Tux ain't on Mastodon so enjoy this high effort TF shitpost they made cuz it manages to be both funny and vibes.
She was already planning on taking a shower, but the juxtaposition with finding out about Homestuck was really funny to me
Lot 291. Dimensionally spliced copy of “The Invention of Love” and “Rock ‘n’ Roll,” by Tom Stoppard (1997/2006). Very good condition. Please note this item is a basilisk for digital point-of-sale technology.
Beim #KaffeeImGarten eine Entdeckung! @Hagukh bist du schon wach? Da ist was rotes zwischen meinen #Flechten🧐
Und auch ohne rot bleibt das herrlich und Grund zur Freude. Diese ganze Flechtenwelt existiert übrigens auf längst abgestorbenen Fliederästen und -zweigen. Nun gesellt sich auch #Moos dazu.
I think the main thing people get wrong in game design is randomness. Randomness plays a big part in game design, obviously, but like anything has its time and place. I'll often see something like this:
Something players can do against an enemy is too effective and makes the game too easy. The designer comes up with a counter the enemy can do to make it harder, and when the player tries to do the OP thing has the counter trigger randomly
This is bad design because it will confuse and frustrate players. Players assume when something leads to a bad outcome there was something they could have done to prevent it. When the counter happens randomly, ie sometimes their action succeeds and sometimes it fails they'll assume there was something they did to cause the failure
They'll try and find out what they're doing wrong, but won't find any pattern (since there is none) and as a result get frustrated with trying to figure it out
Trans woman, bisexual, someone's fiancée, forever a programmer, poly, and former total mess