Programmer, likes video games. Will make a video games someday. Respect trans people or die by my sword.
But in the meantime, I'm very happy to have my name (and PMG's) attached to today's pledge from @nogamesforgenocide.com.
We’ve provided concrete actions everyone can take. Sign here: nogamesforgenocide.com
But in the meantime, I'm very happy to have my name (and PMG's) attached to today's pledge from @nogamesforgenocide.com.
Neither of those are inherently worthy of being called slop. You really gotta earn that title by being low-quality, low effort products of greed and laziness.
Neither of those are inherently worthy of being called slop. You really gotta earn that title by being low-quality, low effort products of greed and laziness.
Creators must not upload post, upload, or share Content that depicts, advertises, promotes, encourages, facilitates, or solicits (real, simulated, or implied):
- role playing games (they are doorways to danger!)
- astrology
- playing a record backwards to hear "satan is lord!"
Creators must not upload post, upload, or share Content that depicts, advertises, promotes, encourages, facilitates, or solicits (real, simulated, or implied):
- role playing games (they are doorways to danger!)
- astrology
- playing a record backwards to hear "satan is lord!"
You better not cry
You better not pout
I'm telling you why
Sexy singles in your area
You better not cry
You better not pout
I'm telling you why
Sexy singles in your area
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Arcade games had a relatively granular difficulty option via credit feeding and it played a big part in them written off as "button mashers"/"quarter munchers".
Arcade games had a relatively granular difficulty option via credit feeding and it played a big part in them written off as "button mashers"/"quarter munchers".