this post was submitted on 18 May 2026
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cross-posted from: https://lemmy.zip/post/64554515

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[–] Sanctus@anarchist.nexus 5 points 3 days ago (1 children)

What is a feed-satisfy gun? Just put the food in the creatures mouth or by it. Rain World has a full ecosystem to interact with, and I feel if they wanted more ways to interact with the environment that has some clues. What if Leviathans actually like specific shells and would gladly accept one to become non-hostile, or maybe even friendly to that specific leviathan (not the whole species) by gifting it and seeking it our over again? Rain World does that, and just because one Scavenger likes you doesn't mean the next won't spear your face in with no warning. It just seems like theres a lot of other choices here rather than "we only set phasers to stun". Since admittedly it doesnt sound fun that I can only stun things periodically and now have to babysit and reapply every couple of seconds.

[–] WhatDoYouMeanPodcast@hexbear.net 2 points 3 days ago (1 children)

A feed-satisfy gun is my way of wording something that simply bypasses the need to shoot enemies to access areas by feeding them instead. So in terms of gameplay loop it is equivalent to shooting them so they despawn except it's just reskinned so as to remove the violence and its opposite would be a shoot-kill gun.

The rest I agree with you. I think it's an interesting idea. I would want some transformation of the gameplay loop so as to not simply reskin the violence and its place in a survival-craft game and instead integrate non-violence in a new fun way.

[–] Sanctus@anarchist.nexus 2 points 3 days ago

I used to have a better breakdown but I feel.like a system like this would fit nicely in subnautica. Mind you one person programmed this and made the art (and migrated engines 75% of the way through the game). So its definitely possible to do.
https://rainworld.miraheze.org/wiki/Behavior

With this system you could show your message. Make the Leviathians slow to mature, and reliant on their parents until they are grown. Killing them eventually breaks your gameplay loop as the sea becomes devoid of them. It would send your message pretty clear and be a clever game mechanic. If you want to keep progressing and not swim in empty waters you have to live with nature, not subjugate it.