For me it was minesweeper clones. I got frustrated one day and decided to learn how to be good at minesweeper. After beating the medium and large boards a couple times I looked on Steam for minesweeper versions, and turns out there’s a whole genre of clones. Some of them are direct clones of the game, while others are very heavily inspired by minesweeper. The two best I played were Hexcells and Tametsi. Hexcells is stylish and is only hexagons (as opposed to the minesweeper squares), while Tametsi has squares, rectangles, and hexagons and is a lot more barebones. However I found Tametsi to be much harder. There were some levels on there that took me an entire day, and I think there’s like 500 levels. 150 levels

  • timba@beehaw.org
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    2 years ago

    I’ve always been convinced that I’m too wimpy to play scary games, even though I got a decent way through Alien: Isolation.

    After hearing rave reviews for the Resident Evil 4 remake, I thought I’d give it a try, and I’m super glad I did. It’s probably one of my top 5 games of all time. I immediately beat it in New Game+, then played the Dead Space remake, and am currently working through RE Village. I’m having an amazing time.

      • timba@beehaw.org
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        2 years ago

        I definitely think Alien: Isolation is the scariest of them all. Resident Evil 4 is more of an action/adventure game with some scary bits sprinkled in. Only one section really got me spooked, and by that point you’ve sort of developed some calluses.

        I would recommend that RE4 demo. It’s a great place to start IMO.

  • unsunny@beehaw.org
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    2 years ago

    Really enjoying roguelikes right now; picked up Hades and Cult of the Lamb when they were on sale and really enjoyed the gameplay. Nothing’s the same every time, which definitely keeps me from getting bored.

    Looking into branching out into horror/horror-adjacent games, but I have to pick ones without frequent jumpscares. I’m very, well, jumpy, so I’m leaning towards something more heavy on dread than shock factor. Already looking at getting The Stanley Parable during the summer sale.

  • ZoeyCutieshy@kbin.social
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    2 years ago

    I’ve been almost exclusively playing immersive sims and metroidvanias, from all of Arkane’s titles and the System Shocks to Haiku the robot and Lone Fungus. In both these genres there’s a very satisfying loop of exploring everything, collecting items/looting, having some sort of abilities and in the case of imm sims, extensive lore through notes and audio logs. Feels like I can’t play most other genres anymore.

  • BitSeek@beehaw.org
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    2 years ago

    Been very addictive to traditional roguelikes for some time now. Enjoy the learning and mastering experience.

    • Boomzilla@lemmy.dbzer0.com
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      2 years ago

      Do you have any favorites? I love roguelikes, I recently have been really enjoying Tape to Tape which is a Hockey roguelike which sounds weird but it’s the most fun sports game I’ve played in ages.

        • Boomzilla@lemmy.dbzer0.com
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          2 years ago

          I’ve always heard the terms roguelike and roguelite interchangeably… Thanks for the list, I will be looking into them!

          • DarbyDear@beehaw.org
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            2 years ago

            From an admitted non-expert, the way I understand it is this: A roguelike is turn based, procedurally generated to some extent, has some form of time/turn crunch tied to a carried resource (food/hunger is pretty common), and has leveling involved as part of the core gameplay loop. The idea being that you try to balance out luck (with the items/equipment you find, enemies that spawn, how well you’re doing in a particular combat, etc) with skill (knowledge of the game systems, knowing how to build, knowing when to cut your losses and run, when you have enough resources to gain some levels, etc.). There is also perma-death: Once you die, your run is over and you have to start fresh.

            A roguelite involves some of these aspects, but plays things much looser. Typically there’s some level of perma-death in that a run is over when you die, but there’s also a meta-currency to allow for progress/power upgrades between runs (like increasing starting health per run by using items that have a chance to drop during a run). They are often not turn-based, and don’t necessarily have the same time crunch. The similarities lie in the fundamental idea: balance luck introduced by randomization/procedural generation and skill from game mastery, and if you fail then you have to start a new run. Different folks will have different criteria for the two terms (I saw a purist say that it’s not a real roguelike if it has anything other than ASCII graphics), but that’s how I summarize them.