Paturages
- my play style was definitely limited by the "2 actions per second" limit (I had to actively control my pace), and also disrupted by the info tooltip appearing over the cells I want to click when those extra fast clicks happen to be towards the bottom
- placing a mine counts as an action, which incentivizes farming hunting mines while letting others explore for you if you're aiming for points, this also is counterintuitive to how high-level minesweeper efficiency works (you usually ignore mines that are obvious to let the autofill work in the end to save time)
- I agree that the point system (especially the 2x round win bonus) steers the game towards competitiveness rather than cooperation
- mistakes, specifically left-clicking mines, could be more punitive: maybe outright switch the player to a different room if they "explode", which could encourage "safer" gameplay
- otherwise pretty fun! I think it's a solid foundation to build more modes and features on
I may look into pursuing a side project next year along the lines of rhythm gaming and inspiration from current music tech: discovery might not be a strange goal to pursue in that domain. In any case, that Twitter thread couldn't have come at a better time for my own brainstorming.
But then again, AdNauseam exists https://adnauseam.io/
As long as there's legacy, PHP jobs are not going to run out for sure, that's a given. I wouldn't exactly mind carrying a project in PHP >= 7, but I wouldn't wish to get a job in PHP < 7 territory personally.