105 karma · joined March 2, 2021
In general: People usually aren't too concerned about it.
My holy grail will still be landing on a good multi-layer configuration setup for Rust CLIs. Ideally CLI flags merged over top of environment variables merged over top of configuration files.
Twelf [0] was close in unifying things, but I had some friction. Lately I've been using Schematic [1] to handle the environment + config layers, and then just a manual implementation of Clap arguments layered on top.
Also, Tidal has been working on opening up more of an API which is hopefully a project that doesn’t die with this announcement.
Anecdotally, for large or extra large sites, the build performance gap between even Eleventy and Hugo can be quite large. And the gap from either of those to the newer JavaScript tools like Next.js is enormous.
Many good notes, we'll look into a lot of that. And yes currently it's deliberate, but I think we can squeeze some AI swaps in!
Yes dictionary is a tough thing to nail down perfectly — to start with we're going to highlight existing words on the board that are invalid, but have a similar line of thinking around the "commit" tap after placing, at least behind some learning setting. There'll be a changelog screen for when things like that make it in :)
Dictionary does still need work — especially around some words like soiree which got culled by our dictionary builder. We'll iterate on building it out (without adding "garbage" words
Interesting re: weakest link rule. Agreed that can be unintuitive when learning the game, but it's one of those rules that balances the game well overall. Possibly we just need to be better at explaining it.
Re: the end game — the current computer is just not-very-good, so a future NPC might play better there.
And good things to mull over re: undo buttons / highlighting tiles / letter distribution.
Thanks again for the detailed feedback, really really appreciated
On 1. — this is definitely the most common piece of feedback so far, so we'll certainly look into it.
On 2. — the battles rules are the most complex part of the game, since they have evolved through the play testing and battle analogies. Our intuition has been that an invalid attacker "sabotages" the battle, and makes the whole attack fail (i.e. an ineffective army rushing a position will often lose in its entirety). And a short-but-valid word is a competent soldier who just isn't strong enough to win on their own :) Possibly something for us to explain more in one of the tutorial/lore/explanation areas.
On 3. — defenders aren't even evaluated if the attacker fails, so the attacking invalid word is removed.
Thanks again, great feedback :)
(Also, will fix the dictionary, thanks!)
Agree on all front re: the dictionary ergonomics. We'll look at smoothing that out (mobile is currently the blocker there, but everything is solvable :)
Re: visualizations, you make great points. Definitely something for us to mull over, and I do think some amount of this will make it into the game (at least behind an option, which defaults to on).
Thanks again!
> edit: seems like the board editing in multiplayer mode doesn't work
oops, will get onto fixing that
We have been on the fence about this (and still are!). One option is to add this kind of UI in a "tutor" mode that starts on, and can be opt-out at some point. Not sold on it yet, but mulling it over.
Yes, we once posited that you were trying to deliver soup to the other town haha. The current language is really in lieu of figuring out what the best lore for the game is, and these are great suggestions we can mull over :)