kfwyre's recent activity
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Comment on I almost donated ten gallons of blood products in ~health
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Comment on I almost donated ten gallons of blood products in ~health
kfwyre Link ParentThank you for the kind words, for sharing your story about your dad, and for the delightful measurements. Every time I donate, I always think about how what I’m doing is voluntary for me, but it’s...Thank you for the kind words, for sharing your story about your dad, and for the delightful measurements.
Every time I donate, I always think about how what I’m doing is voluntary for me, but it’s completely involuntary for the person who’s getting my donation. They’re getting it because they HAVE to have it. Not getting it is not an option.
Anyone who’s in that situation needs the help of others, and I want to be the kind of person who provides that help. Best wishes for your father. As long as I’m able I’ll keep donating for people like him.
Also, I genuinely want to change the topic title to be in barn-megaparsecs, but then I feel like I’ll let people down when they click on the topic and find out it’s actually just plain old boring gallons.
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Comment on I almost donated ten gallons of blood products in ~health
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Comment on I almost donated ten gallons of blood products in ~health
kfwyre Link ParentI’m also losing my hair. With finasteride you can’t donate blood, so that was a non-starter for me, and minoxidil is toxic to dogs, which is another no-go. Once I found all that out I was just...I’m also losing my hair.
With finasteride you can’t donate blood, so that was a non-starter for me, and minoxidil is toxic to dogs, which is another no-go.
Once I found all that out I was just like “welp, balding it is!” It’s not too bad yet, but it’s well on its way. At a recent haircut my barber told me “I left this part longer to help cover your bald spot,” which was a kindness I greatly appreciated.
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Comment on I almost donated ten gallons of blood products in ~health
kfwyre Link ParentPlatelets don’t affect your whole blood donations, but sometimes they pull platelets and plasma together, and plasma restarts the clock on the whole blood cooldown. I asked my donation site which...Platelets don’t affect your whole blood donations, but sometimes they pull platelets and plasma together, and plasma restarts the clock on the whole blood cooldown.
I asked my donation site which was more valuable, my plasma or my whole blood, and they said definitely whole blood. I then asked if they’d put a note on my file to only pull platelets, that way I can keep doing them + whole blood on my regular schedule.
Also, thanks for the thoughtful words in your other comment, Fae. 💜
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Comment on I almost donated ten gallons of blood products in ~health
kfwyre (edited )Link ParentI was in the grocery store the other day and saw the milk fridge with all of its gallon jugs lined up and was just like “hmmmmm.”I was in the grocery store the other day and saw the milk fridge with all of its gallon jugs lined up and was just like “hmmmmm.”
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Comment on I almost donated ten gallons of blood products in ~health
kfwyre Link ParentWhat @tanglisha said. No donations of any type for six months. ☹️What @tanglisha said. No donations of any type for six months. ☹️
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentOllie & Bollie: Outdoor Estate (Humble) Here's a fun little rabbit hole I just discovered: Sokpop. See, I started this game up with basically no foreknowledge about it. As soon as it started, the...Ollie & Bollie: Outdoor Estate (Humble)
Here's a fun little rabbit hole I just discovered: Sokpop.
See, I started this game up with basically no foreknowledge about it. As soon as it started, the graphical style and text looked familiar. Was this one of those "they used the base settings in Unity" games, or had I played something else by these devs?
So I looked into them. Turns out they are the Sokpop Collective and they have put out a LOT of games. See: Steam and itch.io. They've got a Patreon you can subscribe to and they attempt to put out a game every two weeks. Pretty cool. And they were doing this before AI!
With that many titles, it's undoubtedly the case that many of them are short and sweet. They honestly feel sort of like Playdate for PCs: unique, simple concept games that are well-executed, with personality and panache.
Ollie & Bollie fits that bill, feeling like a full idea while also being quite short -- an hour or less to finish.
That is, if you CAN finish.
You play as Ollie, and someone else can play as Bollie, and the two of you have several tasks that you have to do to get your little outdoor grounds back up and running. Plant an orchard, fix a cart, herd the sheep, and build a shed.
Interestingly enough, the Humble build of the game doesn't allow for co-op, so you're stuck with AI Bollie as your companion, who does the best that they can. The two of you somewhat clumsily but endearingly work your way through the tasks with simple contextual controls and a lot of experimenting to see what will and won't work.
I thoroughly enjoyed the game -- until I tried to build the shed. It was the most complicated of the tasks, and also the one I was least sure how to do. Unfortunately, this is where AI Bollie started to let me down. Once I figured out what to do, it then became a challenge to get AI Bollie to cooperate with me. I'd had to sort of manage and nudge them around throughout the course of the game, but it wasn't too significant. The shed, however, was considerably more challenging.
There's no saving in the game -- it's a one and done single-sitting kind of thing -- and I was playing it on a fixed schedule before another obligation on my calendar, so I ended up having to stop the game and watch the rest of it (which was only a minute or two more) on YouTube. It was then that I checked the Steam page for the game and found out that Shed Building With AI Bollie is a primary complaint, with some saying it's too difficult and others saying simply "skill issue."
I think I could have made the shed work with more time, but I'm also not against calling in professionals to do housework when I myself am out of my depth, so really my ending was canon to the way I would approach the task in real life.
Overall, it was cute. It was entertaining. It would be a fun couples' game for a night in. It's free on the Humble app, and it's $3 USD on Steam and itch.io, which I think is the right price. It's not groundbreaking or anything, but if you think of it as a fun and whimsical little sidequest, it fits the $3 bill.
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I almost donated ten gallons of blood products
Previous discussion about five gallons here Sorry for the somewhat clickbaity title, but it's got relevance: Ever since I hit five gallons last year, I've been donating away, excitedly working...
Previous discussion about five gallons here
Sorry for the somewhat clickbaity title, but it's got relevance:
Ever since I hit five gallons last year, I've been donating away, excitedly working towards that ten gallon milestone. I do whole blood donations every eight weeks, and I try to do platelets once a month.
I literally had ONE donation left to get myself to ten gallons when I got a call that nobody, especially no gay man, ever wants to get: the blood tests from my last donation came back as potentially reactive for HIV antibodies.
To say I was tilted would be an understatement. I know that the prognosis for HIV is significantly better than it used to be, but as someone who grew up in the shadow of the AIDS crisis, I still had a significant gut reaction. It hit me hard.
After I had time to calm down, however, I was better able to process the information. First, the results were preliminary and not a confirmation. Second, I do not engage in any practices that would risk HIV transmission. My husband and I are mutually monogamous and have been so for the better part of two decades. And the only time I deal with blood is when it's my own and I'm donating. Also, the donation site I use is meticulous about cleanliness and sanitation, so there's no way it could have been from them not following proper protocol.
As such, it was significantly more likely that the test was a false positive than an actual one.
I immediately got myself tested and, sure enough, it came back negative. The Red Cross also did confirmation testing on my blood, which also came back negative. In digging around to find some actual data on this, I found this graph from this page which, if I'm reading it right, shows that they have a 96.2% false positive rate. Pretty high! But, it makes sense: apparently the tests they use are VERY sensitive. They do not want HIV entering the blood supply like it did back during the 80s, so better to trigger more false positives than allow any actual positives to get through.
I got a letter from the Red Cross confirming my negative results, along with bolded text that clearly states:
The Red Cross cannot accept blood from donors who have reactive test results for any infectious disease. This means you are no longer allowed to donate blood for others.
Again, I was devastated. I waited my whole lifetime to be able to donate blood because, as a gay man, I was considered a high risk for HIV and therefore not allowed to. And now, once they finally changed the rules and I finally got the chance to actually do it, I was cut off right as I was just getting the ball rolling -- all because of an incorrect preliminary test result for that very same HIV.
I called the Red Cross to discuss the results and learned that, thankfully, the moratorium is not a lifetime one but only for 6 months (this is mentioned nowhere in the letter, by the way). After that, I'm eligible for re-entry testing, upon which a negative result will clear me and I'll be able to donate again.
Given the incubation time of HIV it is technically a possibility that I do actually have it and it's just not triggering the confirmatory tests yet. However, as previously mentioned, I do literally nothing that would put me at risk for it, so I feel comfortable in saying this was, definitively, a false positive.
The person at the Red Cross did mention that allergies can trigger it, and my previous donation I had done shortly after getting my monthly allergy shots, so it's possible that was why the blood test flagged in the first place.
Unfortunately, this means that instead of hitting my 10 gallon goal this year like I was hoping to, I have to sit on the sidelines for a while and wait it out. A bit of a bummer, but genuinely better than either finding out I actually did have HIV and/or that I was ineligible to ever donate again.
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Comment on Humble Bundle redesign leaves out crucial security features in ~games
kfwyre LinkOff-topic, but is there a reason everybody seems to use purple gradients and accent colors now? Is that a Claude/vibecoding thing? Purple is actually my favorite color, so I thought it was cool...Off-topic, but is there a reason everybody seems to use purple gradients and accent colors now? Is that a Claude/vibecoding thing?
Purple is actually my favorite color, so I thought it was cool when I started seeing it more, but it seems like it's everywhere now -- especially on sites/apps that people accuse of being vibecoded.
Purple was never part of Humble's color scheme in the past, so it's weird to see it so prominent in this redesign.
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Comment on Humble Bundle redesign leaves out crucial security features in ~games
kfwyre Link ParentI can see mine under Payment Method on my account page. Also, there's no actual way to delete it, so it's stuck there. (Everyone feel free to roast me for saving my credit card information to a...I can see mine under Payment Method on my account page.
Also, there's no actual way to delete it, so it's stuck there.
(Everyone feel free to roast me for saving my credit card information to a site. I deserve it.)
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentGoodhart's law in action. We humans are perennially destined to ruin good things because we can't resist systematizing them. (I'm still going to pet the dog though. I can't not.)Now it's just a checklist item to satisfy the demands of the internet at large.
Goodhart's law in action. We humans are perennially destined to ruin good things because we can't resist systematizing them.
(I'm still going to pet the dog though. I can't not.)
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentBurning Rangers (Saturn) I want, nay, LONG to play a really good firefighting game. To date, this has never happened. I have played a lot of them, but every single one I’ve played has been flawed...Burning Rangers (Saturn)
I want, nay, LONG to play a really good firefighting game.
To date, this has never happened.
I have played a lot of them, but every single one I’ve played has been flawed — often critically so. Burning Rangers keeps that pattern going.
The game is a late-in-life Saturn release from Sonic Team themselves. You're a firefighter tasked with entering a burning building to rescue survivors, so it doesn't share a lot of DNA with Sonic outside of the famous "rings" mechanic.
In this game, the rings are crystals. You get them by putting out fires, and having any amount of them acts as a shield. Get hit by fire, and you lose your crystals. Get hit without any crystals and you lose a life. If you've played any Sonic game ever, you're already familiar with the concept.
The game puts you in labyrinthine levels full of fires and corridors and people waiting to be rescued. It's actually quite a cool setup, and I think, by the standards of the time, it's really neat.
One main game mechanic is that fires will burst out of certain spots, potentially harming you if you're nearby when it happens. The game gives you an audio cue for this, so a lot of the game is advancing, hearing the cue, and then dodging backwards to not get hit. It's a good way of making the fire threatening, rather than you just safely putting out the fire from a distance.
Additionally, the levels are convoluted. There's no minimap, and they can change -- for example floors can collapse, closing off or opening up new pathways.
"Convoluted" has a negative connotation, but I think it actually works really well in the game. If you're a firefighter, you're entering unfamiliar territory and don't know exactly where to go. It helps with the urgency of the game. Additionally, it also creates what I think is the coolest feature of the game:
At any point, you can press a button to talk to your dispatcher, who will then tell you which way to head from your current location (e.g. "go straight down this corridor" or "turn left" or "you're going the wrong way"). If you boil it down to its basest elements, it's nothing more than an on-demand quest arrow, but implementing it as communication with dispatch is novel, interesting, and helps lock in a strong firefighter "feel" for the game.
If that is a highlight of gamefeel, well, I'm sorry to say that there's a lowlight too.
Saving people (your main mission) takes FOREVER. You can watch a clip of it here. The cutscene starts at 13:17 and goes for a whopping 28 seconds to 13:45. Also, it is almost entirely dead air. It's also like this EVERY time.
If there were two or three survivors per stage, this wouldn't be too bad of an issue, but there probably at least 10 total (maybe even more, I'm not sure). It absolutely obliterates pacing. You're urgently putting out fires and trying to save lives, only to have an unnecessarily lengthy interruption in which a whole lot of nothing happens. It made it so that I didn't actually want to save people which is of course counter to the whole premise of the game (but admittedly did give my character a darkly sinister "let them burn" persona that was, at the very least, thematically interesting).
The game is also an early 3D game with a bad camera and especially crunchy graphics that are aesthetically cool but hard to read. So, after an hour of playing the game and clearing the first two (of four) stages (they're quite big), I decided to stop. It's not that the game itself is bad (I honestly think it's really cool by the standards of the time), just that it hasn't aged well.
A modern remaster/remake of this could be genuinely awesome. It's got a great premise and aesthetic, as well as some cool ideas. Give the game more readable graphics, better controls and camera, and fix those absolutely horrendous pace-killing survivor cutscenes, and you'd have something pretty special.
Until then, I'll keep seeking out my dream of a firefighting game that does everything right. There's got to be one out there, right?
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentI really wanted to like Racket: NX but I found landing shots in the game to be nearly impossible. Not sure if it was a configuration issue or just me being bad at the game (it was probably me...I really wanted to like Racket: NX but I found landing shots in the game to be nearly impossible. Not sure if it was a configuration issue or just me being bad at the game (it was probably me being bad at the game). HoloBall gives me all the satisfaction of hitting something without any actual skill demands, which I appreciate.
Best of luck with your stress too. Hopefully it dies down.
I actually took today off work...
...not to relax but because I caught a particularly nasty cold that's going around my school -- one of the many perils of working in a petri dish!
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentYou only joined Tildes in 2024?! It feels like you've been here a lot longer, Chippy! (I mean that in the best way possible, for the record). And no worries about writing at length! I grew up...You only joined Tildes in 2024?! It feels like you've been here a lot longer, Chippy! (I mean that in the best way possible, for the record).
And no worries about writing at length!
I grew up reading gaming magazines, so long-form writing about games is genuinely a preferred format for me. I actually recently subscribed to Edge magazine for gaming news, simply because I like the idea of having a more stable, regular "base" for reading about games than my usual habit, which is a constellation of random articles and comments across internet sites. The older I get the more scattered and unfocused that feels, so I was craving something more defined.
Anyway, as we started up this current Backlog Burner, I realized that we're essentially creating our own little digital magazine for this event. An issue of Edge has several different writers, each with their own voice, and each highlighting and talking about different aspects of games. Some articles are long, others are short. Some are serious, some are funny. But on the whole an issue is a collaborative community writing piece that covers a broad slice of gaming while still delving individually into each title.
And that's, well, exactly what we're doing here!
(And also we don't have ads every two pages)
So, thanks for being a writer for our biannual Backlog Burner magazine! I look forward to every new article and issue. :)
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Comment on Digital Detox discussion: November 2026 in ~life
kfwyre LinkI wrote this comment a while ago about compulsively checking my phone even when there is nothing to check: This month, I read The Digital Delusion: How Classroom Technology Harms Our Kids'...I wrote this comment a while ago about compulsively checking my phone even when there is nothing to check:
I do this thing, usually before bed, where I just sort of cycle through opening different apps on my phone for no reason. Like, Email > Three Cheers > Alarm > Fitness > Email again > etc.
It’s not that I’m looking for anything in particular, and each app is usually only open for seconds, if that. It really does feel like some sort of compulsion.
I’ve also noticed it’s worse when I’m stressed. The benign explanation I give myself is that it’s basically just a digital fidget, in the same way I might play with the wire on my headphones or click a pen while at my desk.
There’s another part of me that thinks it’s a holdover from when I was active on social media, and I couldn’t get myself out of checking the same apps over and over again. You know, closing reddit only to reopen reddit? The scary part is that, if this is true, the compulsion has persisted across YEARS. I haven’t used social media outside of Tildes in a LONG time.
This month, I read The Digital Delusion: How Classroom Technology Harms Our Kids' Learning -- and How to Help Them Thrive Again by Jared Cooney Horvath.
The book itself was interesting, but I thought the author was inflexible to the point of dogmatic in places. Still, there is lots of good information in it, and it gave me a lot to chew on as both a person and a teacher.
While listening to it though, he hit upon the exact behavior I identified in myself above, so I figured I'd share it here since it was a bit of a lightbulb moment for me:
From The Digital Delusion by Jared Cooney Horvath
in Chapter 5: Smartphones - A Special Kind of Bad
A family friend recently installed a usage-tracking app on her teenage daughter’s smartphone to see how often she used it at school. The results shocked them both: “Throughout the week, she checked her phone an average of 14 times per class,” the mother told me. That’s about once every four minutes.
Before banning the phone outright, the mother agreed to her daughter’s plea for one last chance. The deal was simple: if she could go one week without checking her phone during class, she could keep it. Despite her best intentions, she couldn’t make it a single day. “I just get really jittery and uncomfortable,” she admitted. “It’s hard for me to focus unless I know I have my phone.”
That’s the problem: kids don’t usually reach for their phones because it brings joy; they reach because it brings relief. And that shift—from wanting to needing—is the hallmark of a habit loop taking over.
Every habit starts with a cue: something in the world grabs your attention. Maybe the phone buzzes, or a notification flashes across the screen. Your brain registers this cue and waits to see what happens next.
You could do nothing, in which case the cue fades. Or you could take action—say, check your messages—to resolve it. Do that, and your brain will reward you with a warm chemical pat on the back: a hit of dopamine.
CUE —> ACTION —> DOPAMINE
But the brain is a quick study. Repeat this loop often enough, and it rewrites the sequence. Now dopamine doesn’t wait for the action, it surges at the cue.
CUE —> DOPAMINE —> ACTION
This is where the game changes. When dopamine comes after an action, it feels rewarding. But when it comes before, it creates tension. Suddenly, the mind becomes restless, hyper-focused on one thing: closing the loop. Now you’re driven to the action simply to make the agitation stop. That’s the definition of craving.
Nearly half the developed world now lives in a low-grade state of compulsion with their phones. Billions of people have built habit loops that push them to reach for a device even when there’s no real desire to do so. We’re no longer picking up our phones out of interest; we’re doing it to quiet our own nervous system.
Returning to the classroom, there are two important issues to consider:
Not All Cues Are External
The phone doesn’t have to buzz to trigger craving. Internal cues—boredom, confusion, anxiety—can spark the loop just as easily. Unfortunately, as we saw in Chapter 1, good learning often feels uncomfortable. This means students who’ve linked that discomfort with phone use will reflexively reach for their device whenever a lesson gets hard.
That’s why ‘backpack-only’ phone policies rarely work. When the craving hits and the cure lies only a few feet away, most students can’t resist. In fact, research shows that in schools where phones must stay in bags, 25% of students still use them over an hour each day, and 10% use them more than three.
To combat this, some schools insist students keep phones in their lockers. Although this removes the physical distraction, it creates a second problem.
Unmet Cravings Hijack Attention
Once dopamine fires, the brain expects action. If that action is delayed, dopamine release ramps up, craving intensifies, and attention fractures. The brain starts pulling ever more focus away from the lesson and toward finding relief.
If a student knows they can get to their phone in 20 or 30 minutes, the craving builds minute by minute. This anticipation can be as distracting as having a phone in hand—and it produces the same negative learning outcomes.
The good news? Dopamine doesn’t climb forever. Once the brain realizes an action isn’t going to happen—say, because phones are locked away and truly inaccessible for hours—the craving peaks, then fades, and the habit loop unravels. That’s when focus returns and students can once again engage without that constant pull toward a device.
Even better, when the pull is gone, something stronger can grow in its place. Instead of reaching for a phone at the first sign of struggle, students can learn to self-regulate, seek support, or reflect—the same strategies we relied on before every flicker of unease could be numbed by a screen.
What to Remember
Once a habit loop forms, phones stop being tools for connection and start serving as regulators of the nervous system. When students know they’ll soon have screen access, dopamine surges and attention collapses. But when access is removed entirely, cravings fade and focus returns. Without full separation, harmful habits persist and learning suffers. Banning phones isn’t about being strict—it’s about giving our children a chance to reset.
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentHoloBall (VR) I was wanting to do something more narrative-focused for my VR game since most of what I already play is open-ended movement-based stuff anyway. Unfortunately I’ve been very busy and...HoloBall (VR)
I was wanting to do something more narrative-focused for my VR game since most of what I already play is open-ended movement-based stuff anyway. Unfortunately I’ve been very busy and very stressed as of late, so I went the opposite direction and decided to play a game where you just hit things instead. Hooray for letting off steam on Steam.
HoloBall is essentially digital tennis where you volley back and forth with a sociable yet malevolent AI in a constructed digital world. The game’s got a futuristic sci-fi aesthetic, and your ominous red square of an opponent makes sure to remind you that you’re a feeble human (fair).
There’s not a lot to talk about other than the game feels good to play. I put in about two hours by my timing, but Steam says I only did 40 minutes, so either I experienced some VR time-dilation (fair) or it just didn’t track some of my play sessions.
At the very least, my arm feels more than 40-minutes sore. You technically have two rackets in the game, one for each hand, but probably 90% of my shots were with my dominant hand so that’s the one that got the workout.
The orientation on the rackets is a bit weird (exactly 90 degrees off from the way I would hold a ping pong paddle), so I ended up rotating the Index controllers in my hand since there’s no in-game adjustment for that.
Also, occasionally the ball would go off in an odd direction that felt not in line with how I was hitting it, but I’m more than willing to admit that the fault probably lies with me over the game. The hard part about hitting a ball that only exists in VR is that you never actually hit anything in the real world, so it can be genuinely hard to tell when exactly when you’re actually connecting with it — particularly when it’s coming in fast.
I’ll keep the game installed an play a round or two here or there. It’s fun, and the AI gets legitimately challenging at higher difficulties. I find this invigorating rather than stressful for some reason, so it really does act as a good release valve game.
Sidenote: I had originally wanted to play C-Smash VRS which is similar to HoloBall. C-S VRS been on my radar since release because it’s a modern VR follow up to Cosmic Smash, an entertaining Dreamcast hidden gem.
Unfortunately, it looks like the publisher skipped a Steam release, and it’s been long enough since the game came out that it’s safe to say that one simply isn’t coming. (Didn’t stop me from checking though to see if I could get it in that square.)
In the interest of full honesty: if it had come out, I would have bought it immediately and just pretended I already had it in my backlog. I apologize for the potential but ultimately unexecuted deception on my part, but I also reserve the right to revoke that apology if the game ever does somehow get released on Steam.
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Comment on Save Point: A game deal roundup for the week of November 8 in ~games
kfwyre LinkPlaydate is having another catalog sale currently.Playdate is having another catalog sale currently.
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentVERY SIGNIFICANT BACKLOG BURNER STAT: Tongues play an important role in 7% of games played so far.VERY SIGNIFICANT BACKLOG BURNER STAT: Tongues play an important role in 7% of games played so far.
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Comment on November 2026 Backlog Burner: Week 2 Discussion in ~games
kfwyre Link ParentGlad to see someone going for a checklist instead of a bingo! Also, you're not the only one who didn't love Balatro. On paper, I should love it. In fact, right after it came out, I sat next to...Glad to see someone going for a checklist instead of a bingo!
Also, you're not the only one who didn't love Balatro.
On paper, I should love it. In fact, right after it came out, I sat next to someone in the airport who was playing it and couldn't help myself from obsessively screenwatching them while they played. I was genuinely enthralled. It looked so cool!
But for some reason, once I finally did pick it up, I bounced right off of it.
And then, a few months later, I was like "I should give this a second chance since everybody else seems to love it" and I still bounced off of it. I couldn't tell you why I did, just that it didn't click for me at all.
So, you're not alone! It didn't do anything for me either. I'm sure there are at least three, maybe even four other people like us out there: the ones who walked away from Balatro.
Thanks, vord. And I agree: even though it sucked in the moment, the outcome really was ideal.
When it comes down to it, I’d much rather get a false positive and a deferral on donating rather than have someone get infected with an incurable disease through a blood transfusion.