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Joined 1 year ago
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Cake day: July 5th, 2023

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  • And a big problem in this game is that it’s a pain to switch echoes all the time

    It really really is. It’s one of the things I noticed in the trailer and just hoped they would have a solution for once I got to play the game.

    The game has a hundred or so echoes, and you can solve puzzles in different ways, but some require a very specific echo and some require any, so you basically just use the same half dozen echoes. When you have to switch, it sucks, and so when you don’t have to switch you just spam water block or whatever.

    It seems like the devs just implemented the echo switching as is and assumed they’d fix it later… But they never did.

    It’s a fun game but the chances of me replaying it are near zero. Skyward Sword had a similar problem with Fi, although I understand they’ve mostly fix that in the remaster.







  • I really appreciate this post since I think many discussions about VPNs are misleading or treat them as a magic solution to all problems.

    I think you’ve given a fair outline of what a VPN.

    But, being the Internet, I have a few thoughts,

    Hiding your IP address: VPNs will replace your IP address with a random IP address assigned by the VPN provider.

    I don’t think the word “random” is needed. The IP address a VPN assigns is no more random than the IP address your ISP assigns. I think someone could see random and assume more security, which would be incorrect.

    IP addresses are usually static, meaning it never changes, but sometimes your ISP may assign you a dynamic IP address, which will change every few months or so.

    Last I knew ISPs still charged for static IP address, so most would be dynamic. Although often times a dynamic IP address is de facto static, since an ISP will never change it.

    If you open up ports on your router (for various purposes), it can leave your network vulnerable to certain attacks as long as the attackers know your public IP address.

    I think this should be a separate bullet point, since this is clearly security and not privacy. I think as a security point it needs further discussion. Really I imagine this only comes up in peer to peer connection scenarios. I don’t know if the denial of service attacks of old are still relevant.

    Encrypting your traffic: VPNs can allow your traffic to be encrypted, so that your ISP or other people connected to the same network can’t see which sites you visit or (in some cases) what data is sent. The reasons why this is important are too long to list, but you can work it out on your own.

    I think it’s important to clarify who you are encrypting your traffic from. Generally your traffic is already encrypted. DNS is often not encrypted.




  • Re turning off bot accounts, keep in mind labeled bots probably serve a specific purpose. So turning off bots can result in a poorer user experience.

    For example I have bot accounts that post weekly discussion threads for TV shows or discussion threads for films.

    If you turn off all bots then you’ll never see these discussion threads. (I’ve seen this happen, users starting a duplicate discussion thread because they hid all bot accounts.)

    I would recommend blocking bot accounts you find annoying vs blocking all bots.





  • I know that’s a direct quote from the developer, but I disagree that is what actually happened.

    The Animal Well journey began in two phases, Basso says: a quick stab at a Metroidvania-styled prototype in 2012, and a bespoke engine project that he took more seriously, which he began coding alone in 2014 during his day job’s off hours.

    It was 2017, and some of the design ideas from his 2012 Metroidvania lark had continued pulling on him, so Basso “wrote off” his 3D engine as “a learning experience” and started anew with 2D search action as a priority.

    It seems clear to me the prototype did more heavy lifting than he’s giving credit. He clearly had an established vision beginning with the prototype. He spent three years thinking 3D was the best way to achieve that goal, but that goal was clearly based on the prototype. At some point it was clear that 3D was drifting away from the core, so the switch to 2D and a renewed focus was the answer.

    It’s also clear that they had a distinct art style in mind from the start.

    For his new game, he wanted pixels to scale perfectly to a variety of common screen resolutions, along with visual effects that meshed well with his integer-scaled pixel art.

    And that existing engines couldn’t meet that distinct art style.

    That home-brew engine is what gives the game its unique look and can allow for unique game elements, but that initial prototype was clearly the guide.