Intricate character building with multi-class synergies. Is. My. Shiiiiiit!
Small wonder I love BG3 and Owlcat’s Pathfinder games.
More floaty, less realistic platforming. Thugs like double jump, or somehow your character has less gravity when they jump, stuff like that. Stuff like that. As a general platformer lover, I really enjoy more fictional cannot be done IRL physics in games.
Thugs like double jump
Every time I’m out in the hood or in a sketchy area of town I’m constantly seeing these MFers running around double jumping.
I love anything with a tech tree or a skill tree or items that improve based on usage. The ratchet and clank games have such a great mix of all of those things, I end up spending a bunch of time just leveling up the guns!
Puzzles, traditional or unique, as well as physics and spatial-heavy thinking.
Have you played Antichamber?
Amazing game. I finished it once, tried to finish a second time one or two months afterwards and I got stuck before getting the red cube upgrade. Felt like my success was a fluke
Also a big recommend for Manifold Garden for special thinking in a fractal space
And just a really nice aesthetic. I love the art style.
Among plenty of the other things mentioned, I enjoy “diagetic interfaces”. Ways of interacting with a game’s systems that stay grounded in the reality of the setting of the world. Dead Space is a prime example, but I’ve been enjoying a lot of the crafting in Vintage Story for this reason. The smithing in particular has had me hooked for a while. Hammering out my armor and weapons voxel by voxel made finally suiting up and feeling ready to take on a boss that much more satisfying.
Vintage Story is massively underrated!
Inventory Tetris
Backpack Heroes?
Diablo 1 and 2 for the simplest, RE4 for one that really takes your time
Project Zomboid with the Tarkov inventory mod is essential for you then
Ew, please no. I’m pretty much the exact opposite, I’d rather have little or no need for inventory at all. As in, more Zelda, less Diabo.
I could go on a 6 paragraph rant about Breath of the Wilds inventory system.
Oh yeah, I meant pretty much everything before BOTW (Echoes of Wisdom’s echo selection also sucks). When you only have like 10 things, there’s no need to organize anything.
Roguelikes and roguelites tend to be my favorite. Ones where each run is new and you can toy with different builds and usually get pretty OP toward the end (or get cut down early because luck wasn’t in your favor or you made a mistake).
If you are at all (or were ever) into pokemon, have you played through Pokerogue.net already? Game is hard!
Peaceful exploration
I like most game mechanics to some extent. Creativity in combining game mechanics is key to making an outstanding game imo.
However, I don’t like things that force a time limit. I play games as an escape. I don’t like feeling stressed by a clock while I’m off the clock. These can be literal timed missions or things like a food/water meter. Escort missions also suck for similar reasons.
I think difficulty in a game should come from overcoming a foe, traversing harsh terrain, or solving a puzzle. If the game is hard because I have to stop what I’m doing to feed myself, or I have to rush to complete an objective on a timer, it just becomes work.
Same deal with making shit absurdly difficult and relying on trying over and over until you manage to do the correct timing/sequence/whatever 28934928x in a row. Games like Dark Souls or Cuphead intrigue me, but I will never ever play them again because I have shit to do in real life. Also, fuck any single player game that doesn’t have cheat codes.
I do enjoy game mechanics that interact in emergent ways that weren’t fully planned out by the developer in games like Dwarf Fortress.
Parry and riposte mechanics make me happy. Idk why exactly, but something about timing a parry and making the enemy entirely helpless for the followup is just great.
I really REALLY enjoy boss invulnerability phases.
When I think about it, I get a silly laugh out of the contradictory game mechanics in the game Descent.
See, you’re flying around in a hovercraft, through tunnels in asteroid mines, with zero gravity. But somehow or another, when you save hostages, somehow gravity has them stuck to the floor and not just floating around. Oopsie! 😂🤣
Source code for Descent is available, anyone care to fix this inconsistency?
If you haven’t, check out the indie game Overload, it is a really fun Descent-like!
Overload is not an indie game, not in the typical sense anyways. Overload was developed by two of the original master programmers of the original Descent, Mike Kulas and Matt Toschlog.
https://en.wikipedia.org/wiki/Volition_(company)
I also have a copy of Overload, and have played it. It’s not an indie game, it’s the true spiritual successor to Descent, by the lead original developers.
I am pleased with discovering I was wrong, I didn’t realize it had a direct lineage, I just knew the moment to moment gameplay feels superb, especially with onboard steam deck controls.
The controls for the Skate games, especially 3, are great.
It’s easier to say what I don’t like. Open worlds and crafting mechanics, they are just so boring
I love open worlds. I hate crafting. Just let me buy what I need; it feels more immersive to me. Same with games like the Assassin’s Creed series - there’s no way some fake Irish pirate is making leather holsters in his ships bedroom out of rabbit hide and bearskins.
I’m a sucker for crafting and breeding systems that allow you to customise equipment and/or characters. But it’s really hard to find good implementations of the idea, most have some obvious flaw:
- Pokémon (breeding) - in early games RNG plays too much of a role, so it’s hard to get what you want. Late games don’t fix this, instead they allow you to skip the process altogether (see: hyper training).
- Niche - the breeding part of the game is actually really good, a shame that the rest of the game is a slop. For example gathering food gets a PITA once you got too many nichelings, and yet you want them to support your breeding pairs.
- RimWorld (Biotech; germline genes) - arbitrary restrictions that must be lifted through the usage of mods.
- RimWorld (crafting) - now we’re talking. If you pay close attention to which materials you’re using for which tasks, it pays off in the long run. There’s some luck involved, but you can get perfect (legendary) stuff fairly often if you know what you’re doing.
- Leaf Blower Revolution (leaf crafting) - the game encourages you to craft a lot of leaves and salvage most of them. That’s fine, it’s easy to get cheese anyway. The problem is the sheer amount of beer that you need to get the properties that you want in each leaf.
- Monster Breeder (old Flash game) - the game is a bugfest, and the lack of any sorting system makes you have a hard time even knowing which monster you should be breeding with which.
- Minecraft (tools and weapons) - vanilla has a really dumb system that doesn’t fit well in a game that encourages hoarding piles of materials into chests. The mod Tinkers’ Construct fixes this, and makes the system next to ideal.
Plus a lot more that I didn’t mention. Sorry for the wall of text.
Leaf… crafting?
Yup. You can craft leaves that grant you bonuses once equipped. In a game about blowing leaves out of your screen. (One of the achievements even pokes fun at this contradiction.)
The game is weird, to say the least, but actually fun. It reminds me Anti-Idle, as there are multiple mechanics that are barely associated with each other, except on making some numbers go up; except that those mechanics revolve around leaves as a common theme.
Picture related: