The Witness has a lot of generative puzzles that I guess technically are replayable, but you can’t go back to before the moments of joy of discovery and that’s the core of what made that game incredible to me
The Witness has a lot of generative puzzles that I guess technically are replayable, but you can’t go back to before the moments of joy of discovery and that’s the core of what made that game incredible to me
Thanks for writing all this up! I have a friend group of mixed attention spans and this will be invaluable for next time. Asymmetric instruction is always such an uphill battle
Neon White isn’t necessarily low-poly, but it has a dreamcast early-2000’s vibe to the levels
If for any reason you wanted to stick with PHP, Symfony + Doctrine has been a delight to work with. For JS projects I pretty much always go Node for easy startup, but the frontend changes based on project needs and my whims.
Happy birthday! I hope the big screen experience was an excellent time
The new Futurama season dropped an Apple Maps punchline in the last episode that felt painfully out of date even for our timeline.
I thought the writing had been decent up to that point, which made me realize how bad public perception still must be (on a product that works great now, imo)
A problem with The Witness is that the game’s single biggest excitement comes from a twist that revealing completely spoils
spoiler
The environment puzzles
So it’s stuck in the position of letting 80% of its player base walk right past the best part, or preserving the moment of discovery.
I’m personally grateful it has the integrity to let me find it on my own, but it’s also a bummer since at least two of my friends beat it without ever realizing