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my greatest character flaw is that i liked danganronpa

my favorite genre of steam review is the guy with >4000 hours in the game who does not recommend it

re: Neon White opinions 

somehow didn't talk about the soundtrack which is absolute heat

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Neon White opinions 

Gameplay

  • Lived up to the hype, it actually is that good
  • Had a very smooth difficulty curve, the game teaches the player brilliantly. its incredible how tractable and readable the final levels are
  • Levels are really designed as puzzles, at least from the lens of Mark Brown's concept of "The Catch" (youtube.com/watch?v=zsjC6fa_YB). In this case, the extremely readable and clear level design demonstrates a straightforward path through the level, and "the catch" is that the gold/ace medal demands a time that can't be achieved with that path
  • Getting ace medals is more about finding one or two good shortcuts than technical execution, i wouldn't have minded if the game asked a little more out of me for ace medals
  • the secret "red medals" are a very nice feature though and the few I've gotten were really tough, i like that a lot (see attached video)
  • searching for hidden items in the later levels starting getting tedious once the levels became large and played with verticality
  • other than the last point this is right up there with base game celeste for some of the most "perfect" level design i have ever seen. but i am psychopath and still wished it was harder

Narrative

  • the game is a pastiche of early 2000's anime slop, beach episode and all
  • VERY horny
  • while the premise is compelling, the Bullshit Anime Dialogue takes away from the tension that the premise could have had (is this intentional? there is a surprising amount of talent in the writing room (one of the writers wrote We Know the Devil???????, the other writer is a writer director and storyboarder with credits on Fiona & Cake, Infinity Train, and Ok KO)
  • despite the amount of lore the worldbuilding is completely nonsensical (is this intentional?)
  • i did enjoy Red and White's flirty dialogue in the second half of the game, they have good chemistry
  • the second half of the game is about the need for forgiveness, not because the offending party deserves it, but because forgiveness can be freeing for the forgiver
  • i didn't hate the story but i didn't like it either. won't surprise if in the next few years we start getting "The Story of Neon White is GOOD actually" video essays

Neon White 

It's not perfect but I'm still happy with this run

My purpose in life is to see cool emojos and then beg @aescling and @Lady to add them to our instance

Neon White 

okay was this not absolutely outrageous to find

violence, gore 

Hi all I just discovered the greatest thing ever:
youtu.be/GOnwBq0hBZY

violence, gore 

Hi all I just discovered the greatest thing ever:
youtu.be/GOnwBq0hBZY

Hi @vaporeon_, a while ago we talked about the fact that references were introduced to C++ in order to enable operator overloading. You asked why you have to introduce references to enable this and I said that you didn't and it was an unnecessary complication.

I've been thinking about this and I don't agree anymore.

In C++, operators used with class types are syntactic sugar for method calls:

#include <iostream>

class NumWrapper {
public:
int val;
NumWrapper(int n) : val(n) {}
NumWrapper operator+(NumWrapper& r) { return NumWrapper(this->val + r.val); }
};

int main() {
NumWrapper l(3);
NumWrapper r(4);

std::cout << (l + r).val << "\n";
std::cout << l.operator+(r).val << "\n";
}

So why not make the overload method take pointers instead?

class NumWrapper {
public:
int val;
NumWrapper(int n) : val(n) {}
// why didn't c++ implement operator overloads like this?
NumWrapper operator+(NumWrapper* r) { return NumWrapper(this->val + r->val); }
};

Well, imagine we used an rvalue as one of the + operands. Then a pointer to an rvalue would be passed to the overload function. rvalues normally have their addresses hidden from the programmer (you can't give them to &). Then operator overloading would circumvent this feature and allow the programmer to access the address of an rvalue.

I currently believe that references were introduced so that C++ could have a pointer-like language construct that does not expose the addresses of rvalues.

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