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Snakisms

pippinbarr.github.io

81–90 of 148 posts

Re: Snakisms

#82
Beautiful, I loved the "value" aspect of it, but I found the simple, but good game design the best part. A lot of people know to have a chime play when you pick up an "apple" in games for pavlovian reasons, but fewer would add that nice hum that movement created in general. It makes moving through space both a visual and auditory experience.

Re: Snakisms

#83
post #38

Is Conservatism the same as the classic Snake game? That makes sense, but it would be interesting to see it contrasted against a Progressivism or Liberalism version.

I can see the progressive one being hilarious.

Re: Snakisms

#85

Existentialism performed exactly like I imagined. Endless banality of reality symbolized by continuing borders. I had to switch it off because I started to project myself to this small square pixel that elongates in the backdrop of pitch dark oblivion staring back into my empty soul.

You must be a true Existentialist then. I quickly committed suicide out of curiosity. "Il n'y a qu'un problème philosophique vraiment sérieux: c'est le suicide" I guess.

A true Existentialist marvels at the thought of having the option of choosing the time, place and method of erasing oneself.

But the instance suicide is committed, he is no longer an existentialist.

It's better to be an existentialist as long as possible. Even if it becomes absurd. To maintain life is to maintain my philosophy. Suicide is forfeiture of the very thing existentialists cling on to-their ego created as a defence mechanism against all man created banalities.

p.s. I am talking out of my ass.

Re: Snakisms

#86

I guess I don't know enough philosophy to understand some of the jokes. Anthropomorphism: the apple moves like the snake, man was made to the image of god and so on. Apocalypticism: the game just ends after a few moves without notice. Asceticism: the game ends if you eat the apple, you are supposed to be like a faquir. Capitalism: you start the game with 50, spend 10 each apple you eat - when you are broke you can't…

Positivism's actually quite interesting from a game design point of view --- because you can only see in front of you, you can't tell where your snake is or how big it is; so you're playing blindly, waiting for that moment when you get long enough that you start glimpsing parts of your own tail coming out of the darkness... it genuinely adds new interest to a really tired old game.

(Although, UI-wise, I'd like the play area to distinguish between spaces which you can see but don't contain anything and spaces which you can't see.)

Re: Snakisms

#89
post #70
post #66

I wish Pessimism would have let the snake move outside the constrained bounds. That would have told the player that pessimism may be painting a darker "reality" than what it really is.

Pessimists consistently assign more accurate estimates on outcomes than optimists.

[citation needed]

Re: Snakisms

#90
post #9

I have no idea what this is, as the entire page just shows up as completely blank to my screen reader. Guessing some sort of game.

It's little games based on Snake for various "isms": For a couple of examples, the dualism version says "Arrows control snake body. Mind controls snake mind." and utilitarianism gives you two dead-end paths, one with 1 food and one with 5 food. Stoicism lets you run into walls and just sit there without losing.

In stoicism, you can carry on after hitting the wall by making a turn.
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