fastestdraw.bsky.social
@fastestdraw.bsky.social
Its also calculating colour clustering (pretending rgb is space and calculating distances) to find average colours & which pixels should be that colour.

If you already know that its just a step function.
December 19, 2025 at 7:12 PM
This should be great for lower power cubes. Graveyard, counters, four power, trample enabler - good card to fill in gaps. Thanks for the heads up.
June 4, 2025 at 9:11 AM
Either the electorate identifies statesmen who actually want to get back to brass tacks, or eat the cost of grand political gestures being the backbone of politics. Brexit is a symptom, not a cause.
May 20, 2025 at 5:57 PM
Systematic neglect of what should be core UK industries has been a hallmark of governments that want to trot out failing industries when they need a talking point more than make money - it happened integrating with the EU, it happened leaving.
May 20, 2025 at 5:57 PM
I'm remembering studies from when I was a kid that showed that protected fishing zones increased catches in the surrounding area by somthing like 20x by becoming fish nurseries.

Actually implementing the kind of policies that would make fishing thrive in the UK has been possible for a long time.
May 20, 2025 at 5:57 PM
I just point to the brackets, then this card, then to the brackets again.
May 15, 2025 at 6:08 PM
I was thinking ashes of the fallen self-mill aggro, but this is nice too.
May 15, 2025 at 3:24 PM
I feel like this could be really cool alongside something like an ARG - where the entire point is to go do other things, transferring skills from the game world to real life.

A sort of 'my character forgot woodcutting while I learned to chop down a tree' type deal. Hard to implement though.
May 15, 2025 at 7:39 AM
Disagree about power level - Being a 1 drop is a big deal.

Getting flying and casting Colossus Hammer by itself is quite a niche.

When legacy taxes was already considering chainsaw and hammer, and is juiced up by cloudforge mystic, I could see this there.
May 14, 2025 at 6:47 PM
I've seen it in a few cubes and it slaaps. The standard environment wasn't right for it but the card is great.
May 14, 2025 at 3:21 PM
I've been playing with an adjacent idea from a tool use perspective.

We imagine the tools we use as parts of ourselves, and when those tools we use are under the control of others we lose agency and self-control.

I've found it empowering because it provides direction towards solutions.
May 14, 2025 at 12:03 PM
Surrounded by NPCs in the game who have given up, or get what they sought and find out it wasn't worth it, with multiplayer elements compounding that.

Choosing not to finish the game because its not worth it is entirely legitimate and part of its artistic point.
May 13, 2025 at 3:12 PM
From a success & accessability perspective, Celeste(and Elden Ring) are making the right choices.

Celeste is about the self more than the mountain. About empowerment.

DS has very different pont. Every mechanic supports the feeling of impossibility while making success inevitable. Thats special.
May 13, 2025 at 2:46 PM
People get water comes out of the tap. They get moving and stacking cards. They get cutting and folding paper.

Make your game pieces 'look' like their mechanics IRL counterparts, see how playtesters try to use them, and reap the benefits.

Also, marketing, the most familiar novel thing strategy.
May 13, 2025 at 1:14 PM
Elden ring added a lot of accessability features and was the most successful of the franchies' games, but the theming and story it tells is very different too.

I don't mind the franchise moving on, but any DS remakes need to keep in mind the intent of the art.
May 13, 2025 at 11:39 AM
DS is about hopelessness, persistance, and asking 'was it worth it, should you stop trying'? DS doesn't run permadeath.

You can always overcome the next challenge, no matter how impossible it feels, even just by pure luck. The struggle is the point. Theres something beautiful there.
May 13, 2025 at 11:39 AM
Right, so I'm someone who played DS2 while my health was fucked, and if I could have turned down the difficulty I would have.

My hands shaking killed me 9/10 times compared to the games intended problems.

I would have missed out if SOTFS had baby mode.
May 13, 2025 at 11:39 AM
If you haven't made the tutorial games yet, they're a great introduciton to how Godot expects you to solve problems.

Wrapping your head around the docs, nodes with code and signals to coordinate them is most of what you need for any Godot game, and can be done in a few days.
May 13, 2025 at 9:42 AM
Most of the millionares are going bust too. Theres like 30 guys getting rich off this.
May 12, 2025 at 12:34 PM
Elemental blast, but it has 'if you control a food'.
Unholy heat, but it looks for food instead of delerium.
Root-Beer Walla. (rootwalla, but its a food)
LED but it makes food tokens instead of mana.
Burger food tribal.
Collected Combo-Meal (food coco)

Print straight into legacy from an un-set.
May 11, 2025 at 6:54 PM
I'm not even sure he's best in sacrifice. Imagine him in a Massacre Girl midrange deck. Or a any game where you go 'accursed marauder, flip'.
May 11, 2025 at 11:44 AM
It really captures that hypnotic casino experience. I set steam overlay to display a transparent timer because of it.
May 11, 2025 at 10:13 AM
I mean, its no mimic vat, but its nice enough. The rest of the cycle could be fun depending on what they do.
May 11, 2025 at 7:07 AM
Bandcamp has a 'buy this person's entire discography' button and merch options on-page.

If people aren't logged in, bandcamp lets people listen to the track you direct them to.

Getting people off of spotify and to your merch site is hard.

Less friction in sales all round by cutting them out.
May 10, 2025 at 5:46 PM