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Neon Genesis Phijkchu

Lifecycle
July 17, 2020 – Present
Snapshot
Through August 30, 2026
Preserved messages
June 19, 2020 – August 30, 2026
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712
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1,098,506
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43

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Wuvwand games
Oh, that’s nice, when I went to the dungeon with the portal in it, I didn’t want to break anything because it felt like nice set dressing, but felt I had to take the chests for inventory management down the line. Nice that they might come back.
Dane games
Replying to taxes #tzfi
i mean even in dos2 literally every race still wants to genocide the other
After playing through some of divinity 2 I now see what you meant
taxes games
has done a time based get all these events done in a day (and life is strange only really touches on the concept once or in very small sections)
Spooky Phijkchu games
it's just the very endgame that is a mix of buggy due to the nature of things having 10,000 different cascading triggers from prior days and the general "these days were the least tested"
Spooky Phijkchu games
There's a small fundamental (but ignorable) problem with the time travel, that the game almost needs a 2nd version of all dialogue a surprising amount of the game gets updated time travel dialogue, which works also different from 4th wall dialogue
taxes games
everyone knows by now that pathologic is a fake game between two kids that gained sentience and has constant fourth wall breaks
taxes games
the plot twist of oh two kids were just playing with toys mourning a loss... BUT ACTUALLY THEY'RE ALSO SENTIENT AND THE KIDS DONT HAVE CONTROL
Spooky Phijkchu games
Replying to Spooky Phijkchu #spooky.131
There's a small fundamental (but ignorable) problem with the time travel, that the game almost needs a 2nd version of all dialogue a surprising amount of the game gets updated time travel dialogue, which works also different from 4th wall dialogue
I've had a dialogue system in my head for a long time, which I've been told was actually done once before in some retro game But rather than having Mass Effect/Bioware style dialogue menus with 1-5 options, every dialogue should be linear You influence the game by picking a character disposition to have at any given time, or when interreacting with a particular character For Pathologic it could also play off the mania/apathy bar Because in all games with dialogue options (Bethesda and NuObsidian are most guilty of this) you can tell they have a few different character archetypes they are already writing for
Spooky Phijkchu games
Replying to taxes #tzfi
the plot twist of oh two kids were just playing with toys mourning a loss... BUT ACTUALLY THEY'RE ALSO SENTIENT AND THE KIDS DONT HAVE CONTROL
I'd be curious if they actually do the Changeling route still at this point
Spooky Phijkchu games
Though I think the layer on-top of that could have been a little more fleshed out, they want you to see that its there early and often, but at the end don't really pay it off beyond what you're expecting

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