untorquer

joined 8 months ago
[–] untorquer@quokk.au 2 points 1 day ago

Some days they get multiple replies, as a treat!

[–] untorquer@quokk.au 1 points 2 days ago* (last edited 2 days ago) (1 children)

The label on the jack links has a bit of blurry French. And the Qualite on the right side of the can on the box

And the labels in general

[–] untorquer@quokk.au 2 points 2 days ago

I believe i can handle the latter without tools thank you

[–] untorquer@quokk.au 2 points 2 days ago

We just need to realize the profit that can be achieved by destroying entire alien species.

[–] untorquer@quokk.au 0 points 2 days ago

They have behavioral patterns. While they may be misinterpreted when behaving outside this expected patterns, they are not punished for the mere act of breaking the norm.

Abnormal behavior may be interpreted as a threat and other members of the species may react defensively as a result. Ants being the most brutal of this list.

But most breaking of behavior goes unnoticed or is seen as play.

Dogs certainly don't naturally give a shit about property damage, and they'll fight anyone who threatens their friends, regardless of status.

But look at different breeds of cats and dogs, or species of bird, these behaviors are not consistent, neither are the results.

They can't be decoded because they're not codified, and therefore not law.

[–] untorquer@quokk.au 1 points 2 days ago

Cyberpunk V. Trolljægeren kind of slaps tho

[–] untorquer@quokk.au -1 points 2 days ago

Not sure the lid is a star tbh. Certainly not a comfortable/inviting one

[–] untorquer@quokk.au 0 points 2 days ago (6 children)

Toilets only have one seat. What's the other?

[–] untorquer@quokk.au 96 points 2 days ago

That is exactly the sort of behavior every gui should do.

[–] untorquer@quokk.au 9 points 4 days ago

It's floating witch rules. If you survive you're a bot.

[–] untorquer@quokk.au 6 points 4 days ago

I played it for the first time over winter. They really nailed the aesthetic like you said. It's definitely an interactive story rather than a game, so you don't really get creative input. However you are allowed to explore spaces that have details and hints that develop the story of the "antagonist". Furthermore it captures very well a type of creeping anxiety in the american wilderness.

The point was never "excellent gameplay". I think they captured the essence/emotion/aesthetic/nostalgia they wanted to. That's why the game is so short. The details in the story are vague as well. Almost like it's supposed to play out like a dream recollecting a very old memory.

I really loved it but yeah, it's nothing more than it needs to be so it's unfortunate you went in expecting more.

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