I've been in planning sessions where someone would confidently declare something would take half a day, was surprised when I suggested that it would take longer then that since they were basically saying "this'll be finished mid-afternoon today"...and was still working on it like 3 weeks later.
It's clear why people do it (more pay) but it sets up bad incentives for the companies. Why would a company invest money in growing the technical skill set of an employee, just to have them leave as soon as they can get a better offer?
But it is. In fact, we were getting a much rawer deal before, as this was data the government already effectively had but we as travellers derived no convenience from it.
The last time I reentered the US though, it was just a quick face scan and I was on my way. I don't know if that was because of the government shutdown or if it's actually SOP now, but either way it was much faster than having a customs agent manually verify my papers.
It's a 5v5 team game and very famous for its toxic community. What MOBA isn't? Anyway a regular experience as a LoL player is being in a steady state, or maybe even ahead of the other team, only to have your position trashed because one of your teammates keeps making repeated mistakes.
The first couple years I played, this would make me super mad. Exactly what the author felt in online games of Bughouse. Sometimes I would get mad at people I knew IRL, which I'm pretty ashamed of. Putting in a lot of effort and still losing feels bad. I never had this feeling when I would get absolutely crushed in 1v1 fighting games because ultimately I was fully responsible for every loss.
After a while though, I kind of stopped getting upset about losses in LoL. Maybe part of a broader mindset shift, or I just recognized that the only productive thing to do is try your best, do not self-identify as "someone who wins", and extract as much value from a loss as you can. In the long run, you win more and more games that way.
Eventually I stopped playing entirely, for other reasons, but that's also a valid approach. IME most people (including myself) who play games like this a lot and experience Bughouse Rage usually have an unhealthy amount of their self-worth wrapped up in the game.
1. Build features at all costs
2. Eventually a high profile client has a major issue during an event, costing them a ton of goodwill
3. Leadership pauses everything and the company only works on bugfixes and tech debt for a week or two
I onboarded during step 3. I should have taken that as a warning that that's how the company operated. If your company doesn't make time for bugfixes and getting out of its own way, that culture is hard to change.I don't think an Epic games launcher is exactly obscure. Mind you, I'm completely commmitted to Linux and having the launcher is just in the "nice to have" category, but it hasn't gone well so far.
Language learning apps are the ultimate sand-pit for solo developers thinking they can offer some random unique feature that Duolingo (or "Anki but better") doesn't offer. Without realizing, they don't do it for a reason. Language learning has extremely low activation and retention. And it's super easy to find one or two early adopters that like your app for some reason to keep going.
And solo developers that get into language learning often are only strong in software development and lack in UX, design, product, or marketing.
You may start with a calm, "not Duolingo gamification" style app, but every language learning app starts with pure intentions until you're many months or years in, your numbers are low, you need to make money, and you need to move the needle.
My two cents, you don't have to heed it obviously.