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@pathunstrom@ngmx.com

Post #1588491

2026-03-17 03:12 UTC

I'm going to expand on my thoughts a bit. A time based cycle is fine. A timer that says "seek shelter before x or face consequences" totally works for me. The storm in Duckhov, monsters spawning in the dark in Minecraft, both are good and interesting to me. The little bit I've played subnautica, oxygen never triggered the issues I have with hunger or thirst. (Obviously, hunger and thirst meters got in the way of genuinely enjoying that one). I'm also usually okay with "power" as a limiter. Keeping the flashlight on had been used to cool effect in lots of stuff.

Replies (2)

  • @Goopadrew@infosec.exchange 2026-03-17 05:09

    @pathunstrom does Subnautica not let you turn off hunger/thirst? I know you said that games with that implementation feel lacking with it off, but I don't remember how much of the gameplay loop is based around hunger and thirst. I certainly remember feeling like it was an unnecessary mechanic when I was playing, but I never tried removing it

    Open ##1588501

  • @glamfrenzy@toot.lgbt 2026-04-11 19:25

    @pathunstrom Might be a pitch towards the outside of the plate but I really enjoyed Dredge. I came across it when I was feeling a similar aversion to time pressure in otherwise cozy games that was stressing me out Instead of the constant march of Stardew where it feels like you're trying to beat the day (and the season) the time limit feels really soft. There is a safe/danger cycle but no calendar: day 1 is day 100 Not farming but it has equipment upgrades, collecting, and exploration ⛵

    Open ##1588509