Recent submissions

Comment · 5 hours ago
Not because of Captain Sisko?
Comment · 17 days ago
So one thing I've been wondering is: The Witness had one aspect in it (which I won't spoil) that I thought was mindblowing and was a large part of what I felt made the game great. So far I've not seen any suggestions that OotSS has anything like that. Have you seen anything in the game that goes beyond "I'm signing up for 500 hours of Sokoban"?
Comment · 1 month ago
One small but charming game is Urbek City Builder. Has voxel graphics and less of a simulation and more of a radius placement system. Not very well known but it's one I've really enjoyed.
Comment · 1 month ago
Same experience here. Amazing first run, but it's not really a city-builder you replay constantly, it's more of a solved puzzle game once you finish the run. Definitely worth playing though.
Comment · 1 month ago
You need to add Chess-Network to your usual suspects.
Comment · 4 months ago
The London Underground have been doing it in reverse for a long time. "There is good service on the Piccadilly line."
Comment · 5 months ago
I would argue that even the basic concept behind STL is misguided. The rationale I often see is "you only need N algorithms for M container type, instead of N*M". This ignores the fact that algorithms and data structures are not independent of each other, and also that most of the time these days you're operating on vectors, so M ~= 1.

Case in point: list::sort. You don't want to try running quicksort on a linked list. Or remove_if: great we've abstracted the difficult task of removing things without erasing them, except we can't do it on maps. (C++20 seems to add an erase_if, apparently admitting that the two-step remove/erase is silly).

Then there's the fact that C++ iterators are basically pointers into the data structure, where for vectors (your common case) you'd do much better with index/container pairs, both for stability and bounds checking.

Comment · 5 months ago
I had a chemistry teacher who told us that hydrogen reacts violently with oxygen, and this is how the hydrogen bomb works.
Comment · 8 months ago
A brand new pair of brogues, rattlin' o'er the bogs...
Comment · 11 months ago
There's this: https://www.ifwiki.org/ZILF https://zilf.io/

Although I haven't played with it and can't tell you whether it can compile the open source Zork.

Comment · 1 year ago
"if let" just breaks my brain, it feels backwards to me and takes me a minute each time to work out what's going on. In 40 years of programming I've never seen a syntactic construct that I found less intuitive. And it would probably be easily fixable, if it was more along the lines of "if x matches Some(let z)".
Comment · 1 year ago
Same here. Hollow Knight was simply wonderful - the graphics, the music, the characters, the boss fight designs, the melancholic feeling of the world. It's hard to say whether it was my best gaming experience ever because there's stiff competition, but it's definitely in the nominees. And I only heard about it way after the Kickstarter campaign.
Comment · 1 year ago
It is that bad, at least for me. I enjoyed the first 8 hours of Silksong, but it turned very quickly after that because the punishments were just completely outweighing the rewards. No health upgrade in that time, no meaningful combat upgrade, and just an endless amount of bullshit.

Like those birds that will always mirror your movement to stay just out of reach, move erratically otherwise so you're guaranteed not to get a hit in (forget about hitting them with your spear when they're in the air), and just when you managed to get under them where you might be able to land a hit they'll drop down on you to deal contact damage and flutter away again.

10 hours in, and I've not even started the game since Saturday afternoon, when I was expecting not to be able to drag myself away from it (being a huge fan of the first Hollow Knight).

Comment · 1 year ago
With everything doing 2 points of damage, including environmental hazards, the player is at effectively 2.5 hitpoints for a large majority of Act 1, as opposed to 5 in Hollow Knight. This changes the feeling of the game from "oh, a challenge, let's see what will happen and I'll learn" to "shit, a new room, I don't want to explore because I'll just get killed, where was the last bench, can I even get back here?"
Comment · 1 year ago
It was slightly more fiery than a mere "observation", hence "anomaly".

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