I must have given the wrong impression: When you were talking drawing, I was more than willing to give feedback, but at the beginning of that conversation, I was hoping for a "save state to revert back to"
I probably just misremembered. I don't think I'm going to implement what you're suggesting; I'm not all that happy about messing around with drawing, but at least it's something that I'd use.
Just finished Episode 4 of Life is Strange: it's been really good, but the big plot twist was already ruined for me (not from the outside world: In game, the results page that show you how everybody else made choices)
Personally, I would really like to have undo capability. I frequently flag tiles and look for contradictions or happens-every-time to progress, and needing to remember which tiles I flagged so I can unflag them is tiresome. It is true that technically, I can just unflag all the tiles and re-derive the ones that are mines, but that's just busywork.
The only thing I can imagine doing is keeping a stack of recent "flag/unflag" actions and applying an undo button to those; if you leave the puzzle or reveal a tile, it would have to wipe that stack.
ok. not saying I'll definitely do this, but if I do -- I wonder if that should be its own button, or if it would be better as a sub-control under the drawing mode, where it might be easier to convey that it's safe
I bought Celeste a couple of days ago. It's expensive, unless it's a lot longer than I expect, but it's kind of like a more laid-back Super Meat Boy. It's still pretty hard.
In most games like this, you begin in a safe area that you eventually become familiar with, and you make excursions into dangerous areas. In rain world it was just tense all the time, and there was extra tedium due to food (I think that's turned off on easy mode?)
@Mego I might get that from humble monthly, but I'm a bit hesitant because I'm not a fan of RPGs in general, so I'm worried it would be just another big game sitting on my backlog, never to be played
@DJMcMayhem it's supposed to be very similar to HK in terms of storytelling and lore (or rather the other way round, I guess), although I've even seen people say that HK does it better than DS
@MartinEnder Dark Souls is one of my favorite games of all time. You can totally beat it without reference to any kind of walkthrough, too; the only thing I would look up is how the weapon/armor upgrade system works
You have to go out of your way to understand the story in any of the DS games. A lot of it's in item descriptions.