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  • That is a very pessimist assumption. Why wouldn't they want to help you personally as well? But even if that would be the case, their job isn't to care. It's to help you. They don't need to necessarily care about your story to help you deal with it.

  • Is it still though? Also, weren't early super heroes mostly adult like Superman and Batman? I feel like back in the day when the audience were mostly children they used adult superheroes the kids could aspire to, then they started aging them down with Spider-Man to make them more relatable. Nowerdays the audience is mostly adult, maybe yearning for simpler times, certainly with a lot of nostalgia for what they used to see.

    But to be honest I don't think the premise is actually true. There are certainly some eternally young superheroes, but there are still and always have been lots of older superheroes.

  • How are the 20s middle ground? I wanna see 50 year old spider-man! Give me a proper geriatric spider-man in his 70s or 80s! Okay maybe that's going a little too far. Especially with spider-man I find it hard to imagine him older than 40.

  • I don't think you can effectively boycott whole countries if you aren't doing so on a country level.

    Consumer level boycotts against companies on the other hand seem to work very well.

  • Not quite sure how well they fit, but the movies that come to my mind are: Grave of the Fireflies, Requiem for a Dream and Enter the Void.

    They are overtly about different themes, but suffering and loss play big roles in each. Great movies that you'll probably only going to want to watch once.

  • I guess the classic, cleaning your apartment angrily, isn't very stimulating mentally.

    Someone suggested running with an audiobook. In that vein there is a mobile "fitness game" called "Zombies, Run!" that could help you with your mind.

    Gardening and stuff like cutting fire wood would also probably work. Woodworking or just carving could work, but might be dangerous, depending on how angry you are.

  • Kids these days don't even know what memes are. For them webcomics and social media screenshots, even plain political ones without a shred of humor, are just memes. Everything is a meme now...

  • What do you mean by that? I don't think it makes much sense to generalize criticism about groups of people, because people are just so different. Even if there are statistical commonalities in these that differentiate them from others, the differences between individuals of a group will always be bigger than these commonalities.

  • I've come to the conclusion that you need to actually put something playable in front of a bunch of people who don't know you, to properly gauge how compelling your game is. Ideally a vertical slice where with the necessary polish to convey the feel of the end product.

    Let them play and watch. Listen to their feedback, but don't put too much weight on it. Players usually can't account for the limits of a prototype, even if it is a vertical slice. Also they usually can't quite pinpoint what made them like or dislike something, but they will want to give you feedback. Just note what they say and try to figure out later what the underlying issues might have been. More importantly, you need to watch them play. Ideally you want a setup where there are a bunch of games, like at a gamedev gathering, or at least something else to do, where people can freely decide to play your game or not and don't feel forced to do so. Seeing how they interact with the game on their own terms, seeing how long they play, whether they get their friends to play it as well, is the true litmus test.

    To have a successful indie game, I believe, it needs to capture people on its own, just by it's presentation and gameplay. And it needs to deliver such a memorable experience that people will recommend it to their friends and talk to each other about it.

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