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Misha

@the-goblin.bsky.social

42 followers 148 following 17 posts

Head of Digital Game Design at LIU Post. Formerly @otspiii on Twitter. Games: Sumer (Switch, Steam), Goblin.bet, various TTRPG stuff


Misha's avatar Misha @the-goblin.bsky.social
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oh wow

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Misha's avatar Misha @the-goblin.bsky.social
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How have I never seen that one before? That's almost as useful as ternary operators

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Misha's avatar Misha @the-goblin.bsky.social
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Oh god, I love iNaturalist for birding/pokedexing plants and animals, but their auto-suggestions are not even a little reliable. The idea of using it to avoid poisonous mushrooms is terrifying

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Misha's avatar Misha @the-goblin.bsky.social
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I missed these review threads! Love to see a new one

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Misha's avatar Misha @the-goblin.bsky.social
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I feel this, and I feel like this is part of why finding good xp systems other than xp=gp has been so tricky for me. Treasure hunting is just a smidge too inherently unethical at times, but rewarding xp for 'quests'/faction alliances/etc just creeps the game into what shouldn't be gameable.

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Misha's avatar Misha @the-goblin.bsky.social
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Oh wow. Their rationale for the project is a complete 180 from what I got out of it

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Reposted by Misha

Misha's avatar Misha @the-goblin.bsky.social
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Violence in the Space Station game should cause as many problems as it solves, and I want to keep it as mechanics-light and emergence-heavy as possible. Most fights should end with one player briefly KOed, with actual weapons both highly effective and likely to cause collateral damage.

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Misha's avatar Misha @the-goblin.bsky.social
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If this also helps, this is why the names are so similar. People were arguing over if Slay the Spire or Spelunky were roguelikes or not, couldn't really come to a conclusion, and invented the term roguelite as a compromise. It's intentionally a hair-split of a name

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Misha's avatar Misha @the-goblin.bsky.social
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It's pure text for now--that makes it way faster for me to get underlying systems in place and test it--but it's being built so I can slap on a graphical interface if it proves to have legs. MUD scripting is where I first learned to code, so it's moving along surprisingly fast

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Misha's avatar Misha @the-goblin.bsky.social
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That's just the game's setting, though--each player gets a set of personal goals (befriend this person, murder this person, make money, acquire a nuclear-powered mop) and most of the game is an hour of LARP-style running around, politicking over limited resources, and getting into weird trouble.

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Misha's avatar Misha @the-goblin.bsky.social
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The basic premise is two space stations (~10 players each) at war for an hour. Every five minutes they fire a volley of missiles at each other, with everyone on the station assigned a job related to the war effort--aiming guns, wrangling ore-harvesting drones, fabricating items, etc.

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Misha's avatar Misha @the-goblin.bsky.social
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One of my students has been talking about his and a friend's attempt at remaking Goonstation, and it's reminding me of my own long-standing designs on taking on that white whale of game dev. I have a decade old design doc and a simple MUD engine I threw together a few years ago--let's fuck around

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Misha's avatar Misha @the-goblin.bsky.social
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Have you played Othercide? It has some real painful mechanics (the only way to heal a unit between battles is to destroy another unit of equal level), but it finds some cool design space through that pain

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Misha's avatar Misha @the-goblin.bsky.social
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We do! It was seeing photos of yours that convinced me to start posting here

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