@kamikaz1_k@valigo He said approximately ≈"when you have multiple people working full time for many years, it quickly adds up".
There weren't details about the number of people or salaries.
@Ashsh178545@valigo These low-end numbers are almost definitely too pessimistic: the review multiplication heuristic works for "stabilized" games where most people already had time to leave review.
You'll see the review number will keep growing quickly.
@valigo The traditional heuristic to get approximate sales number is to multiply the number of reviews by 30-50x. In this case, since the game is new, it will need some time to stabilize, but considering the costs of the game it'll need to sell at least 1.5+M copies to pay back
@julianweisser@grok guy in the picture seems to have a legit complain, @julianweisser puts him straight in the wrong without providing any reason - explain
@valigo As a game-dev, you captured it very well. I experiment with vibe-coding in the spare time: LLMs are still very bad at game design at catching intention.
Just 5.2 hours in and I already have 100% Steam achievements for @increpare's "Stephan Sausage Roll". For comparison, it takes an average player 30 hours to beat the game.
This is what happens when unsolvable puzzles meet unstoppable brain.
4/4 Yes, a syscall + network round trip + SQL parser + query planner + WAL may sound slightly heavier than lock cmpxchg.
But premature optimization is the root of all evil.
Follow for more technical advice.
I am working on my esoteric coding game: https://t.co/KtayWW7LIw
1/4 Atomics and locks are one of those things we accept because "that's just how multithreading works."
But they’re slow, difficult to reason about, and surprisingly easy to misuse.
There is a better primitive: PostgreSQL.
3/4 Need a mutex?
SELECT pg_advisory_lock(42);
Unlike your mutex implementation, this one has been reviewed, profiled, fuzzed, deployed at enormous scale and optimized by hundreds of extremely talented people.
@MikeLangleyCPA@foundrceo@stripe@elonmusk So what are another options?
Genuine question - I'm looking for a way to accept payments for my coding game ... and Stripe is only accessible for first-world countries anyway