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Jonathan Blow has spent the past decade designing 1,400 puzzles

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Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#81
post #54

Earlier quoted context omitted.

> Or does it, like Typescript for JS, only exist because of extreme antipathy towards C++? Typescript exist because people want a type-checked language.

Yeah, I too was wondering about that comparison...Programming in TS is more pleasant (to me) than JS.

Still, could that be because you're more of a C++ type personality code than a JS one?x

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#82

Earlier quoted context omitted.

I've been watching Blow work on his compiler and game for many years. He has gone the deep end in his sympathies for Trump and Trump adjacents, but misogyny I've never witnessed from him. I think he is the latest victim of the Notch-Rowling slide into rightism. It happens when a relatively benign conservatives have opinions that get the internet mob riled up, bullies them, cancels them and thus makes them dig deeper…

I think your general idea is right, it sounds reasonable that the insane cancelation mania can bring some conservatives to dig into deeper holes. It is probably what enabled the recent right shift in politics. As to Blow specifically, I've watched his streams quite a bit. I've always had sympathy for him and have been able to relate to his opinions a lot (about software in particular). But I can see how some other pe…

I'm not talking about his words on technical stuff, I'm talking about him being so pleased with the state of US today. Somehow in Blow's mind what Trump and his handlers do to the country is the best thing ever.

I'm not a US citizen, but being enthusiastic about other people losing their freedom and freedoms is obscene.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#83
post #41

Earlier quoted context omitted.

I feel like "simplicity" is often fetishized to the point of counter-productivity. Show me anything that either Blow or Muratori are doing that couldn't be done in an existing language or framework. People laugh at games with thousand-case switch statements or if/else chains but they shipped and the end user doesn't care about logarithmic complexity. And most of the time it doesn't even matter. What fails with games…

Right, if you look at say, Blue Prince, one of the most important "out of nowhere" type video game releases of 2025, the actual software engineering is trash . I'd fail code reviews for a lot of what was done, and there are cracks in the façade where a player will hurt themselves as a result - e.g. there's a bug where animations overwrite so you get short changed on the resources you were gathering when you go "too f…

The idea you have to pick between reasonable engineering and fun is a false dichotomy. Of course not every game will have the time budget to fix every unintended feature but your example game would have been more enjoyable (especially for the mentioned Playstation users) if the code had been written a bit better.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#84

I wonder how much of the 10 years spent making "a programming language, an engine, and a game" were actually spent on each slice. Hopefully, jai and the engine will help make the next game faster...

It's hilarious he had to build a new language just so he could create a sokoban game with graphics of flash era. I'm sure it builds fast and whatever, but you could make this in python in few weeks.

> you could make this in python in few weeks

lol

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#85

Okay, but are the puzzles fun?

Puzzle design is his strong point (and the team has several v. good puzzle designers on it), so it's safe to assume there'll be some good ones there. The sheer quantity make me wonder about how the game will be structured - they can't presumably all be stumpers (aka hard puzzles that you'll have to step back from and think about) - maybe there'll be more of a gentle flow between puzzles, like in the Witness, or maybe there'll be lots of optional levels/branching in the game design. I guess we'll see! I'm curious :)

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#86
post #10

I always find Jonathan Blow and Casey Muratori to be great educators and advocates on the “simplicity” end of the spectrum. Jonathan can be super abrasive and comes with some political baggage, but does a good job advocating against what he perceives as unnecessary complexity in software. Opponents would suggest his domain and cherry-picked examples create the perfect environment for his positions and that he does ta…

Political? The most political I've seen him get was when he spoke out against the idea of accepting technical compromises for the sake of not hurting people's feelings and being PC. As in, you get to be cranky as long as you're arguing for the highest quality solution

He's an anti-vaxxer.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#87
post #6

The Witness was a slog, maybe he's learnt how to make puzzles which are actually fun this time.

Curious, it's probably my favorite video-game experience ever.

I wish I could have played it, but it made me so violently sick. Only a few games ever have, but none that badly. The other one was Blue Prince which was a tragedy.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#88

I found the voice acting in the trailer very annoying, hope this can be turned off in the final game. Or maybe I'm just too used to the "voice" over this game is him ranting about software development, from watching his streams :D

Yes, we should have Jonathan's voice ranting about JavaScript instead.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#89
post #80

Earlier quoted context omitted.

I've been watching Blow work on his compiler and game for many years. He has gone the deep end in his sympathies for Trump and Trump adjacents, but misogyny I've never witnessed from him. I think he is the latest victim of the Notch-Rowling slide into rightism. It happens when a relatively benign conservatives have opinions that get the internet mob riled up, bullies them, cancels them and thus makes them dig deeper…

> he doesn't have the humility of accepting when he's wrong Isn't he pretty far on the autistic spectrum? It can be very difficult for that kind of personality to re-evaluate something, once they think they have reached a "logical conclusion". I'm not making excuses, just agreeing that the chances of him changing seem low.

> Isn't he pretty far on the autistic spectrum?

I don't know, but I doubt it. He's too well adjusted at being social (his hobbies have him interact with people on the regular, and he's streaming on twitch, and doing public speaking at conferences) for me to think that.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#90
post #41

Earlier quoted context omitted.

I feel like "simplicity" is often fetishized to the point of counter-productivity. Show me anything that either Blow or Muratori are doing that couldn't be done in an existing language or framework. People laugh at games with thousand-case switch statements or if/else chains but they shipped and the end user doesn't care about logarithmic complexity. And most of the time it doesn't even matter. What fails with games…

Right, if you look at say, Blue Prince, one of the most important "out of nowhere" type video game releases of 2025, the actual software engineering is trash . I'd fail code reviews for a lot of what was done, and there are cracks in the façade where a player will hurt themselves as a result - e.g. there's a bug where animations overwrite so you get short changed on the resources you were gathering when you go "too f…

I think this is one of the first lessons independent developers quickly learn. I think we're initially geared to want to make beautiful, elegant, and technically pleasant code because it's our thing - it's like how e.g. a guitarist is going to want to play a song other guitarists would be impressed by. You spend a million hours perfecting Classical Gas, while Smoke On The Water goes down as one of the most iconic tracks and riffs in history.

I'm not endorsing slop, but rather advising against the equal but opposite.

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