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jgalecki
searching Neon…
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1.
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by
jgalecki
9mo ago
This post rhymes with a great quote from Joseph Weizenbaum: "The myth of technological and political and social inevitability is a powerful tranquilizer of the conscience. Its service is to remove responsibility from the shoulders of e
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by
jgalecki
1y ago
Every day, I'm haunted by my ex. It's not Alice's fault, of course. In fact, when she found out about it, phrases like "obsessive creep" and "got what he fucking deserved" were thrown around. It was a raw
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by
jgalecki
1y ago
Each developer chooses their own engine, so we're all over the place. Godot seems like a consensus favorite, followed by Unity and Unreal. We also have devs who have made games in Construct 3 and one game that was (somehow) made in Hyp
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by
jgalecki
1y ago
Roguelike Celebration is, bar none, my favorite conference. It's such an enthusiastic mixture of ideas, techniques, and games history, and the group chat (sadly not preserved in the archived youtube talks) is high energy and hilarious.
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by
jgalecki
1y ago
Love the 'old console' dev scenes - the ways people deal with the hardware constraints are always so interesting. Making a rhythm game there sounds like a tricky problem. I'm not sure what audio demons you had to exorcise to
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Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
(github.com)
55 points
by
jgalecki
1y ago
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11 comments
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Game Design Perspective: Go
(pixelatedplaygrounds.com)
3 points
by
jgalecki
2y ago
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0 comments
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Addition with flamethrowers – why game devs don't unit test
(pixelatedplaygrounds.com)
44 points
by
jgalecki
2y ago
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95 comments
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by
jgalecki
4y ago
This is a topic that I'm pretty close to. After programming for four years in the Bay Area, I decided to become a nurse. I spent three and a half years bedside nursing before returning to coding: two and a half at the Cleveland Clinic
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by
jgalecki
5y ago
Exactly! A game designed around permadeath will try to keep things fresh for the player, through randomized proc-gen level design or through different character classes. Or, to put it another way, imagine Super Mario World with a single lif
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by
jgalecki
5y ago
It's interesting how shorter run-based gameplay impacts every aspect of play. It's like the difference between games with permadeath and games designed around permadeath. The former is a hardcore challenge, and the latter, I w
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by
jgalecki
5y ago
I'm working on my own indie game that's inspired by Stardew Valley, so I've done a good bit of looking at similar cozy farming games. I also wrote an analysis of Stardew's game design that was well-received on Hacker New
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Reviews of Fictinoal Video Games: April March
(pixelatedplaygrounds.com)
2 points
by
jgalecki
6y ago
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1 comments
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by
jgalecki
6y ago
Hey there, author here. We took a look at Rimworld on our podcast ( https://www.pixelatedplaygrounds.com/bookclub/rimworld - gif art by me). Loved that game - it was on my top 10 games list a couple years back. Its focu
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by
jgalecki
6y ago
Location: Cleveland Remote: Yes Willing to relocate: No Technologies: C#, C, C++, Ruby, Python, Postgres and MySQL, Unity Résumé/CV: https://docs.google.com/document/d/1MNj2wYX2umnrA6HznTT62xj4W0se
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by
jgalecki
15y ago
It seems to me as though the community would be better served by submitting each of these posts to HN separately. I found some of the mentioned posts to be very interesting, but the blog didn't talk much about the posts beyond giving a link
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by
jgalecki
16y ago
It's a good game and an interesting way to work on my typing. I only noticed that accurate typing gave a score multiplier around level 30. As a player, it would help to have more feedback on accuracy. As a quick suggestion, maybe some text