Quick Questions XIV: A Question Reasked (Part 1)

I would also recommend this as a board game option. A bunch of witches collecting and delivering potions to wizards. The big gimmick of the game is what I would call a “no, I’m spartacus!” mechanic. When you play a card on your turn you can act immediately for a smaller benefit or you can choose to wait and see if any other players have the same card. If no one else does you get a bigger benefit, otherwise the last player in clockwise order to have the same card gets the benefit and you get nothing.

It’s a competitive game but its at the right intersection of chaotic and strategic to not feel too harsh in its competitive nature.

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I’ve been playing a ton of Azul recently, it takes one round for people to learn and like, after two or three people just get it. I actually played it with my parents not too long ago.

Plus it seems to go on sale cheaply a lot.

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What are good party games for the switch or pc? I’m heading to a cabin with a bunch of friends at the end of the month it’s my birthday and I’m going to force everyone to indulge me. I have some jackboxes and that’s about it. I don’t know if we’ll have internet so even that might be dicey!

the original script is a real mess, i’d recommend either Complete as the vanilla choice or felix fantasy tactics (i like this one best all around but it’s a little more work to set up and doesn’t cover the whole game)

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interesting! i will keep this in mind, thank you

if you can wait I am going to finish it this year

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i totally can wait! i have a meticulously planned out backlog and likely won’t get to it until mid-2021. thank you, i really look forward to this :slight_smile:

I can’t recommend Overcooked 2 enough

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I really like Crawl, competitive dungeon crawler thing. Pretty goofy, games are maybe a little bit long though

Mario Kart is always good obv

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Okay I’ll wait too

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Damn am I actually gonna finally play Final FaNasty Tactics

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Haven’t played it myself but this video at least made Heave Ho look like it might be a pretty fun co-op party game:

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it’s great

Final Fatnasty

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Okay so I finished up the first full stage in God Hand and now need some help/advice.

  • I made sure to pick up the Yes Man Kablaam and I guess I need a bit of help figuring out why it is seemingly one of the most important moves in the game. I only had a chance to try and use it during the boss fight I found it in, and only did so after landing a successful guard break. I saw that it filled up my tension meter a decent bit at the expense of going with more damaging attacks, but I feel like I’m still missing something?

  • The one thing I’ve looked forward to least in the game, to the point that it was a big reason I didn’t come back to it before now, is having to manually update my techniques/combos throughout the game via having to purchase them from a long list of attacks. To this point I just bought the health and other non-sushi upgrades instead.

  • Anyways, to minimize this as much as possible I need some advice between a few different approaches (I am not testing them out in the arena so don’t suggest it). It appears that I can purchase upgraded versions of moves already in my combo so I could just do a direct swap, or now that I have multi-hit moves available to purchase I could buy them instead and start subbing them in? If I do purchase them, should I put them in early or later in the combo? Should I save money and wait to upgrade when better options become available later? Any advice here would be most welcome as I just want to minimize this part of the experience as much as possible.

Character customization in God Hand is stressful only if you’re trying to minmax. As long as you have a juggle, a launch, and a guardbreak, you’ll be fine – God Hand is about playing like an asshole and abusing loopholes in its combat system. Choose moves that are most comedic to you.

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yeah, the game gives you tons of viable options, you don’t need to worry too much, as long as you enjoy experimenting a little bit you can get by with any set of moves. if you hate the entire idea of building your own combos that much the game may not be for you, but it really does make it immensely enjoyable

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has been a while but if i remember correctly you can cancel yes man as soon as it hits and gives you the meter

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Yes, this is what makes it a lot more useful then it seems at first. Against some enemies (I recall mostly the fat ones) if you use it right after you guard break them it won’t break them out of their stunned state and you can get in several Kablams before they recover and build large amounts of Tension.

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yeah, the purpose of the yes man is it can combo into itself if you cancel it, which iirc just means dodging as soon as the hit connects

so you can basically max out your meter in less than a minute by dodge cancelling consecutive yes mans

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