For an extra challenge, I try to solve it without looking at the clues, and only using the theme. (some themes are harder than others) Though if a word turns orange, I sort of glance at the clues to see whether it's the wrong direction or built incorrectly. Maybe they could be different colours, like red/orange? Thanks for making it!
I usually solve the across words with the clues and then try to do the down words without the clues.
It would be nice if the board were a little bigger to give you more room to try and organize the wordlets (not sure what to call the letter groups?) and try different arrangements.
Oh that's an interesting play style! It's fun to learn about the challenges players layer on to the base game.
Good feedback about the board size... that's tricky. The problem is that many people play on their phones with small screens. If I increase the grid size then each individual tile shrinks. In my testing that can make it harder for people with poor vision to read the tiles and also make it harder to use the touch controls.
But, I agree on desktop it would be really nice to have more space. I may explore letting people configure the grid size when they submit custom puzzles and use that as a test of larger grids!
I was thinking of the board game "Timeline". This one is from 2012, but if you search BGG for Timeline, you'll find lots of different versions for different countries and specializations.
The blink tag was, of course, much hated back in the day, so as an experiment, I took the binary of whatever browser I was using (Netscape, I guess), searched for "blink", and changed it to "blonk". Tada, no more blinking!
Binary editing was/is good fun. I remember replacing "__gnu_warning" with "__gnu_whining" to quiet some dumb nannying around gets(). Yeah, sure, buffer overruns, but if I'm writing some throwaway program, I can just not overrun the buffer.
I do this kind of thing with the Slack client (a silver lining of Electron apps: it’s dead simple) so that I can kill features I don’t like, such as hiding notifications or stopping the signal that I’m writing a message.
The guys who created Space Quest kickstarted another sci-fi comedy adventure game... 13 years ago. It went (and is still going) poorly, and Kotaku just posted about the ordeal today:
I’ve been waiting 13 years and just received a Steam early access code a few days ago. Someone did some regression analysis a while back based on average kickstarter demographics and estimated that 25% of the people who kickstarted the project are already dead. 13 years feels like a lifetime ago. I’m grateful they kept chipping away at the game instead of walking away, but it has been disappointing.
The money must have run out ages ago, right? So it has to have been a huge burden for the Two Guys. I don't envy them. And it seems the Early Access game they finally released is broken and not very good.
I've read an article that guesses they must have attempted changing Unity versions at least a couple of times, partly because they couldn't figure out how to solve a savegame bug (still not working right!).
25%? Wow. That seems high, but when you consider we were backing a game based on the popularity of a now almost-40-year-old franchise, it seems a bit more reasonable.
To be honest I'm not sure I want to relive that era; my memories of it are some of the fondest, but I don't think I'd like to play these games nowadays (it's been a while since I replayed them using DOSBox or ScummVM!).
Back when I was using CodeWarrior to make a game for PlayStation 2, I found a compiler bug, but fortunately, it was one where it gave an error on valid code, rather than generating bad output. I can't remember the details, but I had some sort of equation that my co-workers agreed should have compiled with no problems. I was able to rewrite it a little to get the result I wanted without triggering any compiler errors.
Mac developers who used CodeWarrior on its native platform from the PowerPC System 7 through Mac OS 9 era (so 1993-2001) generally consider it a fine compiler and the best IDE ever made.
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