I wrote this to publish Org docs to S3 - https://github.com/EnigmaCurry/s3-publish.el - I wanted something extremely lightweight, not even wanting to commit things to git like I normally would and waiting for CI to build something. Uploading html directly to S3 means it gets published in <1s from push.
I took Spanish in high school and college, so had a rudimentary understanding of verb tenses and some vocabulary. Before I walked the Camino de Santiago el Norte (45+ days in Spain), I used Duolingo to brush up on my Spanish.
It helped my reading most, my speaking a fair amount and my listening/conversation the least. I was able to ask questions, but was often flummoxed at any reply that wasn't the most basic.
I grew to hate the gamification, but was addicted to my "streak' also ... using math lessons when I didn't feel like doing a Spanish lesson. The so-called "leagues" were kind of useless since the same people weren't in the league from week to week. Any friendly competitiveness to "learn more" was lost when randomly assigned to a different group each week.
I finally abandoned the app this spring.
I'm trying Babbel now since I'm going back to Spain for a month and Patagonia next year.
I recall an adage about work-estimation: As chunks get too big, people unconsciously substitute "how possible does the final outcome feel" with "how long will the work take to do."
People asked "how long did it take" could be substituting something else, such as "how alone did I feel while working on it."
For most games I've worked on the most senior game designer will control the game specific flags and then levels will be "owned" by individual designers and they will control the level flags.
Someone, usually the most senior game designer, decides how many flags the game gets and thus the max number of flags each level can have.
If this seems a bit uncontrolled to you.. then yeah it is and yes that's why a lot of games are full of bugs :)
This has become less of an issue as runtime memory has expanded and save games can be HUGE. In the N64 days the constraints were more real and a bloated save game could double the cost cartridge manufacturing and destroy any profit the game made (Nintendo charged a lot more for cartridges with larger battery backed memory).