they worked together on a large project, even if it was not their preferred choice.

    Here’s some additional info on how they work from an interview:

    Robin Walker: We started in February of 2016, I think, with a small team, and we brought out a small prototype. Then people started to play that, understood what we were trying to do afterward, and started joining up. We had 80 people on the team when we were about midway through. The exact size of the team I wouldn’t be able to tell you. The way things work at Valve, people organically join once they’ve finished up what they were doing before, and if what you’re doing makes sense to them. So it was always full steam ahead, I guess, but not in the sense that all 80 people were there from day one.

    Jane Ng: I joined the project last year, I think. People just sort of see that “Hey, this project’s getting pretty cool,” and then they roll their desks over when they’re done with whatever they were doing.