Hi there! You can learn a bit about me, and check out my games and art on my carrd at https://rak.crd.co/

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Joined 7 months ago
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Cake day: July 18th, 2025

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  • I understand how useful it is to quickly paste selected text, and have used it frequently, but I finally had enough of it after the thousandth time accidentally pasting private information or random garbage into a new tab search, discord chats, or the middle of my code without realizing it…

    I think their proposal to make it a toggle that is off by default is the best solution. A lot more people are adopting Linux now and this will be one less point of friction for the new user experience coming from Windows, thus making it more likely they’ll stick with the OS, and old users who are setting up a fresh install will just switch it back to the previous behavior as they configure their system, and never think about it again.

    So anyway, not long ago I went searching for a way to disable it system-wide (since KDE on X11 doesn’t offer any toggle for it, at least for me) and the best solution I found is this little program that clears the middle-click selection clipboard any time you middle click so you never paste anything. Works like a charm for me.
    https://github.com/milaq/XMousePasteBlock


  • I’m pretty sure you can disable various types of notifications (if not in-app, then in the android app notification settings). you can disable the notification for losing a streak, and disable it telling you how long your streak is after making an entry, both by tapping the three dots icon on the “days in a row” box on the Stats page. but I don’t think you can fully disable streaks from displaying everywhere but I never notice it, with those two options unchecked.


  • I had the same exact issues with Finch. My recommendation is https://daylio.net/ but with the caveat that it also costs $5 a month for all the features (though it wasn’t hard to find a modified version… I have no qualms doing so after paying what I feel was fair already), and also it might be too bare-bones in presentation for your preferences. but at least it does have a totally free version that has the necessary features (not a free trial, just a free lite version)

    I’ve been using it for tracking all sorts of things to recognize trends. I have categories of “activities” (their general term for “thing you want to track”) for general emotions felt, how I slept, things I did, social circles I spent time in/around, physical health, how well I ate, self-care things I did, etc. and it lets me see the relationship between different activities, and the trends of how each one affects my mood (including how each one tends to affect mood for the following day).

    extremely customizable and shows lots of useful data, and it’s really easy to make a new entry (just tap each activity that applies to the past day or however long) so I found it much easier to keep up with, especially since there’s no fomo or punishment for missing a day or ten, so I never felt that “well i broke my streak so why bother” sort of dread that i felt with Finch.


  • No disagreement with me there, I think the linear dungeons were a poor choice and the game would benefit from a way to track settlements by species.

    Personally I dislike boss fights in these sorts of games (the main reason I don’t like Terraria anymore is the focus on bosses, and everything you do is just to prep for the next boss), so that’s likely a big part of why the story doesn’t bother me since I just mostly ignore it or do it passively. But for someone who enjoys the bosses and seeks them out, I can see why it’s more frustrating.

    But I completely agree that the tutorial dungeon is the worst. I hate doing it whenever I play vanilla to introduce a friend to the game, and the “skip intro” option on character creation really should skip right to after the dungeon. Or alternatively it could have been designed to be more fun or interesting on repeat playthroughs


  • I think your explanation is pretty accurate and I agree with your point that it has nothing to do with graphics. however…

    there’s no reason you can’t make a game that does all of that but does actually have good polished gameplay, but so many games chasing (and catching) this trend do not.

    Any time I see someone say this, they always fail to actually provide any examples of games that fit this description. I know you aren’t defending the term but I just noticed that parallel between your description and the explanations provided by people who criticize these sort of games.

    The first time I heard of the term, and when it started getting popular, was around the time PEAK released. At first glance, it seemed like the game fit the term, but after a bit people started realizing that it actually was a fun and well designed game that has some longevity. Ever since then, people who use the term negatively always concede that their prime example doesn’t even fit their criticism, but fail to provide a list of other examples.

    It really makes me feel like it’s just people complaining about things for being popular, without any actual basis for their criticism.


  • I think the story is a point where people unfairly criticize the game, personally. After the tutorial dungeon you don’t have to engage with it whatsoever.

    The parts where you have to search for relics between each dungeon are meant to encourage exploration and remove the pressure of the story. It’s the game saying “now go do whatever and have fun!” and you make progress toward the story just by playing normally, as you come across settlements belonging to the particular species you need to scan.

    If your goal is to speedrun the story and drop the game, then yeah those parts are annoying, but if you want a sandbox game where you are free to do anything you want, then I don’t really understand why people complain so much about those parts of the main story.


  • I think you have missed the actual issue here. The issue is not whether or not the game currently contains AI assets, the issue is whether AI was used during development. Quoting the article (emphasis mine):

    “The Indie Game Awards have a hard stance on the use of gen AI throughout the nomination process and during the ceremony itself,” the statement reads. “When it was submitted for consideration, representatives of Sandfall Interactive agreed that no gen AI was used in the development of Clair Obscur: Expedition 33.

    “In light of Sandfall Interactive confirming the use of gen AI on the day of the Indie Game Awards 2025 premiere, this does disqualify Clair Obscur: Expedition 33 from its nomination.”

    The actual problem is that simply using generative AI during development disqualifies a game from being nominated, and Sandfall Interactive lied and said they did not use gen AI.



  • this looks neat, clearly very motherload inspired which is very nostalgic. The automation aspects seem a bit basic since there doesn’t seem to be any logistic design gameplay like a typical automation game would focus on, which may just turn the “automation” into more like “arbitrary timer to unlock upgrades” but I can’t say for sure without having played it. I’ll download it and give it a try!

    Edit: Played it a bit, it’s fun but as I expected, the automation is very simplistic and is effectively just a time gate on resources, but that just encourages getting the upgrades to make automation faster. Unfortunately, unlike motherload, the player character has no momentum or gravity at all, so movement is pretty bland. There’s also no damage so there’s no risk, and you can just teleport to the surface (with a cooldown), so the planning, time management, and panic aspects of motherload are absent here. But that’s not necessarily a bad thing, they’re clearly going for a more comfy vibe.

    Definitely has a lot of potential!



  • Oh wow this gave me a wave of nostalgia for my first experience developing games. I took a class in like middle school for game development, and they provided the software Alice for the course.

    I fondly remember trying to make a first person, open world sandbox RPG, but if I remember correctly, the engine not being able to create new instances of anything severely limited what I wanted to do. Also, the engine had a ton of floating point precision issues and everything would be rotated in funny ways after the game was running for a long time. And I hated the visual programming and got so frustrated that I couldn’t just type the scripts instead haha… that’s when I switched to GameMaker

    Anyway, I was reminded of it because the first enemies in my game were also sword-wielding skeletons just like in the OP screenshots. I appreciate the peak into your past, and I’m thankful for that nostalgia hit :3