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7/12/2025, 6:22:35 AM
>>280489225
Black American otaku dweeb hates Chicago and thinks Japan is Disneyland, but cooler. Takes a trip there with his loser bully + his psycho murderer comic-shop boss and secret hitman, and gets culture shocked upon realizing Japan isn't all rainbows and pocky. Psycho murderer hitman boss does head-splattering Tarantino gang warfare stuff against the yakuza in the background while this is going on during the day. Mirroring the MC is a naive but dangerous yakuza who thinks American gangsta hood flicks are so dang cool and true to life, and models himself after that. Which of course makes him unpopular with the low-key traditional yakuza, causing all sorts of inside conflicts.
The appeal is in seeing the comedy that ensues, and how the characters learn and grow. Also fat tits and blood.
Black American otaku dweeb hates Chicago and thinks Japan is Disneyland, but cooler. Takes a trip there with his loser bully + his psycho murderer comic-shop boss and secret hitman, and gets culture shocked upon realizing Japan isn't all rainbows and pocky. Psycho murderer hitman boss does head-splattering Tarantino gang warfare stuff against the yakuza in the background while this is going on during the day. Mirroring the MC is a naive but dangerous yakuza who thinks American gangsta hood flicks are so dang cool and true to life, and models himself after that. Which of course makes him unpopular with the low-key traditional yakuza, causing all sorts of inside conflicts.
The appeal is in seeing the comedy that ensues, and how the characters learn and grow. Also fat tits and blood.
6/26/2025, 6:36:49 AM
>>713672916
You're describing encounter-based, not turn-based. Games like Fire Emblem and Shiren (traditional roguelikes, I'm using Shiren as an example because it's my favorite) figured this out ages ago. Encounter-based design fucking sucks. Make the gameplay ABOUT taking turns intelligently navigating a grid full of obstacles and enemies, and make the combat itself resolve quickly and painlessly, rather than being the huge interrupting borefest it is in most RPGs.
Do this and most of the issues people think they have with turn-based gameplay evaporate instantly.
You're describing encounter-based, not turn-based. Games like Fire Emblem and Shiren (traditional roguelikes, I'm using Shiren as an example because it's my favorite) figured this out ages ago. Encounter-based design fucking sucks. Make the gameplay ABOUT taking turns intelligently navigating a grid full of obstacles and enemies, and make the combat itself resolve quickly and painlessly, rather than being the huge interrupting borefest it is in most RPGs.
Do this and most of the issues people think they have with turn-based gameplay evaporate instantly.
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