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I DON'T REMEMBER THIS THREAD. but i'll reply anyway
For sleeping: If you keep things simple and use health for it, maybe rest is the only (good, reliable) way to heal
For going out: Don't Starve (which is very effective at creating a feeling of a comforting "home") forces you to get away from your base by having resources that take time to regenerate or just never return, most notably food, which you need to actively care about or you lose. If you hate hunger bars you can make the defenses take resources to repair, or need ammunition or something.
That does beg the question: what happens if you're just that cracked at the game and never go home. is there something that makes it impossible (eg you're protecting a thing, or indeed you can't heal otherwise), or is it guaranteed to be too hard? That could dismantle the entire thing if the point is the house
I really find this quite offensive.
Well everynyan. That's all for these years. stay tuned to find out!
Features:
Maybe you're still for some reason wondering if this is coherent or not. Worry not! I've prepared an argument for and against several things in case of internet violence. Let's start with the first one. [skimming through stack of yellowed pages desperately[
Mario. I know this fugitive all too well. First of all, let me tell you about his funny little comments the other day? Yeah, never meet your heroes, am I right? He says lives in games are bad because it's artificial difficulty. I do find that he is to shut his flap right this second until he can explain how that can be true when I literally live ONLY in games and it's very naturally difficult? Every day, I might add. Every day. Every day.
But I did say I also had "devil's argument's". So, to be fair, I do like jumping. I don't do that in fleshspace. Secondly, to be honest, I don't actually think that water level is scary. It's scary out here. I'm just trying to make a killing out here and it's scary out here. I need to invent reasons to care about videogames NOW before I drown, and so that's my favorite pastime. Coincidentally, past is my favorite time for a similar reason[S].
I don't remember what I was saying. Oh, right. I hate those HD models and you can't turn it off in Sven Co-op unless you're playing vanilla maps. Also that wasn't me in the image. I literally don't have 6 drawers completely stuffed with elaborately compressed energy drink cans. Miss me with that. Please miss me. Anyone
Daily Akari 😊 Fri Oct 10, 2025 ✅Solved in 9:25✅ https://dailyakari.com/
took longer than i wanted
But aren't the huns higher? So we have to say let's get high to business. Which implies drugs. Are you trying to get us to do illegal things?
This is a real topic, with real actual words. The title is a conspiracy.
Have you given netradiant a try to study and examine?
i haven't used it directly myself, but it's definitely interesting. but it still exhibits its quake roots, and being a fork of a fork of a fork of a fork (...), it's quite old and has 20 years of baggage. i'd like to try it one day but i really don't have the time to set up a game for it.
which is kind of another problem with both tb and netradiant, the time it takes from setup to getting to actually map is crazy. which is why some games just ship pre-made configs for their editor of choice i suppose
Might be, if the idea would be to build a chronological order of events. Instead of presenting evidence, you'd present hypothesis:
<subject> - went/saw/grabbed/opened/killed/stole/... - <object>
and repeat that.
So you'd "say" things like "[ Colonel mustard ] [ went into ] [ the kitchen ], [ saw ] [ her wife Major Ketchup ] [ eating ] [ the chocolate cake ], and [ murdered ] [ Major Ketchup ] with [ ??? ]"
Prosecution: but Penix Light, there was no weapon in the kitchen!
Later, with more understanding of the situation: "[ Colonel mustard ] [ went into ] [ the kitchen ], [ saw ] [ her wife Major Ketchup ] [ eating ] [ the chocolate cake ], and [ ran way in tears ]. [ ??? ] [ went into ] [ the kitchen ] and [ murdered ] [ Major Ketchup ] with [ a tactical towel ]"
As people make statements, you collect locations, weapons, people, actions, and so on. Sounds interesting to me.
Problem with this is that it seems too systematic/simulationy and doesn't offer the nice custom scenarios of AA. Maybe a mix is necessary.
At the same time, the systematic nature may offer a rogue-like kind of thing, where some elements can be changed so the challenge is renewed (far fetched, it's probably be either perfunctory or uninteresting, but maybe a thread to pull on)
are put in graves that rise in front of me, without an end in sight
Someone was making a Descent-like in Godot, I even played the alpha, it was promising. The person working on it did make progress for about 2 years but then it poofed into nothingness. I can't find it again, but if I do I'll edit this post.