Same boat here, though a couple years later. It feels really weird to be so out of the loop with my "fellow" Gen Z siblings who were born in the late 00s.
Holy shit, I had no idea there was an Alundra rando now! That's fantastic news. I'll hafta do a few runs. It'll be nice to have a new way to experience the game after so long. Thanks!
Sway and dmenu when in a keyboard productivity sorta mood, KDE otherwise.
Very much this. The atmosphere here doesn't feel any different than it did back on reddit, for better or worse. I feel like there was a time when reddit was less pessimistic, but there's been at least a little of that vibe for a long time.
It feels like the hype for this game already died a year or two ago... let alone lasting five more years. There's nothing wrong with ensuring quality by having longer development cycles, but a nearly twenty year gap? They dropped the ball hard on maintaining momentum. Even worse, that means they'll be courting additional delays due to the usual hiccup of entering a new console generation and potentially having to tinker with the game engine mid-development...
In my experience, it seems like (from what I've seen on the web, so there's possibly a bit of sampling bias there) that homebrew is somewhat more common, but it's definitely a mix. Personally, my way of doing things is to take old modules and take bits and pieces from them as inspiration.
I really like the idea of being able to show off various engines and frameworks. I feel like that'd actually feed in well to the fact it's being planned on this platform, as different communities can chip in to show off their engines of choice.
Also, I'd suggest.making this a somewhat longer jam (one or two weeks), to give people ample time to share their progress and such before final submissions.
Fwiw, Ultrakill is essentially a complete experience as-is. It is early access, but it's the kind of early access where I'd have gladly paid even if it was only the current content.
Going by ones I play the most, probably Final Fantasies IV, VI, & Tactics, Link to the Past, Sonic 2, the GBA Castlevania games, and some Pokemon Mystery Dungeon.
I think there's a distinction to be made between game mechanics and game content here. I think a brutalist content style is... usually a bad fit for tabletop, but I think there's some worth to the idea of lower cognitive load on the mechanical end. Kind of calls systems like Fate Core and Cairn to mind on that front; straightforward, generative core mechanics, but actual games can range from pretty stock fantasy material to absolute gonzo dreamscape depending on the game and table in question.
That being said... mechanical crunch and wacky, complicated mechanics can be really enjoyable as well. I think that's pretty much a "tastes vary between people and time" kinda thing, there.
I'm assuming that they just didn't think about the implications and that it was a case of "should've vetted that one more time before posting," but yeah. Yikes.
Yeah, same boat here. Was a longtime Sync Pro user back on reddit, and saw LJ as a dev worth supporting, but I'm not entirely on board with the changes on the privacy end. Maybe if that stuff changes I'll go back.