[HN Gopher] Jerk
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       Jerk
        
       Author : surprisetalk
       Score  : 138 points
       Date   : 2024-08-04 17:10 UTC (5 days ago)
        
 (HTM) web link (ivanish.ca)
 (TXT) w3m dump (ivanish.ca)
        
       | pokpokpok wrote:
       | I really enjoyed the story and music in this post!
       | 
       | If anyone was intrigued by the idea of a game about shrinking, I
       | wanted to recommend this tiny indie game about using laboratory
       | equipment as your body gets smaller and smaller:
       | 
       | https://darelooks.itch.io/inch-by-inch
        
       | thih9 wrote:
       | I enjoyed reading that!
       | 
       | > I haven't seen anyone do a shrinking game.
       | 
       | While I'm also not aware of a shrinking game, there are more than
       | a few[1] growing games. Some aspects of the mechanic are the same
       | - "what was dangerous before is not a problem now and vice
       | versa"; it's just the plot that changes.
       | 
       | So: in a shrinking game a small enemy will become a large threat
       | and a narrow passage will become a large escape route - and in a
       | growing game a large enemy will turn into a small threat and a
       | previously large passage will become inaccessible.
       | 
       | [1]: E.g. https://en.wikipedia.org/wiki/Katamari_Damacy
        
         | lcnPylGDnU4H9OF wrote:
         | It's not exactly either a shrinking or growing game but maybe a
         | bit of both: https://en.wikipedia.org/wiki/Superliminal.
         | 
         | (Ostensibly, in a growing game you get bigger as the game
         | progresses and vice versa for a shrinking game; this lets one
         | play with perspective to make things bigger or smaller as
         | needed.)
        
         | derefr wrote:
         | Reminds me of a proposal I've seen floating around for a
         | Metroidvania game where you _lose_ abilities as you progress
         | (never gaining them back.)
         | 
         | IIRC the idea is that it would still be a game with progressive
         | exploration (if not necessarily Metroidvania-style
         | exploration), as terrain-navigation-gated area design would be
         | combined with more-mainstream keys-and-locks area design -- so
         | while you're losing your abilities that allow you to "sneak in
         | through the back door" of areas, you're gaining key
         | items/flipping switches/making friends that enable you to "come
         | in through the front door" instead.
         | 
         | Also, as with a "shrinking game", you'd see things you're
         | currently "too powerful" to enter and need to come back when
         | you're "weaker." In this case, because some abilities you start
         | with would be too powerful -- trading that power off for having
         | too little precision/finesse -- and so would be preventing you
         | from entering some areas because every time you try to do so,
         | the ability kicks in and pushes you past the gap you were
         | trying to fit into (or whatever.) It's only once you lose the
         | ability that you _gain_ the precision required to aim for the
         | gap.
        
           | spiralganglion wrote:
           | > Metroidvania game where you lose abilities as you progress
           | 
           | This is brilliant. It solves the inherent tension of
           | metroidvanias wanting both ever-increasing power and ever-
           | increasing challenge. Rather than unlocking new areas, each
           | time you lose abilities, it changes your relationship to
           | existing areas. But the knowledge you gain -- room layouts,
           | enemy placement, hazards, short cuts, etc -- becomes way more
           | helpful when you can't just fly (perhaps literally) across
           | the map.
        
           | lcnPylGDnU4H9OF wrote:
           | This idea is really interesting to me but it seems like it
           | would be hard to capture a similar kind of fun as progressing
           | in a traditional metroidvania. That there is a trade-off
           | between player movement abilities and map shortcuts is
           | interesting enough to warrant a purchase (big fan of the
           | genre, personally) but "100%" saves and the like could
           | possibly be un-fun to make.
           | 
           | Although, I'm already imagining a sequence where you trade
           | away your last movement ability and walk down some long-ish
           | path to a place where you get all or most of them back (or
           | different ones!). That could be fun and rewarding but it
           | would definitely have to be done right.
        
           | spywaregorilla wrote:
           | Seems very unlikely to work. Most metroidvania mechanics are
           | not "useful", they're just "required" like barrier breakers
           | or hazard resistances. Players don't actually care about
           | having the latter. Taking away the ability open orange doors
           | isn't really different from introducing new purple doors that
           | you can't open.
           | 
           | The tech that is useful, like dashes and double jumps, is
           | really nice to have but not especially interesting to lose
           | imo. If you "need" the dash then it's just a key. If you
           | don't need the dash then losing it is just less satisfying
           | movement.
        
         | rawcal wrote:
         | My boss and a long time good friend developed one[1] with his
         | previous indie studio. Originally VR but playable with mouse
         | and keyboard too, player can shrink both themselves and their
         | enemies.
         | 
         | (Not trying to advertise for sales as the company went under
         | years ago)
         | 
         | [1]https://store.steampowered.com/app/754850/The_Spy_Who_Shrunk
         | ...
        
         | j1mmie wrote:
         | There was a game called Specter Spelunker Shrinks that required
         | arbitrary shrinking and growing. It's more of a prototype than
         | a full game, but I could imagine this exact mechanic working in
         | a more fleshed out setting.
         | 
         | A cool thing about the game is that time also scales with size.
         | So the challenge provided by moving objects also scales with
         | the character's size (sometimes beneficially, sometimes not).
         | 
         | https://www.youtube.com/watch?v=NZ65SWBb1Kg
        
         | calmbonsai wrote:
         | A wonderful example of fictional use of scale is Greg Egan's
         | sci-fi novel "Scale" https://a.co/d/8t2LLwk .
         | 
         | It also touches on the real thorny issues of metabolism, heat
         | transfer, and density, aside from the obvious geometry and
         | ergonomic concerns.
        
       | lisper wrote:
       | This is a great example of why HN's policy of not changing
       | headlines from the originals doesn't work well sometimes. This
       | headline is almost necessarily clickbait. There is nothihng this
       | article could possibly be about that is actually related to the
       | four-letter title, except maybe this:
       | 
       | https://en.wikipedia.org/wiki/Jerk_%28physics%29
       | 
       | But that is not what this article is about. It's about (spoiler
       | alert) quitting your job to write games.
        
         | growt wrote:
         | No the article is about the quest to make music that changed
         | tempo, exactly the kind of jerk you linked (the author even
         | links the same Wikipedia page towards the end).
        
           | digging wrote:
           | I mean, it's still a poor title for HN.
        
             | sctb wrote:
             | It's a great title/article pair for HN because it's
             | unexpected/good, as opposed to clickbait which is
             | unexpected/bad. The guidelines permit changing the original
             | title in the case of clickbait anyways.
        
         | hatthew wrote:
         | [delayed]
        
       | jagged-chisel wrote:
       | Why is the audio player askew? It's mildly disconcerting until
       | you know that's the issue. Is that the point?
        
         | spiralganglion wrote:
         | (Author here)
         | 
         | Yes that's the point. Tried it on a lark, and it created weird
         | feelings so I leaned into it. This is my personal website, and
         | I've been trying to make it more deeply personal lately.
         | 
         | Talked about it a bit in this thread:
         | https://mastodon.social/@spiralganglion/112747815905067127
        
           | jagged-chisel wrote:
           | I like it. I mean, I like the why. It's not so offensive as
           | to make me turn and run from your site, but it's definitely
           | odd. To me, it actually makes it feel as if the text is
           | askew.
           | 
           | One of my eyes sees things kind of slanted when I'm not
           | wearing my glasses - I felt like I was seeing that when I was
           | on the mastodon thread and trying to observe the change the
           | server admin suggested...
        
           | gary_0 wrote:
           | It makes me feel like Scottish pornography: off-kilter!
        
       | singleshot_ wrote:
       | > You don't hear distorted bass all that often
       | 
       | Cliff would like a word with you, sir.
        
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       (page generated 2024-08-09 23:00 UTC)