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

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[โ€“] 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.

[โ€“] 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.