12:28 AM
7 hours later…
7:19 AM
https://tio.run/##hVTtjtowEPyfp1hFqhRzlONKpVZReYQ@AUKRL17APcdGtumVXnl2uv4gJAdVLSEl9s7s7HjC/uh3Ri/O5401HUiP1hujHMhub6yH1nTPUnMvjXbNq/S7xuJe8RY71B64g7YoBG6g47@allvhGjo98meFlZoCarTbIyxhweoCaCl6dsSLolIs7myMBQlSg@V6SyDUdDKFj0/hl1FhyQ24Q1epVS3XDL4tM/e1ICyL/mA1yKIYvM2TQqfxxVQ7rkXj5G8kIV/uCGzNQXtHG2@ne/Ku8AcYqkuwlVwTcl70yOBeALdVgn@myXqKIXzkHHHcsTNwXQSz943HtWt4WMLTyIRUl5zYSefN1vKuElnDqxR@R22/Zu3KkFrnmxc8JjHxXpy3Fe0wFmcLZzSaSFoUtwGRq8WKTtd3ylzL43yp4eMFlrp643kMCN3zXYbeV9qawk8qpv0cJzGj7HauYgNb91Zq38ueqR8H56vBbIxusayhDLaKZVmyd8iqnJQwgfAYmk2SfHZhikNEjj//pCjf5vXs0@b0oZyR8I4npsc86wSe5nOWB0sAlu4ovjQxs43z3Lt…
Of course, "number of cards you can expect to play" is a pretty bad metric. If your entire deck is 0-cost cards, each card accomplishes less, so it's not that great. But if you entire deck is 2-3 cost cards, that's huge. I'm not sure of a way around this. For example, you could go for "effective energy spent", but clearly that isn't a useful metric because if you have a lot of 0-cost cards and card draw without sneko eye, you're getting way more use that isn't reflected in this metric.
Two interesting possible changes: Seeing how many you can expect to play over time with ice cream or runic pyramid (or both)
(5, 3)
and (5, 4)
are interesting data points, because those are the situations in which you'd fight sneko without getting the bonus 2 cards. In that case, you can see that confusion is basically a (minor) debuff. Add back in additional card draw, and it cancels out the negative, and becomes a buff again
1 hour later…
9:41 AM
Jedi Fallen Order is what happens when you take the mechanics of dark souls, cut them from a brutally difficult fantasy setting and paste them into a jedi power fantasy
The combat and movement is a lot more fluid than Dark Souls, you can wallrun, have a jump that doesn't suck, flip over enemies, use the force to slow them down, etc.
You can really tell this was made by Respawn, the movement might not be as fluid as in Titanfall but they still make some really creative platforming puzzles that make use of your ability to use the force to manipulate platforms
The world design is a semi-metroidvania where you have a bunch of worlds that have you opening paths to backtrack but they're not all interconnected, instead you fly between them with your ship, but there are places you can revisit later once you have no abilities. Despite that, I never felt lost, it always felt obvious which way I need to go to progress, and when that way was behind me the map would helpfully mark a previously red passageway as green.
« first day (801 days earlier) ← previous day next day → last day (1622 days later) »