grungler & proud
Stay Calm
Be Kind
Be Aware
(they/it)
Mastodon: https://mastodon.gamedev.place/@germ
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
their idea for lowering costs: i really dont know maybe reduce demand what if more people died earlier or didt go to the doctor
their idea for lowering costs: i really dont know maybe reduce demand what if more people died earlier or didt go to the doctor
A friend points out that the median *mobile* page is now larger than a copy of DOOM (2.6 MiB vs. 2.48 MiB), the 75th percentile page is more than 2 DOOMs, and the P90 mobile page is 4.5x the size of DOOM:
httparchive.org/reports/page...
A friend points out that the median *mobile* page is now larger than a copy of DOOM (2.6 MiB vs. 2.48 MiB), the 75th percentile page is more than 2 DOOMs, and the P90 mobile page is 4.5x the size of DOOM:
httparchive.org/reports/page...
"Remember, adults don't need gifts. Focus on the people in your life who are aged 3 to 18. Grandma doesn't need slippers. If they don't live by you, don't get them a gift."