

I installed it yesterday, and the biggest issue I’m having is envisioning what a mature project would look like in it. I have not gone looking for examples like that, but if you know of any, i’d love to see some.


I installed it yesterday, and the biggest issue I’m having is envisioning what a mature project would look like in it. I have not gone looking for examples like that, but if you know of any, i’d love to see some.


I avoided that show for years because it looked like a typical raunchy adult cartoon.
I was very wrong.


Death’s Door was fun, but not nearly as creative and fresh as TUNIC. The puzzles in that game can never be repeated without being obvious. And I’m not talking about the language. You don’t need to decipher the language at all to complete the game.


The answer is directly proportional to how developed the countries are where they were born.
I pushed my team to use trunk based development. We did cherry-picks from trunk to release branches for a couple years with no issues. Since then, I’ve written a GitHub action that automates the cherry-picks based on tickets in the commit messages.
But even before the automation, it drastically improved our dev processes.
We weren’t on Git Flow exactly, but it was a bastardized version of it.
Having used TBD successfully for like 5-6 years now. I can’t imagine using Git Flow.


I used infinite stamina for the last boss. I think I could have beaten it without that, but I probably would’ve gotten too frustrated and it would’ve taken forever.


To me, the soulsy-ness of it is mostly skin deep. Yes, the combat can be challenging (mainly the bosses), but there are accessibility options to make it a lot easier.


I liked Death’s Door. TUNIC is far better, IMO.


It looks like a cutesy Zelda clone, but it’s so much more than that. It’s dark with extremely atmospheric music. It is a “knowledge-based” game, with metroidvania/Zelda aspects.
The puzzles are phenomenal, and I don’t think it can ever be replicated.


Knowing Tim Heidecker, that’s probably exactly what they were going for.


I watched Big Fan around the time it came out and I remember liking it a lot.


I recently played a roguelike minesweeper that was really interesting https://store.steampowered.com/app/3719980/BroomSweeper_Demo/
You’re just driving my point home.
There’s really no reason for you to act like this. This kind of snark doesn’t endear you to anyone and it doesn’t help good faith conversion.
I think you dramatically don’t understand how different other people are compared to you. Either that, or you lack empathy. I can’t think of any other reasons why you would distrust and dismiss their reasoning.


I really wanted to switch to nvim. I learned and setup kickstart. Got some new things installed. Learned how Java and Kotlin dev isn’t well supported.
I then learned how to make IdeaVim work better for me. And that’s where I’m at.


It doesn’t. The knife is actually really, really cool. I’d heard about it a few months ago and if I had the disposable cash, I’d by one.


Machine learning is not viable for anything other than simpler 2d games or small segments of more complex games. The training required to get good results on that is intense already.


Also, this isn’t possible with current or even next gen tech, unless they literally script the “AI” responses to all available situations which would be infeasible.
LLMs can’t reason or handle complex situations. They are text auto complete programs or image generation programs.
AntiX is nothing like Omarchy from my quick look at it. It’s Debian vs Arch (btw) and systemd-free.
No, what I’m looking for is an example of a project in Voiden that is mature. As-in, a project that a team has been collaborating on for a while.
So how does a team structure their project in Voiden efficiently.