

Yeah, and they make the analogy with context. And the thumbnail references the analogy. And all of it is fully owned as cartoonish and the cartoon is referenced multiple times, even with visuals. So per your own thoughts, should be OK.
Yeah, and they make the analogy with context. And the thumbnail references the analogy. And all of it is fully owned as cartoonish and the cartoon is referenced multiple times, even with visuals. So per your own thoughts, should be OK.
“And I still think it’s misleading. If they made the analogy in the video it would be different.”
I was just responding to your own point, mate. Good news, it is in the video multiple times, even visually referenced multiple times. They even described as a cartoonish test while showing the cartoon wall gag. So, per your own words, should be good to go then, yeah? I mean, you’re arguing with yourself at this point.
They do make the analogy in the video. They reference it multiple times.
You can’t drop items in the game and you can’t see item comparisons. Surely, this is less about design choice or more about band-aiding their archaic inventory system?
Well and that is what Larson was always after - realism.
Easily the most effective for me has been to develop, review, and/or do one action item off a plan to be able to leave the job and work towards something I want to spend my time working on. Knowing I have a plan, remembering it and seeing that it’s a good plan, and taking steps on that is a concrete reminder that the job I hate is temporary and I’m not stuck. That reduces the scaries significantly for me.
Then I also like to clean my place, light a scented candle, and read/watch something to make where I live feel cozy, comforting, and home-y. A reminder that even though the job is shit, I have at least built a home that I come back to. Might call a friend and talk it out too - works on both levels.
What do you do?
It’s got Denuvo unfortunately