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Viewing profile — jgalecki

jgalecki

HN member
Joined
Tue, Jan 11, 2011, 7:53 AM UTC
HN karma
99
Public activity
17 items

About jgalecki

No profile information was provided.

Recent public activity

  1. comment
    Comment #46289590

    This post rhymes with a great quote from Joseph Weizenbaum: "The myth of technological and political and social inevitability is a powerful tranquilizer of the conscience. Its serv…

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    Comment #44849006

    Every day, I'm haunted by my ex. It's not Alice's fault, of course. In fact, when she found out about it, phrases like "obsessive creep" and "got what he fucking deserved" were thr…

  3. comment
    Comment #44234929

    Each developer chooses their own engine, so we're all over the place. Godot seems like a consensus favorite, followed by Unity and Unreal. We also have devs who have made games in …

  4. comment
    Comment #44234907

    Roguelike Celebration is, bar none, my favorite conference. It's such an enthusiastic mixture of ideas, techniques, and games history, and the group chat (sadly not preserved in th…

  5. comment
    Comment #44234876

    Love the 'old console' dev scenes - the ways people deal with the hardware constraints are always so interesting. Making a rhythm game there sounds like a tricky problem. I'm not s…

  6. story
    Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels

    I just released my latest Godot project, a rhythm-based dungeon crawler a la Crypt of the Necrodancer. The entire game plays out in 16 x 9 pixels because of a dare from my game dev…

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  9. comment
    Comment #31187363

    This is a topic that I'm pretty close to. After programming for four years in the Bay Area, I decided to become a nurse. I spent three and a half years bedside nursing before retur…

  10. comment
    Comment #28963791

    Exactly! A game designed around permadeath will try to keep things fresh for the player, through randomized proc-gen level design or through different character classes. Or, to put…

  11. comment
    Comment #28957873

    It's interesting how shorter run-based gameplay impacts every aspect of play. It's like the difference between games with permadeath and games designed around permadeath. The forme…

  12. comment
    Comment #28956046

    I'm working on my own indie game that's inspired by Stardew Valley, so I've done a good bit of looking at similar cozy farming games. I also wrote an analysis of Stardew's game des…

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    Comment #25888973

    Hey there, author here. We took a look at Rimworld on our podcast ( https://www.pixelatedplaygrounds.com/bookclub/rimworld - gif art by me). Loved that game - it was on my top 10 g…

  15. comment
    Comment #25279793

    Location: Cleveland Remote: Yes Willing to relocate: No Technologies: C#, C, C++, Ruby, Python, Postgres and MySQL, Unity Résumé/CV: https://docs.google.com/document/d/1MNj2wYX2umn…

  16. comment
    Comment #3412290

    It seems to me as though the community would be better served by submitting each of these posts to HN separately. I found some of the mentioned posts to be very interesting, but th…

  17. comment
    Comment #2091304

    It's a good game and an interesting way to work on my typing. I only noticed that accurate typing gave a score multiplier around level 30. As a player, it would help to have more f…