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PhantomRaptor
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PhantomRaptor
@PhantomRaptorDS
lvl25 Graphic Designer and Artist, obsessed with Monster Hunter. Loves drawing all sorts of creatures. I (sorta rarely) post art.
United Kingdom Katılım Şubat 2018
690 Takip Edilen80 Takipçiler
PhantomRaptor retweetledi

@TafferKing451 @Sinnoware Very surprised to hear you got flak for being able to drop items, I've always rolled my eyes when a game wont let me just put something down, so its always nice to have as a feature
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@Sinnoware Some of that is classic survival horror influence, where you don’t get to keep items unless it’s either in your inventory or a storage box.
It’s actually something we got flak for in Gloomwood, and why it’s kinda not seen as “true survival horror” - being able to drop items.
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PhantomRaptor retweetledi

来週からこのイラストの塗りを本格的に進めていきます!進捗画像も定期的に載せていきますので徐々に出来上がっていくところを見ていってください!
NOライス@NO86484588
進捗です。4時間くらい塗りました!これは果てしなく長い道のりになりそうですね。
日本語
PhantomRaptor retweetledi

GRIME II by @Play_GRIME is out now! I'm very proud to release my biggest soundtrack to date with 75 songs and over 3 hours of music! It's been a long time since I released something so I hope you enjoy and can share it with as many people as possible. Links in following post:

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@Xepahr I'd also love to be able to just remove them from the party and go with just me and my monstie if I wanted to
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Hot Take:
I think Stories 3 would be near perfect if you could command your Companions + their Monstie like you could command your Monstie.
This would eliminate almost all pain points i have about the Combat.
Voidsub@Xepahr
50 hours into #MHStories3 and i have to say that the game is overall sadly very flawed, but still good. There's a lot of stuff that works, and some stuff that makes me go "What were they thinking". I'm still early 3rd Area, but the game is still fun and i like the Story.
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PhantomRaptor retweetledi

@kozlovskyi79217 Given the circumstances, I think she's being pretty nice throughout honestly
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PhantomRaptor retweetledi
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PhantomRaptor retweetledi

@spectraimsim I read this as it running pretty badly for them
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@Nick930Gaming Very little interest in a remake but I neeeeed a remastered pc port in my life
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Am i the only one that sees absolutely zero value in a bloodborne remake? A remastered ps5 port with 4k 120fps? Sure.. fine.
But a remake?! It looks fine, it plays great. Just up the performance and res
Wario64@Wario64
Bloomberg: Bluepoint pitched Bloodborne remake in early 2025. "the studio was told that the numbers made sense but FromSoftware didn’t want it to happen" bloomberg.com/news/newslette…
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@TrueAkantoreX This is what I've pretty much always wanted the "Tempered" system to be, I would adore an endgame system that brought each monster to a similar level of difficulty - obviously some movesets will still be harder than others, but you can get them a lot closer with small changes
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@GiantTacoHead1 Yup, there's 7 different ones and you get a new one (at random) each time you complete the quest
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You can get different color? Mine was Pink when I got the reward
Maple Syrup 🍁 | #ELEANORNATION@SappleMyrup
Yup, just me, my cat, and the blue blob
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@VoidmawGames I think its a pretty cool look but usually when I'm actually playing a game the effect is a bit too strong for me. If there's a slider and I can make it very subtle, its good for atmospheric titles
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A large handful of the top roguelites in #SteamNextFest use CRT shaders -- is that the key to demo success in Next Fest?😅
(i always turn them off)
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@RingashGame I generally prefer when there's one set difficulty but the presence of difficulty options doesnt bother me if a bit more thought is put into them, specifically if there's a "This is the intended difficulty" note under one of them, as that usually feels best
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"Why don't you let players choose difficulty?"
Not just as a developer, but as a player, I've never liked difficulty selection in games.
One reason is the strange feeling of player grading.
The moment a game asks you to pick Easy / Normal / Hard before you even start, it feels like the game is labeling you.
Even though I personally enjoy challenge, I still dislike this options.
Another reason is that when difficulty becomes a menu choice, uncertainty hits. You can't help but wonder…
"Will this choice lock me out of something?"
"What if Hard is the 'real' experience?"
You have no knowledge of the game yet, but you are forced to make an important choice at the beginning.
For me, the best version of difficulty choice isn't a menu, it's gameplay. It's build variety, preparation, strategy, upgrades... all the things the player discovers through play.
That's why my game has no difficulty menu, and never will.
Of course, designing it this way takes more effort. It's harder to balance, harder to execute. I can't promise I'll nail it, but I believe it's worth striving for.
Still, I'm genuinely curious:
Do you prefer games that let you choose difficulty up front?
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