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Joined 12 days ago
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Cake day: January 9th, 2026

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  • Kirby games were never too hard to play. I grew up with the first games, Kirby’s Dream Land on Game Boy, Kirby’s Adventure on NES and Kirby’s Dream Land 2 on Game Boy. In the first game he didn’t even have his characteristic skill to eat enemy and transform to absorb their skills.

    To me the Kirby games always were a mood thing, its super super fun for the music, the art style and to see these cute enemies and worlds. Just exploring and trying out to see what comes next. And since he learned skills from enemies, it got 1000x more interesting with all the abilities.






  • I can’t say this is true for every sort of game, but lot of games failure is part of the gameplay loop. If you can’t lose your progress, then there is no fear of losing a life, and therefore no tension is created. In example where this makes sense are Dark Souls and Resident Evil games. In Resident Evil you can only save if you find an object and consume it to safe… But also doing it like Stardew Valley to save only at specific points only means, its less work for the dev to figure out all possible details to safe and its more consistent with updates of the game, so it does not break the safe file. Even more so, if the game is multi platform. If the mobile version does save anytime, then it might use a different technology to do that. Not sure if it does and how it differs.

    Just some thoughts about this subject. I personally find it totally normal and acceptable that games save on specific times only. In some cases not being able to save anytime is part of the gameplay experience and games are designed with that in mind.