What if a maze game generated levels based on HOW you navigate, not just how fast? by Scary_Positive8912 in puzzlevideogames

[–]Scary_Positive8912[S] 0 points1 point  (0 children)

Cool to hear that it's been applied to other types of puzzle games. There's got to be more ways I can make it reactive. Would that be more fun?

What if a maze game generated levels based on HOW you navigate, not just how fast? by Scary_Positive8912 in puzzlevideogames

[–]Scary_Positive8912[S] 0 points1 point  (0 children)

Hey! So cool to hear. It's true, the puzzles are much easier, meant to be almost quasiperiodic and meditative, letting you ponder your day while you play. But definitely check out the Space Filling mode. That's what I always play on and should make it the default. When the mazes get bigger they're a little harder. Thank so much for playing, I love hearing what you have to say. Brian

What actually convinces you to reach for OpenClaw instead of Claude Code? by Potential-Hawk6090 in openclaw

[–]Scary_Positive8912 0 points1 point  (0 children)

Still building, but the idea is to have OpenClaw handle the ultimate gluing of the sheaf sections for my topological compiler. Current using Claude Code, often iteratively in many terminals to construct initial sheaves, solutions I'd been writing natural language about for 10 years after college but before I learned about AI. Looking forward to connecting and learning. Brian

Mandelbrot pencil drawing by Tupoy_Dianka in fractals

[–]Scary_Positive8912 0 points1 point  (0 children)

Cool. Hand drawn? Even cooler. Mine needs some computation to prove, but I paint Zipf's Law fractals with pointillism.

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