The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.36 / 5.00 33,851 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 12,195 ViewsWhy the fuck did I just get redirected to Nick's Spongebob homepage?
Also, IWBTG
At 5/13/10 08:54 PM, Oliver wrote: Why the fuck did I just get redirected to Nick's Spongebob homepage?
Also, IWBTG
US only.
IWBTG? It doesn't have a rock that constantly torments you.
At 5/13/10 09:15 PM, Blaze-Heatnix wrote: ITT: nobody gets it.
Why don't you explain the joke bro.
I don't give a fuck about what the hardest game is, hard games are barely fun.
Good.
At 5/13/10 10:22 PM, squidly wrote: I don't give a fuck about what the hardest game is, hard games are barely fun.
Fake Difficulty doesn't have the same appeal as a reasonable challenge.
It's like saying that a game is more "challenging" just because the programmers didn't knew what the fuck they were doing.
Games like Contra and Shmups are required to be hard, and that's the best thing about those games.
At 5/13/10 10:32 PM, Maverick-Alex wrote:At 5/13/10 10:22 PM, squidly wrote: I don't give a fuck about what the hardest game is, hard games are barely fun.Fake Difficulty doesn't have the same appeal as a reasonable challenge.
It's like saying that a game is more "challenging" just because the programmers didn't knew what the fuck they were doing.
Games like Contra and Shmups are required to be hard, and that's the best thing about those games.
But a game has to be REASONABLY difficult, I hate cake walks more then you do, I mean, I like a good challenge, but I absolutely hate a challenge I have to spend 50 tries on because of some stupid reason.
How many fucking games have we seen where it's just a damn platformer, but it's a HARD platformer, and suddenly it gets all this buzz?
It doesn't deserve it, IT'S JUST A PLATFORMER.
Also, I mean, I want to get to the end of it, I don't WANT to be stuck on the first level, what part of that is fun? Seriously?
Good.
At 5/13/10 10:51 PM, squidly wrote: It doesn't deserve it, IT'S JUST A PLATFORMER.
Also, I mean, I want to get to the end of it, I don't WANT to be stuck on the first level, what part of that is fun? Seriously?
If you're talking about IWBTG, I beat it, and so can you. Unless you're a casual, that is...
But no, seriously, all games are easy. Anyone that has played IWBTG knows that it's just memorizing when bullshit flies at you and getting down the right key presses.I don't know any single player game that can't be beaten the same way. When you get down to it, all single player games are just over-glorified versions of Simon Says or Guitar Hero, and the whole point is to just press the buttons in the right order until you win. At best some scarce random elements (such as random boss attacks) stop a game from being a true Guitar Hero clone, but at that point it can be essentially played like "Boss enters phase yellow? Perform action yellow yourself to counter" like Simon Says. Single player games are just memorization when you break them down; some games just require more memorization than others.
But I still enjoyed IWBTG, and I've enjoyed Boat-O-Cross for months now.
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
In the time it would take me to beat IWTBG I could do something more productive, like beat Cave Story.
Good.
At 5/13/10 11:13 PM, squidly wrote: In the time it would take me to beat IWTBG I could do something more productive, like beat Cave Story.
I hardly see how either accomplishment is more productive than the other.
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
At 5/13/10 11:03 PM, JingoJoe14 wrote: But no, seriously, all games are easy. Anyone that has played IWBTG knows that it's just memorizing when bullshit flies at you and getting down the right key presses.I don't know any single player game that can't be beaten the same way. When you get down to it, all single player games are just over-glorified versions of Simon Says or Guitar Hero, and the whole point is to just press the buttons in the right order until you win. At best some scarce random elements (such as random boss attacks) stop a game from being a true Guitar Hero clone, but at that point it can be essentially played like "Boss enters phase yellow? Perform action yellow yourself to counter" like Simon Says. Single player games are just memorization when you break them down; some games just require more memorization than others.
I think you might be a little bit on the extreme here, Joe. While it is true that pattern memorization is a key part in Single-player games, and that IWBTG is easier than everyone makes it out to be, it also doesn't mean that ALL Single-player games aren't as simple as you make them out to be, or aren't worth playing. You need to remember that the entire industry was built on the Single-player experience, and that pattern memorization isn't all that it takes to beat a game. After all, if that were true, I'd be able to beat Ikaruga without losing a life and with my eyes closed.
I find that there are 4 major things needed to do well at Single-player platformers and action games:
1) Pattern memorization. This has already been laid out by you, so I don't think I need to elaborate.
2) Coordination. Can you process the information your eyes are giving to your brain, send it to your hands, perform the proper movement, and do it fast enough? Depending on how fast the game moves, and/or how the controls work, this is either easy (Turn-based RPGs), or mind-bogglingly difficult (Ghouls n' Ghosts).
3) Concentration. Focus is very important in video games. One mental slip can cost you everything, particularly in Platformers, Schmups, and Fighters. When it comes to the former two, how hazardous the game is determines how much you might need to concentrate on what is happening.
4) Reflexes. How fast you can respond to events on the screen is very imperative to your survival in video games. In Single-player games where Pattern Memorization is key (Music and Rhythm games), this may not be too important, but for everything else, it's very crucial. You may need to time things perfectly in a moment's notice, and without the proper reflexes, this is impossible.
Look, I can see where you're coming from, but not all Single-player games are as simple as you say they are. There are many games that I've never been able to beat after months of trying, even if I know the pattern inside and out (Ikaruga, for example). My favorite genre (Fighters) may be multiplayer dependent, but sometimes I like to sink my teeth in a nice Adventure game for a few days, or play through an old Platformer again. No amount of Pattern Memorization will take the joy of stomping on Goombas away.
Gamertag: Calcos323
Message me if you feel like playing my sorry ass in Marvel vs. Capcom 3, SSF4, or SSF2T HDRemix.
At 5/13/10 11:15 PM, JingoJoe14 wrote:At 5/13/10 11:13 PM, squidly wrote: In the time it would take me to beat IWTBG I could do something more productive, like beat Cave Story.I hardly see how either accomplishment is more productive than the other.
Cave Story is one of the toughest, but still beatable, and most rewarding games ever created.
The story is excellent.
The game is excellent.
It's not just another platformer, except with more spikes.
This game INNOVATES.
Also, the ending is worth getting to, I'm serious.
Good.
At 5/14/10 12:17 AM, squidly wrote: The story is excellent.
Except the part where if you talk to an old man, you can't save your future partner.
It's not just another platformer, except with more spikes.
This game INNOVATES.
Like what? An upgradable weapon? Level system?
The game does stray from the norm, but it doesn't really innovate the platformer genre.
Also, the ending is worth getting to, I'm serious.
Not at all.
I fight 3 bosses in a row with no saves to get a "good" ending? BS.
No matter what your weaknesses are, make sure your own abilities supersede them.
At 5/14/10 03:22 PM, CompleteDouche wrote:At 5/14/10 12:17 AM, squidly wrote: The story is excellent.Except the part where if you talk to an old man, you can't save your future partner.
That doesn't ruin the story though, that makes that part more emotionally painful.
Like the double ending at the end of GTA IV.
It's not just another platformer, except with more spikes.Like what? An upgradable weapon? Level system?
This game INNOVATES.
The upgradable weapons haven't been done in that manner before, where you can actually gain levels and lose levels all in the course of a few seconds, it makes you more careful, and the level 3 weapons all the more valuable.
The game does stray from the norm, but it doesn't really innovate the platformer genre.
Certainly strays more then IWTBG...
Also, the ending is worth getting to, I'm serious.Not at all.
I fight 3 bosses in a row with no saves to get a "good" ending? BS.
Lol, you haven't gotten the good ending in that case.
There's an actual endgame boss that you can only unlock if you do certain things.
Good.
At 5/14/10 04:25 PM, squidly wrote:The upgradable weapons haven't been done in that manner before, where you can actually gain levels and lose levels all in the course of a few seconds, it makes you more careful, and the level 3 weapons all the more valuable.It's not just another platformer, except with more spikes.Like what? An upgradable weapon? Level system?
This game INNOVATES.
So the weapon system where your weapons can upgrade and downgrade makes the game innovative? Wow, sure sounds like pushing the boat out, paving the way for the latest archetype in video game brilliance.
I hate you.
At 5/14/10 05:25 PM, Krispe wrote:At 5/14/10 04:25 PM, squidly wrote:So the weapon system where your weapons can upgrade and downgrade makes the game innovative? Wow, sure sounds like pushing the boat out, paving the way for the latest archetype in video game brilliance.The upgradable weapons haven't been done in that manner before, where you can actually gain levels and lose levels all in the course of a few seconds, it makes you more careful, and the level 3 weapons all the more valuable.It's not just another platformer, except with more spikes.Like what? An upgradable weapon? Level system?
This game INNOVATES.
That and the game's just plain impressive, I mean, it was all made by ONE guy, that's music, graphics, AND coding, and it took him several years, and the game STILL rivals any game you can find me on the internet in terms of quality, ANY.
And I mean, at least the game TRIED!
This is comparing Cave Story to I Want To Be The Guy, IWTBG didn't TRY, I could make IWTBG in one week, it's not INNOVATIVE, all it is just HARD.
One of the points Game Informer made in their April edition was actually in their April fools joke, a mock version of their magazine called Game Infarcer, and one of the things it said was:
Extreme difficulty does not make up for game innovation.
And you know what?
They're RIGHT.
Good.
The point I was trying to make was that, no matter what single player game you play, the end result of you beating one specific game isn't any more "special" than you beating any other game. With that being said, you may as well play a game that you have fun playing, as there's truly no "reward" to beating single player games.
As for being able to create IWBTG, I don't think you got far enough into the game to understand what makes it so great. If all you ever see if the first two screens, then it may look like no work was put into the game, but as you progress further you see various themed "levels" with bosses reminiscent of games from the NES/SNES era. Likewise, the traps (ie random bullshit) you encounter in each level stays unique throughout the game, always keeping you on your toes. Just when you think you've played long enough to expect what's coming next, your expectations are completely dashed and your hit by something completely unexpected. The puzzles remain fresh throughout the entire game while still remaining difficult, and that is something not easily recreated.
But at least take this advice, squidly; never buy a fighting game. They're one of the best multiplayer experiences you can buy, but I'm sure you will never come to understand that due to your dislike of anything even remotely difficult (which Cave Story wasn't).
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
Can someone give me a link to this "IWBTG" game?
http://www.youtube.com/watch?v=NguTypiXqqY
ILLEGAL MARIJUANA RELATED ACTIVITIES
The hand I killed your children with masturbates to the memory of it
At 5/14/10 08:26 PM, FurryDemon wrote: Can someone give me a link to this "IWBTG" game?
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
WHAT THE FUCK>! i cant even get past the first jump!! but...then again, i did only try twice...
This game is only hard because it was so badly made.
At 5/14/10 09:52 PM, Chdonga wrote: This game is only hard because it was so badly made.
From the developer's FAQ:
Q: You just make it hard as a substitute for good level design.
A: I've heard this on several occasions and this one pisses me off a little. I'm not going to pretend to be a master level designer, but comments like this are ignorent to what is actually 'good level design. While games like Knytt (not to diss it, the games are fantastic) are hailed for excellent level design, the design is almost entirely graphical and have no significient impact on game play. A screen can be made in a matter of minutes if it doesn't contain any unique entities. the majority of them also likely only take a few moments of testing.
I on the other hand have to come up with something new and surprising on basically every screen. Half the screens have unique events and situations programmed expressly for them. Each level has to be play tested over and over again to find a balance in difficulty and avoid easy exploits. I must keep the game difficult, but balanced. I must keep the player on their toes and yet still have to surprise them when they're most alert. If I randomly kill the player to much he loses interest. If I'm too kind he grows weak and loses his fearfulness. I'd say I do a pretty damn good job of this and I work my ass off to make every screen interesting.
Besides, if the game is too hard for you to play, you can't have an opinion on this anyways, since you obviously can't actually see more then 3 screens.
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
At 5/14/10 10:15 PM, JingoJoe14 wrote:At 5/14/10 09:52 PM, Chdonga wrote: This game is only hard because it was so badly made.From the developer's FAQ:
Q: You just make it hard as a substitute for good level design.
Not what I was referring to. The physics were terrible. One bump and he flips upside down.
And his answer wasn't an excuse for the game being so bad.
Wait what? In IWBTG, one bump makes you explode. I don't remember any flipping lol.
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
At 5/15/10 01:20 AM, JingoJoe14 wrote: Wait what? In IWBTG, one bump makes you explode. I don't remember any flipping lol.
I'm pretty sure he was talking about Boat-O-Cross
That was a great post. Right Zach?
At 5/15/10 02:15 AM, EtchASketchClock wrote:At 5/15/10 01:20 AM, JingoJoe14 wrote: Wait what? In IWBTG, one bump makes you explode. I don't remember any flipping lol.I'm pretty sure he was talking about Boat-O-Cross
Well now I feel silly.
Message me if you ever want to play SFIV or BlazBlue on XBOX Live!
I also enjoy Quake Live.
At 5/14/10 07:41 PM, squidly wrote:
That and the game's just plain impressive, I mean, it was all made by ONE guy, that's music, graphics, AND coding, and it took him several years, and the game STILL rivals any game you can find me on the internet in terms of quality, ANY.
And I mean, at least the game TRIED!
This is comparing Cave Story to I Want To Be The Guy, IWTBG didn't TRY, I could make IWTBG in one week, it's not INNOVATIVE, all it is just HARD.
One of the points Game Informer made in their April edition was actually in their April fools joke, a mock version of their magazine called Game Infarcer, and one of the things it said was:
Extreme difficulty does not make up for game innovation.
And you know what?
They're RIGHT.
So because one guy made it over a long period of time and that you keep putting words in capitals makes the game innovative and better than any game on the internet today? Innovation doesn't mean anything when your comparing games.
derp derp derp dat gaem has a slightly different combat system its so innovative and much better in comparison to dat
IWBTG wasn't aiming for a masterpiece of gaming perfection so I don't know why you keep judging it as if it was. The biggest feature of IWBTG is the level design which is excellent. Every level is different to the last and features something new and surprising. Half the screens have unique events and situations programmed expressly for them. And considering the amount of time and effort crammed into every level, planning, design, creation, testing, you couldn't make it in a week. The creator probably put the same amount of time into it as Cave Story.
The only thing you're actually judging this on is the difficulty, just because you can't get past more than 2 screens doesn't automatically mean it sucks. I bet you probably complained about Mega Man for being hard as well.
I'm not denying that Cave Story is a good game but for the reasons you put forth doesn't make it so, nor any better than IWBTG.
I hate you.
At 5/15/10 06:37 AM, Krispe wrote:At 5/14/10 07:41 PM, squidly wrote:So because one guy made it over a long period of time and that you keep putting words in capitals makes the game innovative and better than any game on the internet today? Innovation doesn't mean anything when your comparing games.
That and the game's just plain impressive, I mean, it was all made by ONE guy, that's music, graphics, AND coding, and it took him several years, and the game STILL rivals any game you can find me on the internet in terms of quality, ANY.
And I mean, at least the game TRIED!
This is comparing Cave Story to I Want To Be The Guy, IWTBG didn't TRY, I could make IWTBG in one week, it's not INNOVATIVE, all it is just HARD.
One of the points Game Informer made in their April edition was actually in their April fools joke, a mock version of their magazine called Game Infarcer, and one of the things it said was:
Extreme difficulty does not make up for game innovation.
And you know what?
They're RIGHT.
No, those are words coming out of an ignorant asshole that wants to make himself sound smart.
The reason why it was innovative is the reasons I mentioned in the posts BEFORE that one, I'm sorry if you can't read an entire thread before posting.
derp derp derp dat gaem has a slightly different combat system its so innovative and much better in comparison to dat
So are you going to come around and tell me what makes IWTBG so much more unique then any other platformer I've played? Aside from the difficulty?
IWBTG wasn't aiming for a masterpiece of gaming perfection so I don't know why you keep judging it as if it was.
Neither was Cave Story, but you're still supposed to TRY, this reminds me of those idiots in the portal that think that if they can half ass something, and then put a sad excuse in the authors comments, they'll get through.
The biggest feature of IWBTG is the level design which is excellent.
Thus far, I've seen some neat things, but I wouldn't say the level design is EXCELLENT, excellent means that you go above and beyond any other platformer in terms of level design.
Every level is different to the last and features something new and surprising.
EVERY LEVEL?
Now you're just bulshitting a bit.
Half the screens have unique events and situations programmed expressly for them.
Sehr cool, so did Cave Story.
And considering the amount of time and effort crammed into every level, planning, design, creation, testing, you couldn't make it in a week.
Ok, not a week, but you're making it sound harder then it is.
This guy isn't Shiguru Myamoto here, he's not planning the next gaming revolution, he's just planning a small advancement, or not an advancement, but a branch off.
The creator probably put the same amount of time into it as Cave Story.
Five years of hard work?
I think not.
Cave Story took five years, IWTBG took at the MOST five months, if not just three months.
The only thing you're actually judging this on is the difficulty, just because you can't get past more than 2 screens doesn't automatically mean it sucks.
Lolno, I'm not complaining about the difficulty, I find Cave Story difficult, I didn't complain about that, I'm talking about the difficulty being the game's main draw, the thing that the game was made to be about.
I bet you probably complained about Mega Man for being hard as well.
Megaman was hard, but it also was innovative, it was one of the first games ever to introduce a completely nonlinear level design.
I'm not denying that Cave Story is a good game but for the reasons you put forth doesn't make it so, nor any better than IWBTG.
Read this, and if your claim sticks, I'm done with you, you can't be convinced.
And neither can I.
Good.