The site's not done yet, at the time of writing, but in order to get an idea as to how this will all come together, I should probably say something, ideally something of use.
Well, I just pulled an all-nighter fucking around with PHP, trying to get my contact form in order. I'm sure I could get a handle on how PHP works as a whole, but aside from that form copypasta, I really don't have any fucks to give. One new tidbit of knowledge I gained, is that the language works rather more closely to the os than I would have guessed. There's at least one line in the configuration that could probably be leveraged for malicious purposes, if not sufficiently secured.
That's enough about language annoyances, though. I think I'd better introduce what I imagine will make up the majority of what I post about in this section of the site: video games.
Since this quarantine started (reeeally don't wanna go into it right now, as the news are veritably saturating my mind right now) I've been having trouble getting into a lot of games, both those rotting in my backlog, and those that I've been looking forward to get. That said, times like these really highlight the worth of roguelikes and roguelites.
Roguelikes (I'll be condensing both genres under this term, for now, for simplicity) have become kind of controversial since their resurgence in circa 2012. (maybe? Not 100% sure, but I did some half-assed research, and from what I've found the numbers line up) I'm not here to make those who dislike them into so many straw men by trying to explain why, I'm here to say why I love them. I'm sure I'll echo many established opinions, but I've not read them, so frankly, I don't care.
I don't really know why it is that I'm gravitating to these—at least graphically, and sometimes auditorily—simpler games, but I've loved them for the majority of my life. I've only just come to a bit of a realization, in fact... They have all the trappings of what I love about the indie gaming space as a whole, that is, the willingness to experiment with new ideas, and mashups of old tropes, while adding one more exceedingly important factor: replayability. As I've gotten older, and money has become more and more of a concern, I've subconsciously started shifting my game purchase decisions towards games that I can get more play time out of for my dollar, and since I've never been terribly fond of the completionist's life, games that offer particularly fun systems, offer a good challenge, and continue to evolve into the emd or postgame have become invaluable to me.