Death to the Self-Playing Game
jank.cool
jank.cool
> In a May 2026 update, Valve named the genre Bullet Heaven on their Steam tagging system.
https://en.wikipedia.org/wiki/Vampire_Survivors%E2%80%93like
Not calling it bad, just not convinced its entirely a game either. Will have to buy and see for myself.
From the steam reviews:
" Vampire survivors is something I'll never go back to. It's got the hallmarks of a great roguelite, but oh my god... Just like Ball x Pit, this game has decisons. But such a small amount that they almost don't matter. The gameplay outside of decisions is fed you to you on a spoon. Dodge enemies, upgrade weapons, finish run, upgrade stats.
But these don't make the game good, they make the gameplay feel pointless. But I think that's what alot of people... want...? They want a mindless game. You don't have to try super hard. You don't have to think about decisions if you don't want. You just make a build good enough that the rest of the run is a waiting simulator. But then why am I playing? Not to overcome some great challenge. Not to construct some masterpiece of a run. Not to create beautiful memories. Just something to do in the blank spaces of life. Its a dopamine farm At least it's cheaper than smoking.
> This post is for paying subscribers only
is a cortisol hack. thanks author :( i'm going back to actually having fun!
If you stab them in the hands with a fork, then they need to automate Devil Daggers to play it. Not an easy game to enjoy missing half a hand, it or Hyper Demon.
I didn't read past the paywall fold, but this seems like a pretty silly hill to die on. Many of the best games - Rimworld, Dwarf Fortress, S.T.A.L.K.E.R., Starcraft, Simcity - all automate their background tedium to let players focus on more interesting skill expression. If you took away the macro focus and forced people to micromanage every gameplay element, it feels fair to say that all of them would become worse games with very little added to the experience.
Even the author's ironic ideas, like "automate Street Fighter" echoes a real-world genre of turn based fighting games that end up being awesome spectator sports. YOMI Hustle has a pretty dedicated community that ekes out frame-perfect skill expression that other fighting games dream of: https://youtu.be/fZVsO62e4Aw
The game is NOT the movement except if you build your character particularly poorly.
The game is exploration and build choices. Choosing the wrong level upgrade will make you lose.
For a long while I didn’t notice that the character can be upgraded. I thought it was some paid consumables UI, while this is a roguelite game mechanic.
But fair enough everyone can have their take.