QuoteIn an angel dances in the sparks of a bonfire (aka angel game), a timer spawns two sparks, then resets to a random interval between one and zero. The result is uneven, unpredictable clumps of sparks - sometimes massive, dense waves, sometimes a sparse handful. This feels very different! It isn't fair, but it's fun.
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.