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Cake day: June 24th, 2023

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  • The ball was a colorless wireframe. Color wasn’t necessary for the scenario.

    The person was genderless. Gender wasn’t necessary for the scenario. They looked like a wire frame skeleton of a person.

    The ball was roughly the size and density of the smallest size bowling ball.

    Table surface was circular wireframe with four legs. Material wasn’t filled in as I wasn’t trying to model for friction.

    My imagination doesn’t tend to fill in unnecessary details. Too much wasted processing power. I also don’t really envision things. Like, I don’t “see” them in my head. I feel out the shapes and weights and other physical properties relevant to the scenario and let my intuitive understanding of physics roll the scenario forward.

    Like, I know the ball rolled until it fell off the table, it fell some distance, then bounced off the floor three or four times with a sharp crack, as I filled in that the floor was concrete as soon as I needed to know how it would bounce, and the sound it would make filled in naturally from there.

    I genuinely don’t know whether how I think qualifies as aphantasia. I don’t really imagine visual stimuli, but my imagination is very thorough for sound and feel.








  • Psychonauts (the original, not the sequel, though the sequel is also good) is a Summer Camp themed 3D platformer. It doesn’t quite meet your “low stakes/chill gameplay” criteria as it does have combat and mildly challenging boss fights and platforming, but it nails the rest. It’s easier than Tunic. Maybe worth checking out.

    Brothers: A Tale of Two Sons strictly meets all the criteria listed, but it’s ultimately a tragic story. If “some kind of impact” includes leaving you in tears, check it out.

    Okami is a Zelda style adventure set in feudal Japan with immaculate vibes. You play as the sun goddess Amaterasu in the form of a wolf bringing light and life to a land ravaged by demons. The world is cold and dark at first, but you bring spring and summer on your heels.

    Finally, two favorites from my childhood are the Spyro series and the Ty the Tasmanian Tiger series. These are 3D Platformer collectathons and neither of these series are even close to any of the examples you provided, but they are bright and colorful and in my heart they have feelings of Summer Vacation and staying home all day to play video games.





  • I was not counting mana cost, no. So it’ll just drop modifiers if it doesn’t have enough mana, and still cast the base spell? That does explain some of the behavior I was seeing. I figured it would fail to cast entirely if I didn’t have enough mana for the full block.

    One theory I had, if you can confirm, is that shuffle doesn’t just shuffle spells, it shuffles all spell nodes.

    So if I have a 4-slot shuffle wand with: PPMP (P = Projectile Spell, M = Modifier)

    I was thinking the cast table could either be:

    P1 - 33%

    P2 - 33%

    MP3 - 33%

    Or

    P1 - 25%

    P2 - 25%

    MP3 - 25%

    P3 - 25%

    Depending on whether the modifier block was a valid place for the shuffle to land.

    I was planning to try to build some wand experiments to differentiate which of these scenarios is true. Good to know that mana can be a confounding variable.

    Edit: Also, is shuffle fully random or does it draw without replacement like a deck of cards until all stored spells are cast and it can recharge? Just thought of this and realized I hadn’t tested for it.


  • The issue I’ve been trying to work out is getting modifiers to work consistently. My understanding is that modifiers are supposed to stack and affect the next projectile spell to the right, but they either don’t apply at all or will apply sporadically, and I haven’t figured out what rule I’m missing.

    I assume some modifiers just don’t work with some projectiles, but the game doesn’t seem to communicate whether this is the case. I also suspect it has something to do with shuffle, as you warned against, but I haven’t been getting any non-shuffle wands for experimentation, and my starter wand doesn’t have much mana to work with.

    It doesn’t help that I can only experiment with builds in the airlock chambers between levels.

    The specific issue I remember having last night was that I couldn’t get the pentagon shot modifier to apply to any of my projectile spells no matter what I did.

    I did get the flametrail modifier working consistently, so I’m doing something right, but I’m not sure what was different between that and the pentagon spread modifier I was trying.


  • I’ll back up that Civ 4 has been the best entry in the series so far.

    Civ 5 is when they dropped unit stacking, which made combat much slower and more finicky since you couldn’t just build up a massive deathball and tear across the map, and Civ 6 doubled down on that design space by tying city upgrades to individual tiles as well. They’re not bad changes, and they do add more strategic depth to the combat and city-building, but they do make an already slow game substantially slower, since combats that used to be done in a turn or two now require several turns of rotating and repositioning units to get them in and out of the fight.

    Civ 4 was the last “pure” civ experience, building off and adding to the previous games without sweeping mechanical changes to shake up the meta.




  • Void Stranger, Chip’s Challenge, and BABA IS YOU are all Sokoban style puzzle games with minimal performance requirements and no need for a mouse.

    Siralim Ultimate is a creature collector RPG that will run on a potato and provide endless grinding, if you’re into that.

    The Final Fantasy Pixel Remasters of the first six games are all excellent if you’re into JRPGs.

    Dungeons of Dredmor if you like rogue-likes, or you could go old-school and pick up NetHack or ADOM.