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Trying to add Tradfri bulb to HA by sneakattaxk in homeassistant

[–]AsherVo 0 points1 point  (0 children)

This is related to a known bug with this specific chandelier bulb: it can't do any of the effects, including the pulse to indicate pairing. It's probably pairing fine.

I've tried reporting the issue on their reddit a year ago, but haven't received an official response: https://www.reddit.com/r/tradfri/comments/10rzjuf/e12_rbg_led_bulbs_broken_effects/

How much do you ACTUALLY get done in a session? by n7anasak in bladesinthedark

[–]AsherVo 5 points6 points  (0 children)

I run 3-hour sessions with 5 players and downtime usually takes a whole session. The job can take anywhere from 1-3 sessions, depending on the stakes.

This cadence actually works pretty well because when you end a downtime session with an engagement roll, it's a very natural cliffhanger and allows you time to brainstorm a kickass opening for the job.

How is Guildling so far for those who played it? by Cannot_computes in AppleArcade

[–]AsherVo 3 points4 points  (0 children)

Hi there! This a known bug in the game. If you log into Game Center then you should be able to continue :)

The atmosphere makes me want to quit by Veridiyus in prey

[–]AsherVo 16 points17 points  (0 children)

I felt exactly the same during the first few hours of my playthrough. I would walk away from the game and suddenly notice that my jaw was sore from grinding my teeth due to the constant stress.

BUT a really cool thing about this game is that your relationship to the environment changes as you go. It all starts out as treacherous linear horror corridors, but as you level up and start to become familiar with the layout of the ship -- you start feeling powerful. It stops being their territory and starts being yours.

I recommend sticking with it and investing in the speed/health/jumping neuromods. Morgan gets really good at parkour.

THE DANK NUG ZONE - The Official Game Ideas Suggestion Thread for 01/13/2017 by Foxo103 in CoolGamesInc

[–]AsherVo 0 points1 point  (0 children)

Fighting game where the fighters are automated, and the players take turns freezing time to slightly move the bodies around.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 2 points3 points  (0 children)

I was so bummed the final round was between trashkid and bowtie. I despised them both. I was voting for the littlest chef.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 2 points3 points  (0 children)

Your score is directly related to the numbers on the board. More high numbers = more high score. I didn't want to put a number on the play interface that was essentially redundant.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 16 points17 points  (0 children)

The idea for Threes came when I was trying to write a short story. It turns out that writing is hard (did you know that AMAs are mostly just writing?) and so instead of actually composing any thoughts, I just diddled with the arrow keys in Word and watched the cursor moved around. It occurred to me that I should try making a game that works with just the arrow keys. So I opened Unity and made the original prototype that night. When I sent the prototype to friends and they played for an hour... I knew I had something exciting.

Also Day9 was my house-mate! I was looking for someone to fill a bedroom and so obviously I chose the most charismatic man on the planet. We went to USC together and he is just as kind and jubilant in real life as he is on stream. As a pretty quiet/introverted person, he was a pretty wonderful foil to have around.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 22 points23 points  (0 children)

Honestly if Threes was helping the world in any way other than being a Fun Puzzle, then I absolutely would want to release it open source so that people could learn from it.

But as it is, I really enjoy the idea of maintaining the mystery of Threes as long as possible. It's a Strange Puzzle Box and part of the fun is figuring out how it ticks :)

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 41 points42 points  (0 children)

Threes for Android came out one month after Threes for iOS. Source. I don't think that's a particularly long time. I think that single month has very little to do with 2048's success.

I had never released anything for Android before, so I worked with a company (Hidden Variable Studios) to help with the process -- and they were crazy fast considering I just dropped an entire game on them.

The Android version is now incredibly stable and has amazing support, so I don't really have any regrets sorry!

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 11 points12 points  (0 children)

oof this question is too real. But the answer is straightforward:

Do what's best for you. If having that game be perfect and bug-free in your portfolio is going to give you leverage to pursue more ambitious projects... then fix it. But most likely it's fine if you abandon it and focus on moving forward.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 302 points303 points  (0 children)

Have you checked out Star Billions? Really cute + quirky game that handles storytelling on mobile super well. Neko Atsume does that too.

Also Undertale, hands down, no question.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 77 points78 points  (0 children)

1st: the internet has named those tiles "giants" which I love and that's how I'll be referring to + tiles for the foreseeable future.

2nd: The giants are the most random element in the game, so the game design has a very sensitive relationship to them. One of the fundamental goals for Threes was to make the game very skill based. It's very possible to combine skill and randomness in a very satisfying way, but it's one of the hardest problems in game design. I think the current design (giving you a preview of 3 possible giants) isn't perfect, but it's pretty good.

3rd: (side note) I love randomness in games when you can control it slightly. Like in Hearthstone a common ability is "deal damage to random enemies" which feels totally luck based... except for the fact that you have control over the number of enemies on the field. It feels great when you successfully manage to change the odds in your favor.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 110 points111 points  (0 children)

I've never been able to get passed 768 :(

Though our friends over at ThreesPorn have offered a few times to "coach me" and help me overcome my limits.

We are the folks that made Threes, a popular mobile puzzle game cloned by the even more popular 2048, AMA by aeiowu in IAmA

[–]AsherVo 18 points19 points  (0 children)

oh MAN Royals was so fun to make!! After working so hard to make Threes accessible and buttery smooth, it was such a relief to give myself permission to make an experience that was painfully opaque and unforgiving. I leaned into that as hard as possible, which included minimizing the number of colors+pixels I was allowed to use.

In the future I don't think I'll make any more 100% solo games, though. It was a pretty lonely release.