There should be, and your run shows there basically isn't one right now. A poor start in Kenya is supposed to keep money tight for years, so the money side is way too generous and that's the first thing I'm fixing
dumbgamelab
Sort of both. Sound sleeps on a set of reasons: 'ad' goes on at ad start and comes off in the SDK's ad-end callback, and 'app' goes on when the page lifecycle says the tab is hidden. While either one is set, the element and the Web Audio context both stay asleep, so a tab switch mid-ad just adds a second reason and music waits for both to clear On the icon, we resubmitted with only that and GamePix hasn't answered yet, so I don't know if they'll also want "Watch ad" text
That freeze was real and it only hit the Playgama build. Our save shim sent each save to the portal's storage, the portal wrote it back to localStorage, and that fired the shim again, forever. Live it triggers the first save, so the tab hung right there
Fixed and re-uploaded today, then tested through Live it on the same link
Getting Over It, the Bennett Foddy one. The guy in the pot is called Diogenes, which somehow makes losing an hour of climbing feel philosophical
Funders wanting a polished vertical slice, or a year of full-time work from the whole team, while Young Suns was still in production is the brutal bit. A 30 person studio can't build two games at once, and Dabbous says they've never had a hit to pay for it
Option 1 behaves closer to Python's setdefault, since it only writes when the key is actually missing. Option 2 calls set_value on every read, which is harmless, but anyone reading a call site later will assume something changed
A denied click, the dull little thud for pressing a greyed-out button or trying to buy something you can't afford. Packs nearly always have confirm and cancel, but players hit the denied case constantly and cancel doesn't sound right there
For the item farming problem you could seed the item roll by section index instead of by generation count. Falling would still reroll the terrain, but section 12 always hands out the same thing, so dropping down ten times just gets you the same pickup ten times and the first one is the only one that counts
Set of reason keys, and the fight only ticks when the set is empty. Each panel adds its own name on open and deletes it in every close path, so if something slips through you end up with one named leftover like "bank" in your error report instead of a bare true
Counters went bad for me in the mental model the moment open could fire twice and close once
Does the in-car view share the same steering sensitivity as the chase cam? Inside the car the pillars and dash swing across the screen, so the same input tends to feel twitchier, and a lot of driving prototypes end up with a slightly softer steering curve for the cockpit camera only. Might be worth swapping views mid-corner in a playtest to see if it feels like the same car.
The logo was sitting right on top of the globe canvas in normal flow. Pulled it out with position: absolute and the next analyzer run just didn't show the memory warning anymore