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If you’ve got nothing constructive to say… don’t say anything? OP brings a lot of value in a style they like, your comment brings absolutely nothing.


Thank you for helping me out. Such comments are really depressing.


Ignore the troll that cries over Anya.


Real life feedback: drop the anime shit. It is way out of place. I'm not kidding.


I said what I said with purpose. I can't share this shit with anyone serious. It looks like someone who watches too much cartoon porn made this. I'm sorry these types of real life viewpoints offend you. I do sincerely suggest you reflect on what I am saying and consider it with weight.


Thanks for ur feedback on the project's visual style. Let me clarify a few things: First, associating an anime character, especially a minor, with inappropriate content is unfair and disrespectful to both the character and the original work. Second, this character wasn’t added by me—it was included by the previous developer who created these visualizations. As part of the open-source community, I believe it’s important to respect the project’s history and acknowledge their contributions. Lastly, I appreciate your perspective—it might highlight how cultural differences can shape perceptions, and I’ll pay attention to that in my subsequent work. That said, I also value maintaining the entertainment and avoiding overly dry or preachy content, which I think is equally important. This will likely be my final reply on this matter. Let’s focus on being open-minded and keeping the community peaceful. Thanks again for your support of the technical aspects of the project


Is it really cheating if they’re allowed to use online tools for their day to day?


It seems to be doing a redirect loop


Storing and streaming is an expensive model, and the subscription price is a premium in the majority of the world. It’s actually impressive that so much content (both incredible and bad) is available, for “free” to so many.

I’m an ideal world there would be no ads, but we don’t live in one.

If you have such disdain for ads you should probably pay the premium or not use YouTube.


Commenters like you are why people don’t give honest feedback. Why review something for free when someone like you is unable to accept honest feedback even if it is critical.


I’m pretty sure most spam senders black hole any response, the money is in the target clicking a link and no where else.


Don't most of the "nigerian-prince" type scams involve some kind of back-and-forth?


Using a link to a website to start the process


Look up 'pig butchering' when you get a chance. It is an elaborate process of convincing your mark to fall in love with your persona and asking them to send it money. It takes months to years to execute but marks end up losing their properties, retirement accounts, life savings, everything to it.


Hmm. I confess I don't often go into my spam folder but was just going from what I recall of the back-and-forths on https://www.419eater.com/html/letters.htm


I get a number of spam emails with no links. Just plain text, wanting a back and forth.


I suspect that’s more an attempt to warm up a domain/ip or something. Manually replying to emails wouldn’t scale


It’s serverless


For someone who doesn’t know much about this stuff, what does that mean?


Ignore them, it's unlikely they know what they're talking about at multiple levels


I took it as a joke about cloud marketing speak.


It’s my understanding that Reddit video was PoC’d by one person using aws lambda.

Severless often gets touted as being the best way of doing things rather than just a way. My comment was a dig at that.

But it seems like my comment somehow exposes multiple levels of ignorance, would love to know what they all are!


It was unclear to me that you were being tongue-in-cheek. Were you serious, I'd point out for starters that A. You probably don't know whether it's serverless currently and B. Even if it were it's not a particularly uniquely likely explanation for consistent latency at scale


Usually that it works via "functions" like aws lambda that don't maintain a long running process, but instead start a new process for every request.


my understanding is that in a serverless architecture the dev does not manage the server, there still is one but its managed via third party cloud services who expose basic server or database functions which your app can plug into.

think a "like count" database, it needs to increment and persist. Both very simple, and its implementation is entirely decoupled from the client implementation. Firebase would manage that for you, youd just call firebase functions instead of updating a database yourself.

note: i dont know if this is how tiktok works


It means it has no server.


Yes, no server. It runs somewhere up in the clouds!


That’s great if you’re the only person working on the code.

Not everyone is as diligent and not everyone will have thought through/remembered all those edge cases when they happen to end up maintaining/adding to your code.

Personally I find that tests are a great way to ensure all that hard work you did thinking about those edge cases isn’t wasted. That and manually testing stuff is annoying after the first time.


Things that either work or don't, don't really need tests. Things that have a ton of edge cases... you might spend ten times as long writing tests as writing the code. In a few cases it might be worth it. Like, I have a piece of hotel software that lets rates be set by the night plus peak extra rates over overlapping time periods, and has to delineate the nightly totals for a customer stay that crosses over lots of those. Lots of edge cases. I had that in production for 5 years before someone noticed that although the totals were right, if the very last night was at the default rate after coming off a peak rate, the line item wasn't printed on the bill. It was a simple case of greedily including one more segment in what was printed. Now... would a unit test have found that? You have to know exactly what you'd be looking for first. The test would have to be smarter than the person writing the code.


No, the test would not help to find it, but now you can write a test for that bug. Later, when you change something, related to this code or something unrelated, you can be sure it did not affect this part.

Tests are useful when you change code that is unrelated, but still somehow connected. You would never notice the issue as you don't manually try the unrelated code, but the test would catch it.

If you had unit/integration tests for all potential edgecases you came up with, you don't have to manually test that over and over.


yeah but because the code is segmented into very discrete functions... and it's quite easy to see their call chains...

Well, I get it. You're right in principle. The truth is, though, I have had to rewrite software from scratch in new languages every 10 years, and these sorts of bugs only appear a few times per decade. Once a piece of central business logic works, it usually works forever; a change to that central logic will of course require changes and tests across the whole system, from user inputs to annual reports, but that can't be helped. I suspect you'd then have to rewrite the unit tests, too.

It's probably true that when I die, most of my software will slowly wind down and eventually be abandoned. But also that's probably true even if I were to write a lot of tests.


> Now... would a unit test have found that? You have to know exactly what you'd be looking for first. The test would have to be smarter than the person writing the code.

This is a textbook example of something that property based testing can catch. Yes, the tests are smarter than the person that wrote the code. At least, smarter in a different way or maybe it’s that the people who wrote the property based testing framework are super smart.

Look up QuickCheck for the OG or property based testing + your language.

I don’t exactly understand your bug, but the way it would work is something like you’d make some generators that create night stays and rates and put those together into a bill. Then you test the property that the number of line items on the bill is the number of nights + number of discounts (or whatever is right). It will search to break this property and if it breaks it, find a minimal case. Seriously check it out, it’s perfect for this sort of thing.


> Not everyone is as diligent and not everyone will have thought through/remembered all those edge cases when they happen to end up maintaining/adding to your code.

Edge cases could be due to accidental complexity. In this case, the solution is to remove accidental complexity, not to freeze it forever in tests.

Edge cases could be due to essential complexity. In this case, if people are making changes without remembering them, it means they are changing code they don't understand. Sure, tests are making it easier. I don't want it to be easier.

> tests are a great way to ensure all that hard work you did thinking about those edge cases isn’t wasted

It is also a great way to ensure that your best talent is wasted on building guard rails.

Think about it: your best engineers are spending time making worst engineers more productive. And they are not even doing it through mentoring, so your worst engineers will remain where they are.


What’s the best way of monitoring suites? The built in report tool is amazing, but would love a solution that makes for easier analysis and maybe a closer integration with jira.


Although a great game, I’m not sure it can be considered a roguelike.


We need a law akin to Godwin's: if any online discussion continues long enough, someone will almost certainly argue about the definition of "roguelike."


It has the procedural generation and permanent death. I'd say it shares many characteristics, enough to be called a cousin at least.


When I think of a "roguelike", I think of a game that is played in "runs" where a run is typically 60 minutes or less, but completing a game round is not completing the entire game, as it will take several runs to unlock all the features and content. You are also generally not expected to be able to complete a run to the final boss in your first several attempts.

Hades, FTL, Vampire Survivors, Gunfire Reborn, and Crypt of the Necrodancer all satisfy these.

RimWorld is not at all a roguelike because a "run" can easily last hundreds of hours.


The classic roguelikes can take many hours to complete and do not have any kind of between-run unlocking. By some common definitions, unlockable content makes a game not a roguelike. I wouldn't go that far, but I'd never call Vampire Survivors a roguelike, either.


It's hard to say because the terms end up shifting to mean various things as the genre solidifies. I personally like using roguelite for games such as Hades, in which case the operating features are procedural generation, permadeath, and metaprogress with each run


I’ve used roguelite the same way. It’s definitely my preferred model for the space, mostly because I’m bad at games, so the meta progress gives me the feeling of progression without nearly so much work!


The design concept is absolutely perfect for working adults. Instead of having a session where you make slow progress on a very long adventure, you get an actual self-contained experience while also making some headway towards a larger goal each time.


You could make a case for the genre "re"solidifying, but roguelikes as a genre were hardly an indistinct vapour before this recent craze.


The strict roguelike fans would argue that these are in fact roguelites, since there is some (small) amount of carryover between runs. The more orthodox view is that every run starts from zero.


I'd also add that "rougelikes" heavily emphasize replayability (at least in my limited experience).

FTL and Slay the Spire are probably my top two favs in the genre.


None of the games you mention are roguelikes. Crypt of the Necrodancer is closest.


I would disagree. As a game dev, I'd argue that if players categorize a game as a roguelike, it's a roguelike. Language is not prescriptive.

They may be roguelikes with additional elements, but there's no one true definition of what a roguelike must be.

And yes, I'm aware of roguelites. The existence of a more specific piece of jargon does not invalidate the use of the more generic term.

Insisting on a narrow, historical use of language serves only the purpose of gatekeeping and pedantic "I know better than you" behaviors.


I don't think most roguelike players would describe those games as roguelikes, though.

The quintessential roguelikes are Nethack, Moria, Angband and AdoM. You're a @ fighting monsters represented by other ascii characters, in an environment (usually a dungeon, though AdoM expanded that) represented by ascii characters. Procedurally generated, turn-based, super deadly, very tactical, with an almost infinite amount of stuff you can find, use, or do. Playing all the way through the end is nearly impossible, would take many hours on a single run, but years to learn and master the game to the point that you can actually make it that far in a single run.

I can understand adding some graphics to the game (though I'm personally not a fan of that), and AdoM certainly showed how the genre can be stretched from a single dungeon to a landscape with multiple very different dungeons, but the further you move away from this core, the less roguelike the game becomes. Because it simply becomes less like the original game rogue (which nobody seems to have played).

I suppose 'roguelite' is a more suitable name for games that take some of the roguelike elements but not all of them, and make it into something completely different.


I play roguelikes like Hades. If you asked Hades players "is Hades a roguelike" I think most would say yes.

Language evolves. Rogue, Nethack, Angband, etc are now just a type of roguelike.


Why do you think a group of people who never played a roguelike (a term with an established meaning for decades) should be the ones to redefine what a term means?

The only people who use "roguelike" so loosely are people who never knew what it meant in the first place.


Ah, the No True Scotsman.

You seem to be under the (imo mistaken) impression that language is prescriptive. The idea that we define a term and then people will either use it "correctly" or gave stigma for being wrong.

Imo, language is descriptive - people use a word a certain way and the definition evolves to meet that usage.

Just like how "literally" means "figuratively" in some contexts. You might feel that's wrong, but fundamentally the language is being used that way.


Words can't just mean what anybody wants, whenever they want. Otherwise communication becomes impossible.

Define roguelike. You tell me what you think it means, and we will see if that definition is applied with consistency.

> Just like how "literally" means "figuratively" in some contexts. You might feel that's wrong, but fundamentally the language is being used that way.

Congratulations, you have discovered sarcasm. The meaning of literally is not different because people employ sarcasm. It means that they are being sarcastic. You literally can't be sarcastic if a word like "literally" doesn't have an agreed upon meaning.


Literally isn't always used in a sarcastic tone. "That was like, literally the biggest breakfast anyone has ever eaten!" Means it was a very large breakfast.

And words can change meaning to whatever is understandable. Definitions follow usage, not the other way around. Merriam Webster didn't write "yeet" down and then a bunch of teens started using it.


So do you actually have a definition for roguelike, or no?


Instead of repeatedly stating language is not prescriptive, just state your definition of a rogue like please…


A roguelike prominently and predominantly features some combination of most of the following:

1) Run based (re)play, typically starting from a weak state and moving into a strong state. Then restarting at that weak state many times.

2) Randomization of the run in upgrades, powers, environment, or choices. Thinking on your feet and dealing with the random. Typically, environmental randomization is necessary.

3) Permanent death within a run. No save scumming - if you die in a run you'll have to start another run

4) Some sort of meta progression, whether that's a home base the player returns to, or just the increased knowledge of game systems (like in Nethack)

5) A community consensus that the game is a roguelike.

6) Emergent gameplay from multiple overlapping systems, often interacting in unexpected ways

7) Exploration or selecting paths through an environment where progress in the game usually requires leaving familiar areas and entering unfamiliar ones

So rogue and Nethack meet all of those, absolutely. But so does Hades and Spelunky and binding of Isaac and Hades and FTL. Some games have roguelike elements, but are probably not roguelikes, say Inscryption.


By your definition, Fortnite is a roguelike.


It meets 1, 3, 4, and parts of 2. So no, I don't think it does. But battle Royale games do share a lot of DNA with roguelikes.


Four out of seven is MOST. "Parts of 2" is all that is required, because you used OR. And realistically, it meets 1, 2, 3, 4, and 7.

"Community consensus that it is a roguelike" is not a real definition, anyway. Did you think yourself particularly clever for coming up with that one?

Anyway, thank you for proving my point. Your inability to adequately "roguelike" demonstrates that, as I have been saying, it doesn't actually mean anything the way people use it.


I declare Tetris a platform game like Super Mario Bros. It's a multiplatform game with millions of ports, right?


Great. When a huge community agrees with you, I'm happy to update my mental language model.


The issue is not with players categorizing a game as a roguelike (or not), it’s developers categorizing their game as a marketing tactic. The way discovery works on a platform such as Steam, developers are incentivized to tick as many boxes as possible on the genre list in order to get their game seen by as many players as possible. In effect, this self-categorization lets developers dilute the meaning of genre labels in order to make money.

Roguelike just happened to be one of the genre labels with a long-standing and passionate community. Now the community members are everywhere speaking out against this dilution. This is not gatekeeping — anyone is welcome to play roguelikes — it’s preservation of the genre’s distinctiveness.


> it’s preservation of the genre’s distinctiveness.

This is literally gatekeeping. You are deciding which things may pass the gate.


Gatekeeping pertains to people, not things. If you have a rock n' roll club you're allowed to say that "Happy Birthday" is not a rock n' roll song. That's different from saying "people who like the Happy Birthday song aren't allowed in the club", which is gatekeeping.


Now you are gatekeeping the concept of gatekeeping, incredible.


[flagged]


> You woudln't call Sonic a racing game.

Funny you should say that, Sonic the Hedgehog 2 had a 2-player mode where you raced the other player to the end of the level.

And Sonic Team Racing is a thing, too.

But yes, I would not call the original Sonic game a racing game.


"Roguelike" is nowadays commonly defined by having a meta progression system (unlocks). Scroll through reviews of a game like Noita or DCSS (Dungeon Crawl Stone Soup) and you will see some people complaining the game doesn't have (enough) permanent unlocks.


I have no idea why you were down voted. Most folks I know who play roguelikes would agree with you.


Bullshit. That could put Zelda in the Roguelike genre while being just an action-adventure one.


My favorite part of Zelda games are the procedural dungeons, permanent death.


No one really knows what a roguelike is, yet it is repeated ad infinitum. If the general populace doesn't really know what a roguelike is, why not describe it with proper wording like:

mostly shallow content sold as something shiny in a repetitive way, lack of original story/background, time vampire if no proper checkpoint/save system in place.

The best egregious example of terrible game design is the game called Returnal where the game designers sentenced the player to recollect most of the items/loot upon failure because who knows why. This isn't a problem in itself if done properly, but why going through the same area again and again, why collect the proper weapon again if you fail at a boss, is just plain stupidity or malignancy.

So in essence a childish idiot sentences you to replay his "super creation" multiple times, because he thought that's cool. thank you.

you, the gamer, will come into this equation with your most precious resource: time. how do you want to spend your time? by repeating the same BORING shit or progressing and experiencing new, stimulating areas while a story is told to you?


It's pretty much a Dwarf Fortress clone.


Pretty much, just (imo) a lot more accessible and playable, but at the cost of depth. Literally, since it doesn't have Z axis (floors), lol.


It is. And they're both excellent games with their own appeal.


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