Quotehazards that move around and threaten the player- "hazards that move around" describe a thing that can be defined in code.
QuoteA player-aware hazard that chases the player is easy to avoid, while player-indifferent hazards can often be ignored if you're standing still; mix the two, and the chasing hazard will force the player to move and engage with the other hazards.- "A player-aware hazard" and "player-indifferent hazards" are defined earlier in mechanical terms; their movement is or is not influenced by player position (even here, 'indifferent' as a word carries a whiff of intentionality or sentience)
QuoteAvoiders should demand the player's attention^an even more explicit framing of the game animating the player.
Quoteshort, arcadey mini-games about avoiding obstacles in claustrophobic spaces.
Quote from: droqen on July 30, 2026, 03:43:54 PM
- gameplay (forever) is badly designed
- gameplay (forever) is badly designed on purpose
- there [is] no rhyme or reason to what blocks appear where in gameplay (forever)
- gameplay (forever) generates impossible situations to climb through
- gameplay (forever) is one of a number of "lackluster parodies of better games"
- gameplay (forever) is asking why anyone would bother with it
QuoteThe End of Gameplay gives the audience lackluster parodies of better games and asks why anyone would bother with them.
if rows > 10:
if randf() < 0.02: randomtile = 35 # poison
if rows > 50:
if randf() < 0.08: randomtile = 35 # poison