What is fun? – a rather mathematical outlook

Games are meant to provide fun and/or entertainment. I think that’s a statement that a lot of people would agree on. But what is fun? How would one calculate the amount of fun that one has in a game? What’s needed for a game to be successful or for a game to be considered “great” or “entertaining”?

Taken from Ori and the Blind Forest – a rather challenging but very sweet game that I spend hours upon hours with.

Now, for that question, we should first take a look at the definition of fun.

Something that provides mirth or amusement


Fun-damentally (oof), all games are there to have fun or amusement. Exceptions would be games designed to be provoking or even just frustrating

I personally define “fun” as something entertaining or something that lets my time go by faster. Work can be fun. A challenge can be fun.

Grinding gear can be fun just like solving a puzzle or finally climbing in a competitive ladder. Even rather challenging games like the Dark Souls series are fun as they provide the player with that certain edge and suspense that they can die at any time if they are too reckless. Finally overcoming that challenge, results in joy, pleasure, amusement, mirth, ecstasy or just… fun. 

Taken from Borderlands 1When I first stumbled across the Borderlands series, I ended up neglecting my friends completely as I wanted to complete the first game, the pre-sequel and the second game as soon as possible. I just couldn’t put them down!

In game-terms, grinding is something that requires you to put in a certain amount of work and effort to hone your skills and/or get better at a certain activity. Once you achieved that goal, your effort will be rewarded and you proceed in the activity. Therefore there does not only have to be some sort of challenge that can be found in a grind or a great difficulty but also some sort of sense for progression and reward. Challenging games punish you for mistakes but reward you for perseverance. Competitive games punish misplays and bad calls while also rewarding good players that handle certain situations well. Good players have the ability to turn the tides of battle and win off their enemies’ mistakes or further their own advantage and win off their lead. That can be fun. It’s the edge that is needed for a game to be considered fun. 

Then there’s also replayability. There are longer games that can be played for hours and shorter games that can be played for days. The Binding of Isaac, to bring in another example, is rather short when it comes to its runs. You eventually defeat the boss and start anew or you die trying, resulting in a bit of frustration but also a new chance of winning the game. 

Oh, how I loved the puzzles in Pool Panic! And then there’s the humour and the presentation…. just awesome! And bizarre!

Meanwhile, there are other games, like Beyond Good and Evil, that can be completed in about twenty hours (maybe less) that I personally found fun but would only replay for nostalgia’s sake. There aren’t many alternative parts to take, there aren’t many collectives to collect and overall, you just have the same game over and over again without any alternations. 

Games have to maintain a certain amount of freshness that lets you experiment with new styles and improve your skills while also advance in certain ways that you haven’t tried yet, once you complete the game for the first time. 

Even after you unlock everything in The Binding of Isaac, you have still the option of trying your best at the challenges, trying to get all achievements or compete in the rather challenging Eden runs that provide you with shuffled stats, items and lives on every run in contrast to the other characters. 

Kind Words has been such a great game! Really lovely and atmospheric and the perfect title for rainy days.

Destiny 2 is a class-based shooter that combines a great story, presentation and satisfying gunplay with interesting mechanics, a variety of enemies and constant updates to its game. Here, again, there’re classes to master, weapons to find, missions to complete, competitiveness in form of different ladders and in the end, rewards at the end of the season for completing the season pass and honing your skills. A while back I reached a light level of 913 and started doing raids with a few friends of mine. Those raids opened a whole new world to me with scripted events, new mechanics and a certain amount of edge and suspense to them that basically made every challenge seem manageable despite the difficulty. 

Last Sunday, we spent hours trying to complete the Spire of Stars raid and were struggling with the last part that required you to communicate with your team and strategize on a whole different level than what I’m used to from League of Legends. I loved it to bits, especially because of the time and effort that we put in. In that raid, I received the tractor cannon, a power-weapon that pushes enemies away and suppresses their abilities, which is really fun to use in Crucible (PvP) matches!

So, to put it into a formula, I’d say we need to summarize what I’ve mentioned so far:

I only just got into Destiny 2 and I’m having a blast with it. There’s so much to do and the newly added Corridors of Time offer such a unique experience as well!

We need a challenge or an achievement – a goal that you want to reach:

This can be called “progression” or Π (“Pi” -> the greek “P”) and should be calculated by the reward you receive from an activity in a game divided by the time/effort it requires. 

If a game is rewarding, this would result in the player having fun. 

If the time to reach that reward is limitting against 0, that would result in instant-gratification that is great/amusing for you. Examples for this being the case are FPS games where one precise shot from your weapon/one pull from your trigger is able to take down an enemy or clicker games where you get to huge amounts of clicks in a small period of time due to the right upgrades and the use of a auto-clicker program. If the time needed to reach said reward is too high, however, that would result in a small progression-value (0 < Π < 1), resulting in the game feeling too slow and people dropping it. 

Children of Morta has been really great, especially due to the combination of “Slice of Life” and “Rogue-likes”, two genres that I adore!

To put it in simpler words: 

  • If the reward is fixed:

  The smaller the time, the bigger the progression.  

  The bigger the time, the smaller the progression.

  • If the time is fixed:

  The smaller the reward, the smaller the progression.

  The bigger the reward, the bigger the progression.

Note: Reward can be a high rank in a game or you moving on in the story of a game.

This is a screenshot from CrowCrowCrow’s Dr Langeskov! The dev studio’s also behind the Stanley Parable and while their games are short, they offer a lot of replayability as there’s always something to discover after you just completed it!

We also need Replayability to prevent you from growing weary from/getting bored with a game:

“Replayability” or Ρ (“Rho” -> the greek “R”) should just be a constant that gets multiplied into the formula.

I’d also factor in “Perseverance” (aka your ability to play a boring game for hours) into this but in the end, it wouldn’t make too much of a difference, so both “Replayability” and “Perseverance” should be united in Ρ as an addition of sorts. If you’re able to play a game for ages even though said game has a replayability-score of next to 0, then your perseverance for that matter is the factor that should determine Ρ. If the game can be played over and over again but you usually don’t, then you just aren’t the person to replay again, rendering your perseverance-score unnecessary. If you are that person that plays a ton of games no matter how much you’ve already played them and that game offers you a ton of replayability, then that results in a high score Ρ-wise (you may as well be Chris, a friend of mine, who’s got over a thousand hours in Skyrim, mods and DLCs not included, and who usually doesn’t play anything else because of his ability to not get bored with Skyrim).

Dead Cells combined Challenging Rogue-like experiences with fluid combat, astonishing graphics (at least imo) and the right amount of permanent-progression + metroidvania-ness.

And lastly, there’s the presentation:

This basically makes a game nicer. There’s gunplay, lore, graphics, the soundtrack, and other cosmetic aspects in this one. The symbol will be Ψ as I couldn’t think of a different symbol to use.

Therefore, we come to the conclusion that, within one game, fun equals the replayability Ρ times the progression Π times the presentation Ψ, with Π consisting of the reward Δ (Delta – I just like triangles, so I put here) divided by the time t needed to achieve Δ. 

FUN = Ρ * Π * Ψ= P * (Δ/t) * Ψ

Essentially, that’s something I just came up with. This post was inspired by me not playing League of Legends in quite some time as it takes too much time to get into a round of League and as it takes too long to finish one game and as most of the time it’s not even that rewarding to play the game. I don’t have that much time quite often and nowadays I feel like the quality of the game has decreased while the time I put into the game has increased, resulting in less of a sense of progression, less replayability, a lot of salt, and the same presentation as always, resulting in less fun than before. But I didn’t want to rant about League but instead do something THAT IS FUN, so instead, I came up with this and I, indeed had fun with it. Coming closer to a finished joke-formula was nice for a sense of progression. Coming back to this post and working more on it resulted in a lot of “Replayability”. And the presentation of it hasn’t been that bad either as my home’s looking rather cosy nowadays and as my desk is a nice place to work at. Both the soundtrack and the workplace for this post have been nice, resulting in a nice presentation. Hence, writing this post was more fun than ranting about League not being that much fun anymore. 

Risk of Rain 2 is a title that I only just reviewed! I highly recommend it. Insanely fun in multiplayer!

Now, is this formula applicable to everything? 

Nope. Not at all. 


Well, because of personal preferences and other factors, I’d say. But it’s a fun idea to think about and I dare you readers who made it this far to tell me what you think about this formula and changes that could be made to complete it! 🙂

Until then, have a nice day! 🙂 Cheers!

Note: This post was presented to you by Magi. He’s a math and philosophy student, who should study for his analysis-exams instead of making up formulas and variables like this. Oof.

Indietail – Risk of Rain 2

A while ago I reviewed Hopoo Games’ Risk of Rain 1 and it’s to-date one of my favourite games. It’s a lovely Indie-Action-Roguelike-title with a very nice combat system, a wonderful soundtrack and a timer that is increasing the difficulty the longer you take to complete the game. Hopoo Games released Risk of Rain 1 in 2013 and then announced that I wanted to develop a second game that would take place in the third dimension! A whole new game that would play like a third-person-shooter but still remain true to its core-values that made RoR1 a RoR-game. And well…. since March 2019 it’s Hopoo’s time to shine as Risk of Rain 2 released in Early Access and as tons of people discovered it for themselves, gave feedback on the discord-server, streamed it, made videos on it and wrote about it.

The Warbanner is, still, one of my favourite items! Here it provides us with a buff in this globe around it, upon level up!

But how do I like Risk of Rain 2 and do I recommend it? Let’s find out!

Note: In this review, I will be comparing the second game to the first game quite often, so I recommend checking it out over here. Of course I’ll review the game as usual in different aspects, so there’s going to be a lot of reviewing on parts that are new or that make RoR2 unique, so enjoy this review. 🙂

Developer: Hopoo Games
Publisher: Gearbox Publishing
Genres: Action, Adventure, Rogue-like, Indie, Third Person Shooter,
Release Date: March 28, 2019
Reviewed on: PC
Available on: PC, XBOX One, PS4, Switch
Copy was purchased.

For anyone who doesn’t know about the Risk of Rain games (I suppose, it’s a franchise now), you essentially spawn on a foreign planet and fight off monsters while searching for a teleporter to get to the next area. Fighting enemies grants you experience (that levels you up, increasing your stats) and gold. Gold can then be used to open up chests and receive items that grant you all kinds of special perks from stat-increases (like attack speed or move speed up) to game-changing elements (like poison damage or exploding enemies).

When you find the teleporter, you activate it to spawn the last waves of enemies and to spawn the boss who you then have to defeat to get rewarded with yet another item and to proceed to the next level. Dying never felt unfair and there were a ton of possibilities of item-combinations to make you super overpowered and it’s really great!

While Risk of Rain 1 better when using the gamepad/controller, due to its platforming-nature, Risk of Rain 2 plays better using the mouse and keyboard since it requires a lot of aiming. Don’t get me wrong, gamepad-controls still work quite well, but I’m better at aiming, using a mouse. Controls are rather smooth, you’ve still got your shooting ability, second ability and ultimate, as well as some sort of mobility-ability. You can remap the keybindings but I found the standard ones to work out just fine. There’s also a whole new sprint-button and as I’m not used to that being a thing, I forget about that button more often than not.

The aforementioned sprint-button is very convenient since the new levels are massive!

Being procedurally generated, they offer a lot to see with different biomes and different enemies depending on what level you are at. The chests and the teleporter are also located on different spots, so you always have to find them. I really enjoyed the wide areas and the feeling you have when you’re standing up close to the bosses. You’re just tiny compared to it all!


Speaking of bosses, we can find a lot of RoR1’s enemies and bosses in the game as well.

From the Whisps to the Lemurians and Stone Golems (on the enemy-front) to the Magma Worm, the Wandering Vagrant, the Imp Overlord, the Scavenger, and the Stone Titan (on the boss front). These still have similar patterns to Risk of Rain 1 but since we’re playing in the third-person-view a lot of their attacks are wide ones with great areas of attacks and different moves. There are also new bosses like the Clay Dunestrider, the Beetle Queen, the Alloy Warship Unit and, one of my favourites, the Grovetender.

These new bosses either spawn enemies or pull you in, some have chain attacks while others have special conditions that need to be met before they can spawn. It surely is really interesting to see these new bosses in the game while still keeping some old fan-favourites in the game.

A blue portal brings us to a whole new merchant that is able to provide us with new items… for a price!

Hopoo Games changed the boss-mechanic in a way, though. In Risk of Rain 1, once you’ve activated the teleporter, you’d have to defeat the boss and all enemies that have spawned in the next [time based on difficulty] seconds. This “clean up” of sorts was rather annoying but manageable in the first game.

Now, in the second game there’s no such thing as a “clean up”. Once you activate the teleporter, a globe around it is displayed with a red circle in which you need to stand to charge the teleporter up. In that time, enemies keep spawning while the boss (still) is attacking you. Of course, you can leave the area around the teleporter, but it won’t charge in that time and the boss will follow you around. Once it’s charged up completely, you can use the teleporter right away after defeating the boss, resulting in your excess money getting converted into experience points.

I really liked this change as it meant that you’d have to tackle bosses differently and as you couldn’t just wait the event out and then clean up slowly.

Into the next area!

The old enemies along the side of new enemies like the Brass Contraption and the Beetle Guards really make the world feel lively although dangerous.

There’re a lot of new attacks to look out for, coming at you from all sides. Lesser Whisps are rather weak but since they spawn a lot and since they are flying, you need to take care of them rather quickly as they do hurt a lot. And then there are the slow but sturdy Stone Golems who attack with a laser beam but need to charge up slowly after every attack. I really enjoyed this variety and new enemies are being added in every new update.

And then there are new items, too, along side old classics like the Soldier’s Syringe that increases the attackspeed-stat or Paul’s Goathoof that increases movement speed. I really enjoyed seeing these items again while also having new items like Little Discipline (which shoots out whisps from a container) or the Queen’s Gland (which spawns a Beetle Guard on your side that attacks enemies and can block shots for you).

Facing off against the Clay Dunestrider!

Just like in the first game the soundtrack, made by Chris Christodolou again, is awesome!

It’s very Risk-of-Rain-ish and fits the game like a metaphorical glove. It’s very space-y and futuristic while also atmospheric and, although it fits the game, it’s still all new and doesn’t rely too much on the first game’s soundtrack. I really enjoyed it. Along with the all new soundtrack, there is also a new style present in the game. Hopoo Games teamed up with Gearbox Publishing (whose dev studio is behind the Borderlands Games) and created an all-new style for this game. It now uses some sort of cell-shading-style that uses the same colour palette as Risk of Rain 1 and therefore remains true to its original colours but still has a new sort of freshness to it that looks quite rad, to say the least. I really like this new style and while I loved the pixel-artstyle of the first game, I can see how it doesn’t fit the new Third-Person-view and that this style is still fitting it quite well.

My favourite biome, the Scorched Acres! It’s so pretty and warped!

But while I love the Risk of Rain franchise, there certainly are some issues with it.

While Multiplayer has been fixed and is easy to set up, the devs’ fear of the MP overshadowing the SP came true and because of that I kind of feel like it’s not worth playing the game if you can’t play it with friends. Sure, it certainly is challenging and fun while alone… but it’s a lot more fun with friends as you can strategize a lot about who takes what items and how you build your characters.

And the other issue I had with the game was the fact that dying in MP means that you need to wait and spectate while your friends clear the level and venture into the next one. Once you’re there, you have less items than everyone else and therefore may be struggling more, resulting in a bad experience. I would have liked it if you’d spawn in as a “pet whisp” or some sort of enemy and play as that one for the time-being to either screw with your friends or help them beat the level. The current system really hurts the fun that I had with the game. And then there are the characters.

The Imp Overlord is back at it again! Scary!

Also, I found some of the unlock-criterias in the first game better than the new ones. But I guess that’s just a preference-thing. While I’ve unlocked a lot of items and new areas of the game, I think it’s worth mentioning that I have yet to unlock all of the characters, but since Multiplayer is a lot more fun than playing alone, I’ve experienced this weird feeling of not being as motivated to play alone as I was with Risk of Rain 1. I still start up occasionally and play a few runs, sure, but it’s not as frequent as I would have with RoR1, due to the fact that a lot of my friends don’t play it as often anymore. (If you want to play it with me, hit me up!)

And since the maps are so huge, I found it rather hard to keep track of the teleporter. Every biome has a few variants to it and the teleporter can be found in a lot of different locations. Quite often, however, I would have found the teleporter early on but would decide on actually getting more items first and then I’d get lost, resulting in having to find the teleporter again. I’d like it a lot if you could pull out a map (while the game’s not paused) to mark stuff on it or if the waypoints set with the middle-mouse-button were permanent, so that you can permanently mark chests and/or the teleporter. That’d be great.

Dio’s Little Friend (JoJo-Refernece much?) revived us here when the Imp Overlord let us experience his rage! Lucky!

Overall the game has a few flaws but since it’s in Early Access it constantly gets updated with a very dedicated dev team and a community that tries to give as much feedback as possible. The community for this game is great, the new additions to the game have been interesting and didn’t hurt the game’s spirit at all but rather helped it reach new heights! And it’s not finished yet. The journey keeps on going, so there’s more to be expected in the future!

So, I’d give it a recommendation.

Anyways, I hope you enjoyed this review!


Note: Screenshots were taken from one run. As I didn’t want to spoil too much, I only featured these three areas and the blue portal but I can assure you that there’s a lot more to see!

This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Indietail – The Haunted Island, A Frog Detective Game

Games allow us to slip into all kinds of roles that we would never head the chance to access in real life. That’s one reason why I like games. I love RPGs as you’re allowed to do whatever you want. I can be the support that decides whether or not a party-member lives or dies. I have the power to do so. I can be a knife-throwing gunslinger and travel from planet to travel to deliver cookies to my favourite Robo-waifu FailSafe (Destiny 2). In other games, I take care of an ecosystem and hunt down dragons and dinosaurs so that everyone is safe (Monster Hunter). Then there are also games where I’m the bad guy (duh.) and murder people because of me not being able to sleep (Party Hard) and other games where I solve the mystery of a murder that will lead to the world’s destruction (Omensight).

Games allow us to do all kinds of things. As a kid, I liked “Case Closed” for instance and dreamt of solving murders like him. And I liked frogs because frogs are quite cool. Have you ever wanted to be a frog? Have you ever wanted to solve cases? Have you ever wanted to be a frog detective? (rhetoric question) 


Well, in today’s Indietail, we’ll be taking a look at The Haunted Island, A Frog Detective where we can do just that! So hop in, as we discover a lovely and rather bizarre world of a game that really tickled my fancy!

In the first case of the Frog Detective series, we’re playing as the frog detective who’s just waiting to get another job. The phone rings, we pick up and the Supervisor has a case for us. Since Lobster Cop – the best detective of all time – was busy, it’s our turn to solve a mystery about a private island being haunted by a ghost! We’re the second-best detective after all! 

Developer: Grace Bruxner, Thomas Bowker, Worm Club
Publisher: worm club, SUPERHOT PRESENTS
Genres: Indie, Mystery, Adventure
Release Date: 23 November 2018
Reviewed on: PC
Available on: PC
Copy was purchased.

Once we arrive at the scene, we have the opportunity to question everyone on the island and search for clues as to why the ghost scientists are on the island, where the ghost might be and whether or not there’s an actual ghost at all. During our time on the island, we’re able to search for clues and find items that we can trade in with other people in order to receive other times that are needed to solve the case. At our search for clues, we are also able to take care of a sloth’s mental health, help out a worried rat, have an interesting chat with the suspicious lobster, Larry, and, in the end, have a nice dance-competition with everyone on the island. 

It’s all rather light-hearted and cute. The art style and overall presentation is adorable and disturbing at the same time. Just look at everyone’s faces! Have you ever seen an otter wink? Well, me neither until now!

And while it’s fairly easy to beat the game and as the game looks rather simple, it’s definitely not a kids game for the sole reason of there being jokes that I don’t think would be appealing to kids. 

“You could have died.” – “Yeah, Haha.”

“I wanted to hire the world’s best detective!” – “Was Lobster Cop busy?” – “Yes.”

Frog Detective’s first case is rather amusing and carefree. The game feels like an overall breather from other games with a lot of actions, which I found quite nice. Frog Detective doesn’t need all those gimmicks, like voice acting and complex puzzles. It has got its own way of storytelling, its own humour and is able to take you in for a little journey on a haunted island. 

Now, to summarize it all, I’d say that I’d definitely recommend this game to everyone who’s got kids or who just wants to experience a weird world full of cheerfullness and weird humour. It only costs four bucks on Steam and you can beat it in less than an hour. I had a blast with the game and although short, I did have to stop here and there to just chuckle at some of the jokes.

The game definitely isn’t something for everyone but I kind of fell in love with this charming little gem, so there’s that. I’m definitely looking forward to playing the next games in the franchise!

Anyways, I wish you all a nice day and I’ll see you in the next post! 🙂

This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Omensight – Revisited and finished!

During my 24-hour stream, I played a lot of games. I played Destiny 2, Stardew Valley, League of Legends, Overwatch, Monster Hunter World, Dungreed, and a lot of other titles and among them… was Omensight. A title I’ve reviewed on my blog before. I wanted to play it on stream to showcase to some of the people that were watching, as it’s way too underrated. And while I did the review on it, already showcasing the game in a lot of ways, that may not be enough as it’s a lovely title and as nobody reads my blog (that’s more or less ironic, btw). 


So, I ended up playing it for about four hours during that stream before continuing the playthrough in another stream and then finishing it last Monday and 100%-ing it in yesterday’s stream. I had a blast playing it, especially since I just barely remembered the story’s ending and since I forgot who actually killed the Godless Priestess. In the end, it was really exciting and on my new computer, I was able to play it on the highest settings and really enjoy the fluidity of the combat system and the lovely colour-palette of the environment. There were also no issues with the camera controls anymore and while the “days” surely take a bit of time to complete, it’s not that bothersome as I actually had the time to do so. I was sitting there, wanting to play more of the game, and I realized that it’s the same thing with other games like the “The Legend of Zelda” series where you can’t always save (at least in some games if I remember correctly). So, those “flaws” aren’t right there anymore.

Back to the tree of life!

After I played through the story, I was able to collect other possible outcomes and eventually get to the alternative ending which was quite nice to play. Sadly, the final boss fight wasn’t as hard as I remembered, resulting in a bit of disappointment regarding the difficulty. The FINAL boss shouldn’t be easier than normal combatants and levels. Anyhow, that may be forgiven for the fact that the devs did so many things right in this game. The soundtrack, the presentation, the combat system, the characters, the voice acting, and the story were absolutely awesome! I really recommend the game (again, I guess).

Now, when I finished the game, I realised that I was only missing three more achievements, so that’s what the second part of this post is about:

Yeah, we’re hunting those secrets and stuff! Ludomir, thanks for helping me out, you drunk!


The last three achievements included Masterful DenialCompletionist, and the secret achievement Mario Wannabe

Completionist was awarded by completing all achievements while Mario Wannabe and Masterful Denial were a bit tricker. 

Mario Wannabe (obviously) requires that you jump on a lot of people’s heads. To be exact, you need to jump multiple times onto the four side-characters’ heads until they each gave you one or two special voice-lines regarding the fact that you’re jumping on their heads. Quite interesting. 

Our final fight against Voden! What shape is he gonna take?

Masterful Denial, on the other hand, required you to shoot a barrel thrown by a shark with another barrel. For this, I’d recommend using the “Delay of Fate” skill (slowing time for enemies) when a shark throws an explosive barrel at you and to grab a different explosive barrel and aim it right at him. Standing in a horizontal line from the shark is rather important, btw, as it’s hard to judge how the barrel’s flying if you’re in a weird angle. You get the achievement when they hit each other mid-air and explode. Quite glorious. To get the right set-up for this, I’d recommend going into Arc IV with Indrik as there are multiple sharks in a lot of areas with a lot of explosive barrels. 

The void is corrupting Yarbog’s temple!

This achievement took me quite some time to get but it was doable and it felt awesome when I finally got it.

In the end, I got to 100% Omensight, a great game, and I’m actually feeling a little bit proud of it, even if it’s not raising my average game completion rate. Oh well!

I hope you enjoyed this little look into The Gaming Journal. Have a nice day and drive safe!


Aw, sweet! We have our own statue in this town here! Let’s take a screenshot while the houses are still on fire. Yikes.

TSS#41 – We did a 24 hour stream

Happy new year everyone!

It’s been a while since I posted something on this small little piece of work that I’m calling my blog. 

So far, it’s been quite busy university-wise but I still kind of managed to squeeze in a little bit of gaming-time in my free time and I streamed all of it. Whenever I played games, I ended up streaming it on Twitch and that, after a while, lead to me reaching 50 followers on Twitch. And that’s awesome!

But that also meant that I had to do something, that I was once upon a time joking about. I once said that I’d do a 24-hour stream when I reach 50 followers on Twitch, but that was more of a joke, to be honest. But I guess people got caught up or wanted to support me or wanted to see me suffer, so they pushed me a lot whatever their reason was! 

I received a couple of retweets, raids, hosts and people eventually stopped by and followed for real even without knowing anyone, so I reached that number last Monday and ended up setting up the stream for last Wednesday. 

Now, Wednesday isn’t optimal, since I usually have University from 10 am until 6 pm but on that day I decided to skip a few classes, get a little bit of rest and just start up the stream at 9 pm CET. Thursdays don’t have any University-activities for me, so I’d be able to make it through the stream (hopefully), not miss out on any classes and at the same time not mess up my sleep-schedule as I’d go to sleep only an hour after 9 pm CET on Thursday, like a (more or less) normal human being. 

It kind of worked out as planned if it hadn’t come to a few things:

  1. I stayed up until 5 am to finish up my math assignments and then ended up oversleeping and hurrying up quite a lot to get those assignments delivered. 
  2. I didn’t nap after University because of me stressing over countdown-timers, scene layouts and other things that I haven’t set up yet, on top of me trying to support smaller streamers on Twitch by lurking in there chat, while also working on these blog-post drafts of Monster Hunter World that I have been trying to finish up! In the end, I ended up lurking in chat, tidy up the room a bit, and create a a “BRB”-Screen and a 24-hour countdown timer. 

So, I went into the stream at around 9:20 pm while a bit sleep-deprived, manned with a whole lot of coffee, no plan of what to play, an audience of a few people that’d support me for the first few hours of the stream and two pizzas. I was rather prepared for it all, even if the starting-condition sleep-wise weren’t met.

My plan for the stream was to play games for as long as possible and to not go too much into niche-territory of games so that people wouldn’t get too bored with it. After all, Twitch is still a platform for entertainment, right?

Hence, my first game of the stream was Dungreed (review on that coming out soon) where I cleared a couple of runs before switching over to Destiny 2 where I’ve completed a few gambit & gambit prime matches as well as a quest, a few bounties and two strikes; that is if I remember correctly. It was rather fun until someone noticed that it was buffering. My PC has been downloading games all-day-long and therefore has been running all-day-long, too. I should’ve restarted it. 

So, after a quick little restart (about 5 minutes) that I decided to add to the stream-time later (so we’d stream until 9:25 pm on the next day, I ended up playing more Destiny 2 before I got the BEETLE error (I’ll have to fix that eventually) and had to switch games again. That was the time where I swapped over to other games like Risk of Rain 2, Omensight, Stardew Valley, Monster Hunter World, The Red Strings Club, NieR: Automata, Catherine Classic, Overwatch, League of Legends, and Yonder: The Cloud Catcher Chronicles (not in that order btw). 

The stream was a blast, although it was rather stressful as well. I got blessed with multiple raids, host and lurks as well as people actually chatting with me, trying to cheer me up and keep me awake. I enjoyed that a lot. I was about to do a section with a detailed report and shoutouts to everyone, but I’m not so sure if that’s what people would like to read and I also don’t remember everything properly right now.

I’d like to thank Queen_Gummybear, SeptumChild, PNGcat, Jail_07, Ruxa_TVLobsterpants98, Tessa (other link), MsNoxiDreuCheeseArrogantLifeFaustDaimosChyloRen, itzzRaveline, Butterscotch_27, Nickodimas, and MarsaOvO for the time they spent in the chat and for the support they gave me throughout the stream! 

I’d like to thank itzzRavelinePagan The Wanderer, and signup25 for the hosts!

I’d like to welcome in all the new people that followed and came in to the stream, was nice getting to know ya!

I’d like to thank Butterscotch27 and Nickodimas (again) for making a few hours of the stream even greater than the other ones. They sticked quite a lot of time through with me and were possibly one of the reasons why I didn’t give up during the whole duration even with my migraine coming back up and with me being so tired at some points.

In the future, I’ll be streaming more, I guess, but I’ll also try to post more on my blog, although I’ll probably limit to bi-weekly or monthly posts. As for reviews, I’ll soon post a review on Dungreed and one on Yonder: The Cloud Catcher Chronicles. 

If you’d like to see some of my first impressions of these two games, you should check out the vods on my channel

Either way, I hope you enjoyed this post. If not, that’s too bad, I guess. Uhm… anyways, have a nice day. I thought I’d summarize everything into one thing and well..