10,000 Matching Annotations
  1. Apr 2021
    1. This looks and feels like an Unreal Engine asset flip, where they slapped together a bunch of assets from the Unreal store and tried to call it their own game. Many of the game assets are very low quality. It's buggy and incomplete. That didn't stop the shady devs or their publishers from selling this in game bundles as a complete product. Extremely dodgy behavior there! Regardless, the (terrible) quality of this "game" speaks for itself. Impossible to recommend.
    1. Everything about this game is as simple as possible, down to the three main leads, their conversations, and even the plot—it may sound super exciting to go on an expedition under the ruins of a temple to find some ancient advanced machinery; but in reality, the whole thing is like a longer Saturday morning cartoon episode.
    1. Unstoppable CrapsterThis is crap shovelwareRe-skinned exact same other 10 games this sad excuse for a developer been farting out.No sound, no gameplay, no nothing.Can't press two buttons at the same time like jump and move.Plays like sonic the hedgehog just had sex with painbrushWhile having a stroke, heart attack and anal prolapse at the same time.Don't support this developer.Steam get your sh!t together, start filtering out this crap.
    1. I would love to ask devs what the ****. It used to be a not bad puzzler with crappy movement, but it had to be at least a bit interesting if my Steam counter shows 5 hours. Now it is a crap.There is nothing left from the previous version - except the fact that the main character is a robot. Earlier the game looked like a bad retro, and now it looks like sweet flood. The robot moves extremely slowly now and, what's worse, it seems that it has the same levels as a game that used to be called "Abrix for kids".Achievements were reset and the new ones are broken, so it is enough to make a step to achieve 1000 steps, move a block one to get a 1000 moved blocks achievement and same with destroying blocks. I think it is even better this way. No one has to play it more than few minutes.It is sad what happened with Abrix. Avoid it.
    2. There is a bare-bones attempt at a game, and they've really tried milking this cash cow as there are multiple variations from the basic game engine they've established. I don't find the game to be interesting, fun, engaging, or enjoyable. I suppose it did generate one solid puzzle for me though. How does it have anything other than negative as its overall review score?
    3. P.S. We deleted your old achievements & gave you new ones to obtain!It's nice to see a developer wanting to improve, unfortunately i took it as a slap in the face since the hours spent obtaining the previous achievements were thrown in the trash and replaced with new ones. Which isn't the most horrible thing in the world but feels like a hidden agenda to push you towards buying Lollipops with the new limited lives and waiting for them to regenerate.
    4. These lazy and/or idiotic hacks uploaded the exact same game to Steam THREE TIMES, charging separately for each, and including microtransactions in each. This appears to be a botched attempt at content tiers, but they all have the same number of levels, which makes this the premium version for true Abrix fans! They even threw in some one time use powerups AND six achievements instead of one, so you really get your moneys worth.
    1. Piano Cat is a challenging rhythm-based platformer game where you [...] jump to the beat [...].No, no, no, just no. This game has nothing to do with rhythm or doing something in sync to the music. If you try to do that, you will fail, a lot. In order to beat the stages you have to mute or ignore the music, ignore the obstacles and only look out for the buttons you have to press. When they light up green, you press the button. This means that you have to press them always too early to the action, ahead of time. If you try to time it to the music, it will be too late and not count. If you are good in these kind of games, this will totally throw you off here.The graphic are nice, the music is ok, but it does a terrible job in having rhythm based gameplay.
    1. The game consist of many unique elements like a switchable fireball gun / laser switcher, time turning platforms, rotating / sequential lasers, floating ball shooting enemies, wall of death.
    1. Playing the game reminds me of when Han Solo has to maneuver in an asteroid field and C3PO says "Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
    1. We haven’t imported this board game before. Typically there are customs hurdles the first time cargo clear customs officers. While we have extensively planned around these delays and have budgeted for them extensively in our milestones tracker, the fact remains that customs remains unpredictable.
    2. Enter 2020: Matt and Jordan managed to scrape together some illustrations for playtesting, but they weren’t up to the bar of a production game. Fortunately, we connected through friends with Jaehee, and she cautiously listened to the pitch for the game. Once she decided to join the team, the artwork and designs quality improved by orders of magnitude, to the point where we had an experience we felt was worthwhile sharing publicly.
    1. We will dispatch rewards from our factory to our FOUR 3rd party fulfillment centers, to keep things as friendly* as possible worldwide in accordance with all worldwide laws. *"Friendly" to us means: We will collect and pay VAT/Taxes upon importing to our  fulfilment centers on everyone's behalf so we can send your rewards DDP vs DAP.  If we were not "Friendly" - we would send games direct (DAP) and you would have to pay VAT and admin fees as well as a postal fee to "pick up" your reward locally - vs DDP where that is all done for you and the reward is delivered to your doorstep, "friendly".  It costs lots of money to ship 4 containers to 4 different fulfilment centers - but we do that in an effort to help our backers and to be *friendly.
    2. As of Jan 1, 2021 many countries now require KS creators to show Shipping AND VAT/Fees/Taxes on Kickstarter Rewards - not just 1 price for "shipping". So we will do that in our Pledge Manager, after the campaign. Yea, we know...this sucks and is against everything Kickstarter used to be about (the world now views KS as a store, not as a creative platform sending rewards to backers for helping bring the vision to life)
    1. For instance, when you see a door handle, you assume its function is to open a door. When you see a light switch, you assume it can be flicked to turn on a light. When looking at a chair, you know it can be sat in. All of these are affordances. Don Norman refers to affordances as relationships in his book The Design of Everyday Things. He goes on to say that, “when affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed.”
    1. Requirement #2 contains an unwarranted assumption. The body needs to flow not around the sidebar, but around the sidebar's position. That may seem like splitting hairs, but it isn't -- because what if there were something floated where we want to put the sidebar? The body would flow around that space. If we could put the sidebar in that same location, we'd have a solution.
    1. I respectfully disagree with your assessment. You are referencing the quote "It's not appropriate to use the aside element just for parentheticals, since those are part of the main flow of the document." However the OP specifically said that they are looking for a semantic element for "a note that may be useful to read at a given point of a tutorial, but is not part of the main tutorial flow". That is what "aside" is for. It's not part of the main content flow.

      That's a tough one. I can see it both ways.

    2. <aside> is appropriate if the side note "could be considered separate from the content"

      From a programmer's perspective:

      • It shouldn't be in an <aside>, if it is actually directly about what is in <main>
      • An <aside> should be able to be evaluated on its own, (almost entirely) in isolation from, and not dependent on anything in, the <main> content. This could be especially important/relevant for screen readers.
  2. www.thefreedictionary.com www.thefreedictionary.com
    1. Tangentially is defined as briefly mentioning a subject but not going into it in detail, or is defined as going off in a different direction.

      in the case of

      briefly mentioning a subject but not going into it in detail the topic/subject need not be related at all (it sounds like).

      What about in the case fo:

      is defined as going off in a different direction. Does the fact that it's going off in a different direction imply that it at least starts out connected/related to the original (starting point) subject (as it does in the geometry sense of tangential)? Or does it permit "jumping" to another topic (in another direction) without being related/connected at all??

      I don't think I like this definition very much. It doesn't quite fit the sense I'm trying to use it for in my tag:

      tangentially related content (aside)

      Ah, here's a definition that matches what I thought it meant (one of the senses anyway): https://hyp.is/3Bn2bpZ7Eeu3Ok8vg03AVA/www.merriam-webster.com/dictionary/tangential

    1. Now VS Code's generic debugger UI supports all data breakpoint access types defined in the Debug Adapter Protocol as context menu actions in the VARIABLES view: Break on Value Read: breakpoint will be hit every time a variable gets read. Break on Value Change: breakpoint will be hit every time a variable gets changed (this action was previously available). Break on Value Access: breakpoint will be hit every time a variable is read or changed.
    1. It feels like it was thrown together in a weekend using parts from "Think To Die" since even the successful act of feeding your chickens has the same blood-splatter-on-camera-lens that you would get from scoring in Think To Die where your goal is to kill all of your people as opposed to this where you are feeding animals, so what's with the blood splatter? It just shows a lack of attention to detail.
    2. The blood when you get the animal to food is really off putting. It doesn't make sense, is the player suppose to be eating the animal once you get it to food? If the dev just removed that it would make this game MUCH MUCH better.
    1. The problem is the 'power-ups' (aka cheats?): the ice cubes, bombs, and especially the teleports. They seem needed to solve some levels (at least for 3 stars completion), but because they are widely available (5 of each / level) they are completely overpowered. Why would you try to solve a level without them, when you can use them? It removes the incentive to actually solve the puzzles the hard way. It breaks the game. Shame.
    1. This is an unfinished/abandoned 2D "diving" game (basically a flyer/"platformer") where you swim through an underwater maze and collect various objects. The game wasn't finished, it's clunky, and lacks polish. The developer dumped it on Steam as a quick cash grab and ran. This should be removed from Steam until completed (if ever). I can't recommend incomplete games,
    1. A Game-design MasterpieceTake one simple game mechanic, and make the absolute most of it – that's exactly what the developers of Jim is Moving Out did, and it worked really well! The core of this game is stunningly simple: a few little boxes (furniture) inside a big box (Jim's house), one or two flying fellas (the players) and a physics engine. Think about the most creative ways you could make this into a game. Anything you think about, this game did it. What if you had to squeeze through narrow holes without breaking too much furniture? It's in the game. What if the room had wheels? Yep, it's there too. What if one of the walls was missing and you had to avoid losing the furniture? The whole co-op is about this. Zero gravity? Yes, even that is in the game.
    1. I must say I am quite surprised by so many negative reviews. To me this little game is pure genius. There's something about it you just can't put your finger on... something strange, hard to define. The premise is utterly simple - roll left or right - but the game keeps adding new possibilities every level. And it doesn't make a fuzz about it. "Here's something completely new, it's there, who cares". The mechanics and physics are spot on and the game explores them brilliantly. Visually it's beautiful and the characters you interact with are strange and fascinating. A feeling of novelty and discovery permeates the game from start to finish.Here's my suggestion: watch some videos of the gameplay and see if it bothers you. If not, go for it, for you've barely seen the tip of the iceberg.
    1. {Graphics}☐ Great - ☐ Good - ☑ Simple - ☐ Bad{Gameplay}☐ Great - ☑ Good - ☐ Meh - ☐ Unplayable{Audio}☐ Great - ☑ Good - ☐ Nothing Special -☐ Bad{Audience}☑ Kids - ☑ Teens - ☑ Adults{Difficulty} ☐ Too easy -☑ Just Right - ☐ Easy to Play/Hard to Master - ☐ Too Hard{Story}☐ Great - ☐ Good -☐ Simple - ☐ Barely a Story - ☑ No Story{Game Time}☐ 100+ - ☐ 61-99 - ☐ 39-60 - ☐ 11-30 -☑ 0-10 {Overall}Very enjoyable Chess Puzzle Game that should appeal to both Chess and Puzzle Gamers.
    1. Academy Games has always prided itself in the quality of its rules. Most of our rules are taught in stages, allowing you to start playing as soon as possible without needing to read everything. We are very careful about the order we teach rules and rely heavily on graphics and pictures to facilitate understanding. We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules.
    2. During development, we are constantly trying new and diverse game mechanics. The game's rules can change hour to hour as we test which ideas work best. Rules start out as just ideas and we record which ideas work and which ones don't. This forms the first development ruleset which is essentially a change log that notes why ideas do or don't. As the rules are consolidated, there are rarely any pictures to indicate what a rule is referring to,  since prototype art is also changing constantly. Terminology can also change section to section as we explore what wording works best. This makes the development rules impossible to understand for anyone other than the development team.
    3. We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules. For these reason, we generally don't start laying out the final rulebook until production art is complete. Writing and laying out a 20 page rule book like this generally takes about 3 months from start to finish, usually requiring a complete rewrite or two, and involves dozens of editors.