Home

Welcome to Pixel Poppers; my website for talking about games. The newest posts are below; you can also check out the about page if you’re new here, search the site, or grab the feed.

Tetris 99 Maximus Cup

| | 0 Comments

Continuing my theme of being simultaneously impressed and concerned by Tetris 99, I’m very interested to see that there’s a tournament this weekend. You just play as normal, and the 999 players who rack up the most wins in the time period get 999 My Nintendo gold points (which is baaasically a $10 eShop gift card).

That’s actually pretty damn cool. Meanwhile, the Nintendo Switch Online NES thingy is again only getting two games outside of Japan this month.

#tetris 99 #nintendo switch online #nintendo switch online nes #video games #gaming

Tags: Thought, GAME: Tetris 99

How I'd Fix the Combat in Akiba's Trip: Undead & Undressed

| | 2 Comments

If anyone out there was thinking, “Gee, the combat in Akiba’s Trip: Undead & Undressed sure was mediocre. I wish I knew in long-winded detail how docprof from Pixel Poppers would try to improve it,” then wow is today your lucky day.

And if you weren’t thinking that… well, here are some silly videos I made in that game.

Now, on to the armchair game design!

Read more...

I've never seen the appeal of games that push...

| | 0 Comments

I’ve never seen the appeal of games that push “You can kill the NPCs if they’re being annoying!” as a selling point. But what I apparently have needed this whole time is “You can sarcastically dance at the NPCs if they’re being annoying!”

#gaming #video games #wandersong #you aren't important enough to turn me into a murderer but I am going to stop listening to you and start prancing now

Tags: Thought, GAME: Wandersong

Capsule Review: The Hex

| | 0 Comments

Several game protagonists from different (fictional) franchises are gathered in a tavern on a stormy night… and one of them is planning a murder. That’s the frame story, presented as essentially a point-and-click adventure. You also play as each protagonist in turn, flashing back to their (fictional) source games and learning each one’s dark past. Gameplay thus encompasses a variety of genres including a collectathon platformer, a tactical RPG, a top-down shooter, and more.

Read more...

Achievements and Insecure Design

| | 0 Comments

Achievements do a lot of things, but one of them is to direct player attention. This can be a safety net - say you’re making a game that includes fishing as an important source of food and materials and you’re worried the player might not realize it’s an option and thus have a harder time than intended. In addition to putting in signposts pointing to the fishing hole and having friendly NPCs talk about how great fishing is and such, you could add in an achievement for catching a fish. Like with the signs and NPCs, it won’t solve the issue for every possible player, but it will for some and won’t really affect anyone else. It’s basically just an additional guard rail.

Suppose you instead set the achievement to require catching ten fish. There are a lot of reasons you might do this - maybe catching one fish feels insultingly trivial to reward. But once the player has caught a fish, they definitely know that fishing is an option. They should be able to decide whether it’s something they want to invest time in - maybe they enjoy the minigame enough that they’d fish for fun, or maybe they dislike it enough that they’d rather avoid it in favor of other sources of food and materials, or maybe they’re somewhere in between and will do it when it’s an efficient way to meet a particular goal.

For players who care about achievements, some of them would have gotten ten fish anyway and the ones who wouldn’t now have to either forgo an achievement or spend time on an activity they dislike, making the game worse for them. All because the game wasn’t content to let the player try it once and then decide for themselves.

I’m sure there’s a better name for this, but I call it “insecure design” - game mechanics that use extrinsic rewards to encourage the player to spend a lot of time with certain game modes or content as though the designer is worried that content isn’t enjoyable enough on its own for players to want to bother with it. And much like using engagement rewards, I think it almost always backfires.

Read more...

Capsule Review: Contrast

| | 0 Comments

A noir-styled puzzle platformer in which you play as a mysterious woman with the ability to interact with shadows. By approaching well-lit surfaces, you can merge with your shadow and use other shadows as platforms to reach otherwise unreachable areas. This central gimmick combines with a few other mechanics (such as the ability to carry objects into the shadows and resposition light sources to move and resize shadows) to enable a series of platforming challenges and puzzles that you solve in order to help a little girl save her family.

Read more...

I Miss Rivalries in Senran Kagura

| | 0 Comments

Senran Kagura Burst Re:Newal’s faithful retelling of the original Senran Kagura Burst’s story is bittersweet. It’s a reminder of why I fell in love with the series in the first place, but it can’t help but also remind me of the fact that the later games have gone in a different direction that I find much less appealing. While I’m enjoying it more than I’ve enjoyed a Senran Kagura game in years, it doesn’t make me confident for the next game in the series if the way they’ve found to tell me a story I like as much as the first story is to just… tell me the first story again.

Read more...