🏓10S FOREVER 1.1 RELEASE FLASH SALE
behind on rent so the game is $8 -> $1.04 this weekend
(link below)
updated to 1.1 with:
- custom PALETTES (see gif)
- ABRIDGED+BOSS RUSH modes
- other
if it breaks lmk! steam version update later tonight <3
I dont know its probably just dumb to get mad about but people will use ahistoricism as a lever to justify their feelings towards someone rather than confront the uncomfortable notion that an asshole could very meaningfully contribute to something big
one thing to understand is that basically all discussion online about indie game: the movie people leaves out like 3 pieces of important information and makes very handwavy assumptions. you can have opinions on these guys and such but i think its important to be honest
Fez was one of the most loved indie games of its era.
Then its sequel was suddenly cancelled after developer Phil Fish got into a brutal argument online.
He tweeted that Fez 2 was cancelled and locked his account.
A whole game basically died in a Twitter fight.
Also just massively discrediting. hate on fez hate on phil fish but a designer is not just an "ideas guy"!! + he also did much of the pixel art (does nobody know this??). 90% chance Fez is better than your game
this got me thinking, what’s the most token-dense programming language?
One that could fit the most program flow into the smallest context window?
The winner, by a lot, is Array-Based Languages. J, K, that sort of thing.
It’s actually a two-part problem, because you need something that is logically dense (saves length), but symbolically simple. Most tokenizers are optimized for standard text, so if you get *too* fancy with rare mathematical symbols like APL, token usage actually blows up!
Python scores pretty well actually, but whitespace hurts you a bit. Haskell is an interesting outlier; it’s likely the most token-efficient statically typed language.
Now, if you were to extend the problem assuming you’re making your own tokenizer and training a model to *specifically* be as efficient with program writing as possible…
…you probably wouldn’t even use text. Just train/produce Abstract-Syntax-Trees directly, which would eventually start to look like compiler IRs / bytecode, which could eventually start looking like an ISA…
and with hardware/software co-design we’d end up with CPUs where we don’t understand the execution at all ;)
@spinelessaisha at this stage i would opt for the easiest thing possible to make the game real (playable etc) and then you can either change it later or do something different next time
@spinelessaisha first i think you should make it any way (flip a coin to decide even) and then you will know if that works for you or not and you can update