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What I did in 2018

 tháng 12 31, 2018     No comments   


My plan, from a year ago, was:




  1. Produce explanations and demos from my procedural map generator experiments.

  2. Go back to old articles and update them.

  3. Work other developers on algorithms and articles.

  4. Write a tutorial on coordinate systems and cameras.

  5. Write tutorials about making interactive tutorials.

  6. Become faster at writing explanations.




What did I do in 2018? I think I did reasonably well with goals 1, 2, and 6, and not so well on goals 3, 4, and 5.





Goal 1 - maps



  • I improved mapgen2 with:

    • Smooth colors using gradients, an alternative to the discrete colors per biome.

    • Icons for mountains, forests, grasslands, water.

    • Slider to control jagged vs smooth coastline.

    • Sliders to control temperature, so that you can have cold poles / warm equator.


  • I improved the home page by adding links to many more pages.

  • I built mapgen4, a map generator that lets you draw your own constraints and generates the rest in real time.




I'm really proud of this work. It brings together the things I learned last year during my map generator experiments and puts them into something fun and cool.



Goal 2 - updating existing pages



  • I simplified the C++ code on my A* Implementation page to make it easier to read.

  • I added support for touch events to my A* Theory page and other pathfinding pages.

  • I added another diagram to my Tower Defense page.

  • I improved my Visibility page by (a) numbering the points in the scan, (b) numbering the triangles in the output, (c) making the draggable elements respond on mouseover, (d) simplifying the underlying implementation.

  • I updated my Hexagon Implementation code generator to make Java, JavaScript, TypeScript, C# output more closely follow standard style.

  • I reimplemented my Hexagonal Grids page, added many more diagrams, and made it load faster; see writeup part 1, part 2, part 3.

  • I updated 92 pages to work better on mobile and tablet.

  • I improved the cache behavior to make pages load faster.

  • I made the pages print better.




I'm quite happy with this work. It's not highly visible like a new project is, but one way written web pages are different from books, academic papers, or videos is that I can continue to improve them over many years, even decades.




Goal 3 - work with others



  • This year I wasn't a mentor for Google Summer of Code, but I did regularly chat with this year's mentor and student, who produced the interactive version of Chapter 5 of Artificial Intelligence: A Modern Approach.

  • I worked with Vladimir Agafonkin on a new guide to Delaunator, his ultra-fast Delaunay+Voronoi library. I had been using this library for a year, and felt like I had learned its secrets. The library documentation didn't cover most of what I had learned, and I wanted to share them so that others wouldn't have to rediscover everything the hard way.

  • I went to Game Developers Conference and Roguelike Celebration, where I met lots of game developers and got to chat about the algorithms that they need to use in their games.

  • I'm on the Roguelike and ProcJam Discords, several Slacks, several subreddits, and StackExchange.




I've come to the conclusion that directly working with other people on code isn't a good match for my skills. I'm a reasonable coder, but my coding style and work habits are at odds with what most people need. Instead, I should focus on my writing. Talking to other developers about what algorithms they use and what kinds of problems they need to solve will help me decide what topics I write about in 2019.




Goal 4 - coordinate system tutorial



  • Mapgen4 took a lot of my time this year, and I didn't attempt the coordinates tutorial. I think that's ok. In terms of meeting my goals, it's a “failure”. But I don't consider working on mapgen4 instead of coordinate transforms to be a “failure” of the work. Instead, it's a failure of how I set the goal. Maybe instead of listing a specific tutorial in my annual goals, I should list the type of work I want to do.




Goal 5 - metatutorials



I had hoped to write up a lot more of what I've learned, but I only wrote a little bit:




  • I wrote about the overall structure of my pages, including some of the things I've struggled with the most, and how to solve them.

  • I discovered a way to automatically redraw a <canvas> when the data it depends on changes. I'm now using it for several of my pages to improve performance and reduce errors. I also adapted it to work with D3.js.

  • I wrote how about make "scrubbable" numbers in ObservableHQ.



Goal 6 - become faster



I worked on lots of tiny (<1 day) projects, often to learn new tools, techniques, and libraries that might help me work more effectively.




  • I continued playing with ObservableHQ, with pages like Centroid and Voronoi polygons and Reshaping Distributions. It's a really cool system, but I ultimately decided it's not for me.

  • I continued playing with Vue.js, with pages like Hex half directions and Hex rectangular wraparound and tree render. I rewrote the Hexagonal Grids guide in Vue, and it was a great experience.

  • I improved my private mouse+touch handling library, Draggable.js. I had first developed this last year, as an alternative to d3-drag for projects where I don't want to pull in D3.js, but over time, I've found myself using it more and more, even when I am using D3 already.




Some other short (<1 week) projects:




  • Modifying spelling

  • Procedural face generator

  • Math explorables

  • Voronoi on a sphere

  • Planet generation




Next year



The shutdown of Google+, the censorship of Tumblr, and the deletion of photos on Flickr made me think about social media and longevity. I'd like the things I spend time on to last a long time. It's worth spending more effort on something if I know it's going to last decades. I've been increasing the amount of time I spend writing to my blog (RSS feed), and trying to avoid content that's I post only to Twitter or other platforms. You can see this in the blog's sidebar: I had averaged 10 posts per year in the previous 10 years, and wrote 37 posts this year alone. I want to focus on the web and not on proprietary platforms.




I had gotten stuck a few years ago, and experimented in 2016, 2017, 2018 to improve my skills. Here at the end of 2018, I'm pretty happy with where I am and what I've learned. My goal is not to write software or make interactive diagrams. My goal is to write explanations of math and algorithms. I write code and diagrams to support the explanations, not the other way around. In 2019 I'd like to focus on improving my explanations and writing new ones.



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Printing my pages

 tháng 12 30, 2018     design, making-of     No comments   


Occasionally someone will want to print one of my web pages, even though it means losing access to all the interactive parts. There are a few things I do to make this work better:




  1. I try to start all my interactive diagrams in a state where it's informative without interaction. This is not only helpful for printing, but also for people skimming the page. I haven't always done this in the past so I've been trying to go back through my older pages and change them to work this way.

  2. I have a "print stylesheet" using @media print { … } that changes the page style when printing. It changes the font, removes background colors, removes text shadows, and instructs the browser to avoid breaking the page inside a diagram.

  3. (Added today) When printing, I display the URLs for the links on the page. Since you can't click the links, it's useful to display the URLs.






I use this CSS for printing:




@media print {
@page { margin: 1in; }
body {
font-size: 13pt;
font-family: "Book Antiqua", "Times New Roman", serif;
}
header, footer, h2 {
text-shadow: none;
color: #000;
background-image: unset;
background-color: unset;
}
h2, h3 { page-break-after: avoid; }
figure { page-break-inside: avoid; }
}




I think it might be simpler to use @media screen { } to set some of the colors instead of trying to undo them with @media print { }.




To display URLs, I first tried this CSS rule:




@media print {
a:before { content: "["; }
a:after { content: "] (" attr(href) ")"; }
}




This makes the links display in Markdown format, as [text](url).




Unfortunately, many URLs are quite long. Markdown has a footnote/endnote-style format which works better for long links: [text][1] followed by [1]: url. It's not something I can do in pure CSS. I would have to edit the HTML to make this work. But I'm not actually writing HTML directly. I write XHTML that is transformed into HTML using XSLT. Can XSLT do this transformation for me? Yes! I was able to adapt this XSLT technique to work on my pages.




First, create an XSLT rule that applies to all links:




<xsl:template match="//a">
<xsl:copy>
<xsl:apply-templates select="node() | @*"/>
</xsl:copy>
<sup class="print-endnote">
<xsl:number level="any" count="//a" format="[1]"/>
</sup>
</xsl:template>




This will find links of the form <a href="url">test</a> and turn them into <a href="url">test</a><sup class="print-endnote">[3]</sup>. The count="//a" parameter to xsl:number will generate a counter for all <a> elements, and format it with brackets: the third link will be [3].




Then, at the bottom of the page, make a list of all the links:




<ul class="print-endnote">
<xsl:apply-templates select="//a" mode="endnote"/>
</ul>




This will loop over all elements that match //a, and then apply this template to them:




<xsl:template match="a" mode="endnote">
<li>
<xsl:number level="any" count="//a" format="[1]"/>:
<xsl:value-of select="@href"/>
</li>
</xsl:template>




The output will look like this:




<ul class="print-endnote">
<li>[1]: https://…</li>
<li>[2]: http://…</li>
<li>[3]: http2://…</li>
…
</ul>




I don't want these to show up when viewing the page on the screen, so I use CSS to hide them by default, and then show them again when printing:




.print-endnote { display: none; }
@media print { .print-endnote { display: unset; } }




This works! Throughout the page, links are annotated with a number like link[3]. Then at the bottom, it displays [3]: url.




However, as usual, there are details that make things more complicated in practice.




  1. I want to exclude relative links (which are often to the same page) so I changed the pattern to match a[starts-with(@href,'http')] instead of a. This is in five places; it would be nice to abstract this somehow. [Update 2019-01-01: looks like XLST 2 might let me abstract over this, but XSLT 1 does not.]

  2. I want to exclude links in the nav bar and table of contents. Due to the page structure I use, these are outside of a <section> element, so I changed a to section//a. Combined with the previous rule, it's now the ugly pattern //x:section//a[starts-with(@href,'http')].

  3. I want to exclude links in the footer, which is inside <section> on some of my pages. I did this by adding a test, <xsl:if test="count(ancestor::x:footer) = 0"> for both the endnote marker and the list of urls. These links still receive a number with xsl:number though; I wasn't able to find a way to avoid that. However, since they're at the end of the page, it's not a problem in practice.

  4. All of these rules messed up the weird whitespace handling rules I have in place. I ended up having to make two passes over all the elements, once to expand <a>, and once to apply the whitespace rules. Even then, it is now applying the whitespace in slightly the wrong place. The printed page has link [3] instead of link[3]. [Update 2019-01-01: I was able to fix this.]




I'm a newbie with XSLT so there's some cargo cult involved. I'm simultaneously impressed that XSLT is able to do this, and horrified by how ugly it is. Someday I hope to revisit all of this, either improving the XSLT or moving away from it, but for now, it works reasonably well, and I'm happy with it.




See screenshots I posted on twitter, or try printing one of my pages to see how it looks. If you run into glitches, please let me know!




Update [2019-01-04] Here's a slightly different implementation:




Instead of adding a new element in XSLT, add an attribute:




  <xsl:template match="//a">
<xsl:copy>
<xsl:attribute name="data-endnote">
<xsl:number level="any" count="//a" format="1"/>
</xsl:attribute>
<xsl:apply-templates select="node() | @*"/>
</xsl:copy>
</xsl:template>




Then during printing, display that attribute using CSS:




    *[data-endnote]:after {
color: #000;
content: "[" attr(data-endnote) "]";
text-decoration: none;
font-size: 75%;
position: relative;
top: -0.5em;
vertical-align: baseline;
}




The advantage of this approach is that I don't have to add a new element. The downside is that the underlining of links will apply to the :after element so these superscripts will be underlined. Another downside is that the superscript is purely visual instead of using a semantic tag like <sup>. More CSS, less HTML.

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Review Indie Game: Deep Ones (PS4)

 tháng 12 30, 2018     Indie Games Review     No comments   

Deep Ones merupakan sebuah game Adventure Platformer yang di develop oleh developer Ukraina bernama BURP games. Game ini menceritakan sebuah petualangan di dasar laut dengan semua keindahan hewan dan tumbuh-tumbuhannya. Game ini memiliki cerita yang cukup sederhana dan bagus menurut saya, dimana kapal selam milik karakter utama kita di curi oleh monster, dan di bawa ke dasar laut. Disini karakter utama harus berjuang dengan keras untuk menemukan kembali kapal selam nya tersebut, karena di dalam kapal selam tersebut terdapat sesuatu yang sangat berharga bagi umat manusia, dan hal itu akan kita ketahui di akhir permainan ini.
Suasana petualangan sangat terasa dari game ini, dimana awal-awal tokoh utama tidak memiliki senjata sama sekali, jadi hanya bisa menghindari musuh yang ada, sampai mendapat sebuah Speargun yang digunakan untuk membunuh musuh yang ada. Awal musuh nya pun cuma hewan-hewan laut sederhana seperti kura-kura dan kepiting, semakin ke tengah permainan akan berubah menjadi tengkorak bajak laut dan mendekati akhir permainan kita akan melawan hewan-hewan aneh yang terlihat cukup unik, memang di kedalaman laut yang tidak tercapai matahari hewan-hewan laut nya biasanya berbentuk unik-unik dan biasanya berupa predator.
Alur dari game ini cukup bagus menurut saya, walau minim narasi, namun bagi yang memainkan game ini akan paham dengan alur cerita yang akan di sampaikan oleh game ini, kita akan tau motivasi kenapa tengkorak bajak laut menangkap ikan dan hewan laut, karena semua akan mengerucut ke suatu alasan yang kuat yang akan kita ketahui saat kita melawan boss terakhir.
Developer juga menyelipkan beberapa mini game yang akan membuat kita yang memainkan tidak terasa terlalu bosan. Ada saat-saat kita harus menunggang kuda laut dan di kejar-kejar Hiu Megalodon, ada saat kita bisa mengendalikan sebuah meriam untuk menembaki kapal-kapal musuh yang mendekat. Adapun boss yang perlu kita hadapi di beberapa arena, dan boss ini lumayan sulit menurut saya, dimana kita hanya punya 3 nyawa, dan biasanya boss tersebut menembaki kita dengan banyak proyektil kita harus bersabar menghindari proyektil tersebut, lalu pada saat yang tepat baru kita bisa menyerang boss tersebut.
Overall game ini cukup fun, saya memainkan game ini seharian dan tidak merasa bosan sama sekali, soundtrack yang pas, menemani karakter utama kita terus dan terus menyelam lebih dalam lagi, menemukan hal baru dan petualangan baru menanti kita. Game yang cocok untuk platinum hunter saya membutuhkan 4 jam untuk mendapatkan platinum trophy.

Score saya : 8/10

Saya mendapatkan game ini secara GRATIS dengan mengikuti event : #IndieXmas2018 Gamer Chick di Twitter. 

Terimakasih untuk :
@IndieGamerChick @Pinkerator 
#DeepOnes
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Games Designer and UCLan Alumni, Steven Thornton in MCV interview.

 tháng 12 30, 2018     No comments   

Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin’s Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.




























See the interview with Steven at the following link:























Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.

We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.





    • Jim Thompson

      Jim Thompson

      Principal Lecturer at University of Central Lancashire
       2014, 
      "Working with Steven was a pleasure from day 1, 
      one of those rare students who not only immersed 
      themselves in their work but challenged me, and 
      always brought positive energy to the group. 
      Steve’s questioning nature and drive to develop 
      his skills will always be one of his key attributes. 
      His on-going input to our post graduate students 
      is highly valued and a rare resource. 
      He has a significant knowledge of games and 
      he draws on this in order to generate innovative 
      ideas around all aspects of his work."




    • Quote from Steven
















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Review Indie Game: Alteric (PS4)

 tháng 12 29, 2018     Indie Games Review     No comments   

Alteric merupakan sebuah puzzle platform dimana kita akan mengendalikan sebuah karakter kotak bercahaya untuk mencapai garis finish dimana terdapat berbagai macam ancaman dan jebak kan di sekeliling arena tersebut. Awalnya game ini terlihat begitu slow dan imut, namun di pertengahan level game ini akan menjadi cukup brutal karena kita harus mempertimbangkan hukum fisika, gravitasi, dan logika. Dalam melompat pun kita harus mengatur tekanan kita menekan tombol lompatan, supaya karakter utama bisa selamat dari duri-duri di atas arena.
Game ini terdiri dari 3 chapter, dan masing-masing chapter di bagi menjadi 10 stage. Kemampuan lain dari karakter kotak kita adalah, membuat karakter utama masuk ke dunia lain (underworld), dengan menekan tombol kotak, maka atmosfer dari arena tersebut akan berubah, hal ini digunakan untuk memunculkan benda-benda yang tidak terlihat dalam game ini, jadi dalam memainkan game ini dibutuhkan sinergi otak yang bagus yang di dukung dengan refleks dari tangan untuk menekan tombol-tombol yang tepat.
Disetiap akhir chapter juga di selipkan boss fighting, dimana kita harus menghindari semua serangan boss dan menekan tombol merah yang ada di tubuh boss tersebut. Game ini memiliki grafis yang cukup minimalis, gerimis hujan dan background yang terlihat kabur, selama menyelesaikan tantangan yang ada kita akan di iringi dengan atmospheric soundtrack yang mencekam.
Overall game ini cukup menarik, pada level tertentu saya sampai mengulang ratusan kali, karena memang pada level tersebut sangat susah sekali. Saya merasa tidak bosan sama sekali, cukup menantang bisa membuktikan kalau refleks, ketenangan pikiran dan rasa sabar saya masih bisa di kendalikan. Sangat cocok untuk platinum hunter, platinum dalam jangka waktu 2 jam.

Score dari saya : 7/10

Saya mendapatkan game ini secara GRATIS dengan mengikuti event : #IndieXmas2018 Gamer Chick di Twitter. 

Terimakasih untuk :
@IndieGamerChick @Pinkerator 
#Alteric 
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Review Indie Game: Midnight Deluxe (PS4)

 tháng 12 28, 2018     Indie Games Review     No comments   

Midnight Deluxe merupakan sebuah game Puzzle, dimana kita akan memainkan tokoh utama sebuah kotak yang mengeluarkan cahaya bernama Midnight. Sebuah game yang hampir mirip game Angry Birds namun dengan suasana tengah malam yang di iringi soundtrack permainan piano yang syahdu. Mekanisme permainan seperti kita memainkan permainan golf, dimana kita harus melontarkan karakter kotak Midnight kita ke sebuah lubang di ujung arena, dan tentunya akan semakin banyak tantangan yang muncul ke depannya dengan meningkatnya level.
Game ini terdiri dari 70 level yang bisa kita selesaikan, semakin sedikit langkah kita dalam melontarkan Midnight maka kita akan mendapatkan bintan 3 yang menandakan kita menyelesaikan level tersebut dengan sempurna. Permainan ini membutuhkan trial and error, karena dibutuhkan perasaan dan perkiraan saat kita melontarkan Midnight ke arah lubang, untuknya game ini memiliki mekanisme restart yang cukup cepat jadi jika kita gagal atau mati langkah kita bisa langsung restart level tersebut dan mengulang nya dari awal lagi.
Berbagai macam tantangan akan muncul, seperti bola bergerigi, laser, pagar bergerigi dan lain lain, sampai-sampai rasanya luck dibutuhkan di beberapa level, kita harus sabar menunggu waktu yang tepat sampai harus terburu-buru karena di kejar bola bergerigi, perasaan kita akan tercampur aduk saat memainkan game ini, namun saat saya memainkan hingga level 41 tidak ada yang sampai membuat saya frustrasi, semua terasa enjoy aja.
Overall Midnight Deluxe merupakan game puzzle yang cukup fun untuk dimainkan, beberapa level membuat saya merasa tertentang untuk menyelesaikan level tersebut. Sangat cocok bagi para platinum hunter, saya mendapatkan platinum hanya dengan 1 jam saja.

Score dari saya : 7/10

Saya mendapatkan game ini secara GRATIS dengan mengikuti event : #IndieXmas2018 Gamer Chick di Twitter. 

Terimakasih untuk :
@IndieGamerChick @PetiteGames @RatalaikaGames
#MidnightDeluxe
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Review Indie Game: Reverie (PS4)

 tháng 12 26, 2018     Indie Games Review     No comments   

Reverie merupakan sebuah game ber genre Puzzle Adventure buatan dari Rainbite Limited. Sebuah game yang memiliki unsur petualangan yang sangat kuat, sebuah maha karya game indie yang pernah saya mainkan, dengan grafis pixel yang terlihat sangat indah sekali menurut saya. Sebuah game yang secara visual dan konsep terinspirasi dari game EarthBound di Nintendo.
Reverie mengambil sekala kecil dari pulau Selandia Baru, dengan warna warni pixel yang memanjakan mata kita, alunan musik di background yang slow juga akan memanjakan telinga kita, petualangan di mulai saat tokoh utama seorang anak kecil bernama Tai yang mau menghabiskan masa liburan sekolahnya dengan kakek-nenek nya yang berada di sebuah pulau bernama Turomi. Saya rasa game ini memang memiliki story yang cukup menarik, sebuah prologue disajikan kepada kita yang mana akan menceritakan tentang mythology Māori, yaitu sebuah mythology yang benar-benar ada di Selandia Baru.
Di sini saya benar-benar merasakan sensasi sebuah petualangan yang terasa sangat kental, di mulai dari karakter Tai yang diawali sampai ke pulau dan tidak memiliki apa-apa, lalu memulai misi pertamanya hingga harus terlibat lebih jauh lagi dalam masalah yang ada. Mengumpulkan item-item dan aksesoris yang memiliki fungsi beragam, di awal-awal banyaknya arena yang tidak bisa kunjungi dengan seringnya permainan maka tempat tempat tersebut akan bisa kita akses.
Story nya juga di sajikan dengan apik dan rapi, tidak terlalu berbelit cukup sederhana dan mudah di pahami. Musuh-musuh yang ada juga tidak terlihat buas, cukup fun, musuh seperti tikus, burung, kura-kura, ubur-ubur dan lain sebagiannya. Memang sayangnya game ini bukan game yang mengambil tema rpg jadi durasi permainan menjadi tidak terlalu lama, dibutuhkan sekitar 5-7 jam untuk menamatkan game ini secara sempurna.
Terdapat juga boss battle yang cukup seru, strategi dan senjata yang cocok di butuhkan untuk membunuh boss tersebut, dan terdapat juga bonus dungeon di akhir permainan yang cukup menantang untuk di selesaikan. Kita juga bisa koleksi berbagai macam bulu burung untuk mendapatkan sebuah special item untuk men dobel kan uang yang kita dapat. Kita juga bisa mendatangi tempat-tempat tersembunyi yang cukup cerita backstory yang unik.
Overall game ini merupakan game yang sangat bagus sekali, memainkan game ini serasa saya memainkan sebuah game AAA dengan sekala yang kecil. Semua hal di eksekusi dengan sempurna oleh developer, sungguh saya sangat have fun sekali memainkan game ini.

Score dari Saya : 10/10 (Outstanding)

Saya mendapatkan game ini secara GRATIS dengan mengikuti event : #IndieXmas2018 Gamer Chick di Twitter. 

Terimakasih untuk :
@IndieGamerChick @rainbite
#Reverie
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Review Indie Game: TETRA's Escape (PS4)

 tháng 12 26, 2018     Indie Games Review     No comments   

TETRA's Escape merupakan game puzzle platforming yang memiliki warna vibrant dan sangat colorful. Sebuah game yang di develop oleh ABX Games Studio dan di publish oleh Ratalaika Games S.L. Dalam game ini kita akan mengontrol sebuah karakter-karakter berbentuk kotak warna warni yang di beri nama Tetra. Setiap karakter Tetra bisa berubah bentuk menjadi bentuk-bentuk balok yang ada di game Tetris.
Misi utama di setiap level nya adalah membawa satu karakter Tetra ke sebuah portal, jadi dari masing-masing blok Tetra harus saling bantu membantu untuk bisa mengirimkan 1 orang Tetra untuk bisa masuk ke portal, tantangan tambahan nya kita bisa sekalian mengoleksi bintang dan sebuah piala yang menandakan kita menyelesaikan level stage itu dengan sempurna.
Game yang cukup fun, sangat cocok di mainkan bersama keluarga, setiap level kita di paksa untuk berfikir dan menemukan solusi-solusi untuk menyelesaikan level tersebut, jadi ada berbagai macam cara untuk memenangkan setiap level nya. Semakin ke depannya tentunya tingkat kesulitan akan bertambah sulit, dengan kemampuan  berubah bentuk Tetra yang semakin lama semakin unik-unik. Lali-lagi sangat cocok untuk platinum hunter, karena platinum game ini sekitar 1 jam saya jika kita meniru panduan dari Youtube.

Overall Score dari saya : 7/10

Saya mendapatkan game ini secara GRATIS dengan mengikuti event : #IndieXmas2018 Gamer Chick di Twitter. 

Terimakasih untuk :
@IndieGamerChick @RatalaikaGames @abxgames_studio

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Review Indie Game: InkSplosion (PS4)

 tháng 12 24, 2018     Indie Games Review     No comments   

InkSplosion by Ratalaika Games merupakan sebuah game 2D Battle Arena Shooter yang sangat sederhana. Dalam satu arena terdapat karakter utama dan 4 musuh yang langsung menembaki kita dengan banyak peluru dari segala penjuru. Kita harus menghindar peluru musuh, namun kita di beri kemampuan slow motion untuk membantu kita menghindari se gudang peluru yang ada.
Setelah membunuh 4 musuh pada arena tersebut makan 4 musuh baru akan muncul, dan senjata kita berubah, bisa berupa peluru klasik biasa, laser, roket atau bahkan shoot gun. Yang saya tidak tau adalah apa korelasi antara cat warna dengan tembak-tembakan ini, karena cat warna ini sama sekali tidak mempengaruhi game play dari game ini, mungkin cuma gimmick saja.
Game ini juga memiliki beberapa mode permainan, namun semua mode tersebut menurut saya kurang menarik, ya game ini kurang menarik menurut saya. Hanya untuk mendapatkan platinum yang mudah aja alasan saya memainkan game ini.

Score dari saya : 4/10

Saya mendapatkan game ini secara GRATIS dengan mengikuti event : #IndieXmas2018 Gamer Chick di Twitter. 

Terimakasih untuk :
@IndieGamerChick @RatalaikaGames
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