- It doesn't "feel" like a game, it felt a bit aimless. Maybe some missions like travel to X countries, do Y things, within Z starting budget.
- The "X" at the top of the screen feels disjointed.
- The popup covers the pin sometimes.
- I wanted to click the departures to travel onwards.
- Clicking the true/false feels odd, I was not sure whether I correctly guessed or not sometimes.
Trying to make this genre come alive again with this! :)
Your feedback is noted! I have a mission system (bottom right corner), and indeed one thing I'm wondering is if I need to deck it out and make more of a fuss about it. I think you're right - it will help in making it a game. Thanks a lot for bringing it up. And thanks for the UI feedback too!
Ok, great to know. The achievement logic is half-baked because I don't really know if people would care or not. The way I'm reading you it sounds like you, at least, would like to see it more fleshed out. Which is cool, I got a ton of ideas for it!
Why would you like to click-and-drag and focus on the cards? Where would you drag them? This is interesting, I haven't thought about this at all.
It's a view of cards, so I want to pull them left and right, I guess.
And.. well, I personally probably won't play it to be honest. Maybe if I had kids and the experience was a v1.0 instead of v0.2 I would be interested. Even then, it would be relying on my nostalgia around the Backpacker games. I'd definitely recommend getting feedback from people expressively interested in it.
I made ScreenMemory. Usually the performance issues happen when users have high resolution monitors (often multiple) and set it to take screenshots very often (like every 2 seconds). It's fair because that's sort of how Rewind works, but ScreenMemory is generally built with longer intervals in mind, the default is 60s. I use this on my 2016 MBP without performance issues.
I have some improvements in the pipeline for lower capture intervals though.
What is wrong with staging? I don't even consider staging until it is time to commit, at which point it is a little area to gather the exact changes you need.
I don't know how others use it, but to me the staging area only lives for X seconds and acts as a last stop to simply select the exact changes and lines I want to actually commit. With a GUI, it becomes crystal clear as to what it is.
From what I can tell about JJ's split command, it seems like it does the same thing except you're working backwards to split out changes into another commit.
Both seems fine, I just don't see the complexity with the staging area (unless you're a beginner who's been told to only use the CLI at all costs).
These things add extra complexity throughout the ecosystem, not just for the end user. Most tools written on top of Git have to be aware of the staging area. Git's own developers, when adding new features to it, need to be aware of the staging area.
Jujutsu's authors have pointed out that a simpler model (here, and with first-class merge conflicts) helps them move much quicker. There are many weird and exceptional states with Git that just don't occur, so new features are more straightforward to add.
Only one AI section out of 12 total sections, and while the second section has an AI example, it's only one out of five.
It's basically Alfred with more (?) functionality. Which is basically Spotlight with more functionality. Which is basically a tool to "do stuff" from anywhere on the device.
99% of the world is not able to just go work at a FAANG. That 99% also earn way less than 250K a year.
reply