I really liked the first one but for some reason the second one didn’t really click with me.
I really liked the first one but for some reason the second one didn’t really click with me.
Not sure about the second game, but when you beat the first one it would tell you how to unlock hard mode. And if you beat that, it would tell you how to adjust your max health and starting lives so you could give yourself even more of a challenge.
It turns out that I had to beat level 4 to unlock the red and blue heroes. Which didn’t take long at all but seems a little strange to me.
Anyway, I finally did an actual run and it seems like there was a bunch of new content from the last update.
I used to play this game quite a bit on my phone and had a ton of fun with it. One of the roguelikes that I’ve played the most (I haven’t played a ton of them but this one stuck with me more than most).
Yesterday I randomly decided to start another run and it seems to have changed significantly since I’d last played it. I started a new Classic run and started getting some of the randomly generated heroes like the Random runs used to have? I’m not sure I like that.
I remember liking the Star Trek: The Next Generation LCD handheld game. Was it good? No, probably not. Definitely not by today’s standards. But in a pre-Gameboy era, the bar for handheld games was pretty low.
I’m looking forward to tripping balls with Tarin in the Mysterious Forest.
It makes more sense when you realize it’s based on code.golf submissions. No one is going to create a class like that for a code golf problem. They’re probably not going to create any classes (other than one just to hold the main function).
I’m pretty sure I can do the Fibonnaci one with less code than your simple class. Because these problems are simple enough they don’t benefit from any OOP stuff so you avoid most of the syntactic overhead.
I am surprised it’s not higher in the list since the overhead of setting up a main method is still quite significant compared to most languages. But other than that, these problems can be solved without running into any egregious examples of overhead.
You can’t kill non-targets, be caught doing anything illegal, or let any bodies get discovered (unless it was an accident kill), but you absolutely can use guns. You can use them on the target, shoot out cameras, use them for distraction or panic shots, blast open locked doors, drop them on the ground to pull an NPC off their route, etc.
The game is a sandbox. They give you a ton of tools and it’s up to you to figure out how to use them. You’re meant to play each level over and over in a variety of ways (as shown by all the mastery challenges) and having all these different tools at your disposal is part of what makes that fun. But if what’s fun for you is to mow everyone down with a shotgun, then go for it. There’s no in-game incentive to try for silent assassin on every run.
I really enjoy watching Hitman competitions on YouTube. You’ll have like one person blowing up propane tanks, one person sniping the targets from across the map, and one person using poison and tasers, with all of them finishing with the top ranking and within seconds of each other. It’s wild to me how many viable ways the game gives you to kill targets and how creative it allows you to be.