Intimidating four letter words

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It’s all in good fun, at least we’d like to think so, but try as our logical brains might, we still got the same “cloning feeling". We wanted players to be able to play Threes over many months, if not years. We’d wager most people that have been able to score a 768 or even a 384 in Threes would be able to do the same using the fabled “corner strategy”. Just try tapping “up” then “right” in alternating order until you can’t move. You may not get to a 2048, but you might just see your highest score ever. To this day, only about 6 people in the world have ever seen a 6144 and nobody in the world has yet to “beat” Threes. We worked really hard to create a simple game system with interesting complexity that you can play forever. This fast, speed-up of technological and creative advances is the lay of the land here. Like it’s not ok to feel the way we do some of the time. We do believe imitation is the greatest form of flattery, but ideally the imitation happens after we’ve had time to descend slowly from the peak -- not the moment we plant the flag. I can totally imagine the arrows and walls having the same amount of depth. I'm still going back and forth with how abstract the game should be, but if we go abstract this is definitely a superb option. Within a day it would seem we were fairly close to the final product.

Especially when people called Threes, a game we poured over for nearly a year and a half, a clone of 2048. When an automated script that alternates pressing up and right and left every hundreth time can beat the game, then well, that's broken. It took awhile to climb this mountain, 14 months actually. And I think I'm totally cool with their verticalness too. If you look at that last screenshot and compare it to the final version of Threes you can probably make out the changes necessary to get from A to B. We’re not going to post everything, but we’ll go through all the key moments of development through our emails back and forth. annoyingly, Greg Wohlwend Play the Monster Prototype! one thing, and this might be a temp balance thing, but every time i get an arrow off, another one comes right back next move.

But it’s the important stuff, and a lot of it was important to getting Threes out in the world. Asher sends out a prototype on 12/2/13 to a number of friends, including Greg. ok so the atoms one is bs, don't even know why i'm showing you. we'd do symbols with these as well or some kind of representation so it naturally doesn't screw with colorblind folks. You basically slide them into numbers to eat them and that's how you cash out points. I get what you're saying about the liquid stuff-- that seems like the most elegant metaphor for the relationship between the numbers. unless we come up with the perfect visual metaphor that people can instantly relate to. i don't want to belabor the point but i just feel like this game is super fun. anyway, i wanna get those bastards outta my hair for a bit. puzzlejuice had it on the clever/marketing side "brain punch" but also the direct pitch "it's tetris, boggle and bejeweled".

Buuut I dunno the idea of moving molecules or liquid or chemicals doesn't really grip me, y'know? And if we're going abstract I would rather go full abstract like the tiles you made earlier because Excellent Graphic Design excites me much more than organic chemistry. i think it might exist out there, but i haven't found it yet. i have trouble explaining this game to people in a few sentences.

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