431 karma · joined July 22, 2015
More than most other mobile games with good touch controls, the Zen Bound games really took advantage of the tactile nature of current mobile devices and their touch interfaces.
Aside from the mechanics, they were also pretty relaxing, while some of the levels managed to be simultaneously challenging while remaining completely passive. A very gentle and non-frustrating form of challenging that not many games manage to achieve.
I don't think Zen Bound gets enough praise as a game that is unique both from a gameplay perspective and how well it relies on the interface of the underlying device.
- The knowledge that there is often no physical, tangible output to your work (as XKCD put it, you press buttons to make a pattern of lights change until it's "correct")
- The damage done to your body from sitting at a desk for most hours of the day
- The knowledge that, in some areas of some countries, billions of dollars are invested in what are essentially clones of existing "social" tools that while promising to connect us actually manage to isolate us, and that the whole concept of "value" seems a bit screwed when you focus on these examples
Oops! Sorry, I thought the article was "worst part about being a Software Engineer". Best bits?
- I get to browse HN from my desk while my code is compiling
Reddit caters to, essentially, everyone, by allowing users to create separate topic groups, while HN is a single collective forum for tech-y/science-y/thing-of-general-interest-y type news.
Looking at 5:2 simply as a "pattern of eating", however, makes it easier to consider not only the apparent health changes but also other potential benefits, including:
- Reduction of IGF-1 - Prolonged period of not eating as a means to promote cell repair - Shining a light on the cultural norms around eating three square meals a day with/without snacks in between.
After watching the documentary it seems like 5:2 may be more than just another "fad" diet.
Not dismissing the article itself, but it's definitely a pattern on HN.
If you don't already know what you'd like to watch then perhaps you'd be better off finding something else to do that you enjoy (aside from those times when you genuinely do just want to crash and not think too much).
If you don't already know about it, you may want to check out the book Finnegan's Wake :)
Joking aside, I think you're right that there should be some kind of notice somewhere, in-game or out (even on the Steam page) that indicates that some parts of the game are difficult or inaccessible for players with a degree of hearing loss.
Even better might be to have an option in the game that turns on an additional visual cue that could augment whatever the original audio cue was. Actually designing it to make sense in the same way would of course be difficult, but I don't doubt that there are enough players that would appreciate that option.
I understand your point about filler, but the puzzles are the game, and if you're enjoying them then it probably doesn't come across as filler, just more to get stuck in with (though I do wonder whether so many slight variations on a theme are required in certain areas).
Hyped it may be, but that doesn't mean that you absolutely have to enjoy it at all costs. There are other games, and other developers :)
If you're spending the majority of your Internet time researching a specific topic, or interacting with others online about that topic, or something you're specifically interested in, then there's not really a problem. As you say, the alternative is spending time offline focused on something else, and neither online nor offline is inherently bad.
It's only bad if you're online and you want to be e.g. watching a Coursera video or having a language lesson over Skype, etc., and the incoming Facebook chat messages, tweets and Slack notifications are constantly pulling away from your intended purpose.
An open world puzzle game seems exactly like the kind of thing that might gratify one's intellectual curiosity. Plus it does make a nice change from reading the latest thing about React ;)
Looking through some of the positive and negative reviews, it seems like the positive reviews are fairly short and don't say much about the game, while the negative reviews are longer and the reviewers do mention what they thought did and didn't work about the game, so the longer reviews that have a negative opinion end up being the most helpful. Just telling someone you liked something isn't going to cut it for everyone.
I can only guess that everyone who wanted to write a more in-depth positive review was just so keen to get back to playing the game that they cut their review short ;)
The most recent post was http://blog.steinberg.net/2015/12/development-diary-part-12/
No disclaimers; I'm not affiliated with the product. Just a keen reader of the development diary.
There's an incredible amount of churn in the web languages/frameworks arena. A few years ago it seemed like every week another PHP "MVC" framework was released with exactly the same features as the last one, but with claims that it was faster, more robust, more extensible, and so on. At one point the "big players" were CakePHP and CodeIgniter. Now they seem to be Symfony and Laravel, but feature-wise there doesn't seem to be a huge amount of difference to how your application is structured in these particular frameworks.
Now the churn seems to have shifted away from PHP to JS and JS build systems, and lo and behold we have Imba, "a new programming language for the web".
Sometimes these tools offer clear advantages, other times not so. But often the lifespan on these seems to be less than a year. Everyone is excited about Backbone for six months, until Ember comes out and now no one talks about Backbone. But then Angular comes out and no-one talks about Ember. Investing time in learning any new tool can feel like a huge waste of time when there's a high chance that said tool will disappear a year or so down the line.
Moving this away from the land of web, a new language should at the very least offer a new perspective on something, for example Rust's approach to memory management is intriguing enough for it to potentially be worthwhile.
I like learning new skills and techniques. A language with a different syntax and some sugar-coating that is fundamentally the same as something I already know isn't that.
But maybe I'm just bitter ;)
Of course, just because your program never found the right numbers, doesn't mean it couldn't. People do win...