you need logic to solve puzzles

Look at the stars...they’re balls of gas

so this was supposed to be a little thing but then well here’s 2K of fic

No Warnings that i can think of…..Miscomunication …let me know if I need to tag something 


also I’m practicing POV switches so you will get all four sides POV

also I know I’m anoying but I love you guys so… @prinxietys @the-prince-and-the-emo @obviouslyelementary @prinxietyhell

http://archiveofourown.org/works/10603632


Without further ado……

Keep reading

I actually have a lot of feelings about a Newsies Hogwarts AU and now you’re all gonna hear them

  • Jack
    • Gryffindor
    • while he has some traits from all the houses, Gryffindor is where he ended up
    • He’s loyal, definitely
    • Also Ambitious, he knows what he wants out of life and isn’t scared to chase it
    • He’s very creative, and not dumb, either
    • But he also isn’t blindly loyal, he knows how to realize when his loyalty was misplaced, and he isn’t scared to admit it
    • He isn’t scared to chase his dreams, but he refuses to use people as a ladder. He won’t manipulate people into giving him what he wants, he’ll climb up through hard work and his own abilities
    • His creativity almost put him in Ravenclaw, it’s one of his most defining characteristics, but ultimately he was placed in Gryffindor for his combination of characteristics that make him a strong, loyal friend and leader
  • Katherine
    • Slytherin
    • She so smart, and so ambitious
    • Like Jack, she knows exactly what she wants out of life, and like Jack, she’s willing to fight for it
    • Unlike Jack, she considers persuasion just as viable of an option as work, as long as work is a part of it
    • She’s persuasive, not manipulative, and she uses it to her advantage
    • Even though people tell her that her ambitions are unrealistic, she never stops fighting for them
    • When she makes a friend, it’s ride or die. You mess with her friends, she’s out for you. Whether it’s a cleverly designed hex or a well though out, though quick, insult, she’ll make sure you regret messing with her friends
    • She one of those people who can tell right away what kind of person someone is. Even if they act smooth and nice, if they aren’t she knows.
    • People who know her know that she feels deeply and that she cares a lot about everything, people who don’t will see a cool, put together, ambitious girl with very few close friends
  • Davey
    • Ravenclaw
    • Smart, organized, put together, logical
    • When faced with a problem, he sits and thinks it through until he comes up with a smart way to deal with it, whereas people like Jack take the first course of action that seems like it might work. Davey doesn’t act unless he’s sure it will work.
    • He has many revolutionary thoughts, but to him they just seem logical. (Canon: They don’t appreciate the work we do, so we need to show them how much we do and how much they need us. To show them, we’ll stop working)
    • Once he commits to something, he sees it through.
    • The results are more interesting to him than any other part of an experiment, though not to the extent of believing “the ends justify the means” philosophy
    • He looks at life as a puzzle to be solved, everything has a logical answer and if you try hard enough, things will work out somehow
    • When he’s faced with an instance of that not working, he’ll commit to helping whoever needs him to, and he won’t give up until he has
  • Race
    • Gryffindor
    • My reasoning here is mostly that if Oliver Wood, Lee Jordan, and Fred and George Weasley are Gryffindor, then Race is, as he is very similar to them
    • He has Wood’s complete and total determination. The way Wood is with Quidditch is how Race is with anything he cares about.
    • He has Lee Jordans humor that combines with his strong morals. The same way Lee becomes a reporter on Potterwatch, Race will easily become a spokesman for the things he believes in as soon as he leaves school. His moral code is part of him, and it leads to many of his choices.
    • And Fred and George’s sense of humor that couples with their strong loyalty to their family pride and friends, Race has that. Will he happily prank somebody? Yes. But would he purposefully hurt anyone innocent? No. Would he fight for anyone he cares about? In a split second.
    • Race is a Gryffindor because of his combination of traits, not because of any singular one, like Jack is.
  • Spot
    • Slytherin
    • He’s cunning, ambitious, smart, ready to climb up to the place he belongs in the world
    • He refuses to be lowered below where he stands, but he uses any power he has to help those lower than him, rather than using it to put them down
    • He’s worked hard to get where he is, and he won’t give up for anything
    • Like Katherine, once you get to know him he’s a loyal, caring person
    • Unlike Katherine, if you don’t know him he comes off as a standoffish asshole who refuses to interact with people.
    • His moral code dictates everything he does, and it’s strongly defined by the things he’s gone through
    • If he sees somebody picking on a first year, he will defend the kid without a second thought, even if it means alienating somebody he’d previously considered an acquaintance. Picking on a helpless kid is not something he’ll let happen if he can help it.
    • He knows exactly what he wants out of life, and he’ll do what it takes to get there.
  • Crutchie
    • Hufflepuff
    • Extremely loyal, almost to the point of it being a fault
    • Unlike Jack, his loyalty tends to be blind until there’s some kind of absolute evidence that somebody can’t be trusted
    • He would be friends with people like the Delanceys, even with everybody else telling him he shouldn’t be, as he insists on seeing the good in everyone
    • He’s also a very caring, loving person. He adopts the owls with broken wings, the things people don’t want because they see them as worthless. He sees himself in the cast aside objects, people, and animals, although he would never admit it.
    • Being friends with people like Jack makes him feel wanted, and even though it’s again something he would never admit, he sometimes thinks people like Jack are only friends with him because he’s always happy
    • While he does his absolute best to always be optimistic, he isn’t as happy go lucky as he would see.
    • He’s a people person, most of the time, and adores being around his friends. But when he’s having a bad day, when he doubts himself and his friendships, he needs to be alone. He has a bunch of little cactuses that are attached to his bed, and he closes his curtain and watches his cactuses grow
    • Jack loves him to death, and even after Jack is the one to ask Crutchie out, Crutchie still sometimes doubts that somebody like Jack could really care about somebody like him. He knows Jack does, but sometimes he almost convinces himself he doesn’t.
Your ISTP Care and Handling User Guide and Manual

This manual is part of a series of guides originated by @intpboard!

Congratulations!

You have just selected an entirely new disease that will probably stay with you for the rest of your life. Good for you! Having an ISTP around with you 24/7 will make your life effortlessly hard to live, and more so with the near death experiences. But there are good points, because none of your enemies will bother you ever again! In fact, nobody ever will! As your guide, we’ll be droning through all the sorts of bullshit your ISTP will stir up, and guide you along for coping with them. Be careful though, they tend disappear in the first few stages, but after that, they’ll cling on to you like superglue (will probably do the same damage if you try to peel them off too). What are you waiting for? Get started right now!

Your ISTP will come with the following:

  • (10) or more books according to your ISTP’s hobbies and interests
  • (1) bag of salt (to ward them off if they get too heated)
  • (3) boxes of Kibble
  • (1) Bomb-making set (comes with a bomb shelter)
  • (10) Fire extinguishers (trust me, you’ll definitely need more)
  • (5) Black, (5) randomly-coloured shirts
  • (4) pairs of shorts
  • (2) pairs of jeans/pants
  • (1) charger and software downloader cable (2 in 1) +extra 
  • (2) boxes of assorted video games to your ISTP’s choosing
  • (1) ethernet cable
  • (1) Computer 
  • ***(1) Toolbox with assorted tools
  • Random sharp things they picked up from the forest
  • Optional: (1) or more musical instrument(s) with accompanying music scores

Software

Your ISTP comes pre-programmed with the following traits;

Ti: Your ISTP is very sensitive to logical discrepancies and any kind of system, and will most likely respond by studying and mimicking it into their daily lives. They solve problems as if it were a puzzle, and are often good at troubleshooting. Your ISTP will be very quiet mainly because of this function, as they tend to have a rich inner world. You may allow free space for your ISTP to roam and explore, and you will not need to help develop this function, as their natural curiosity and drive for competency is enough for this function to grow.

Se: This trait is probably why you need the fire extinguishers. Se comes into action (as always) and helps the ISTP with dexterity and flow of movement. ISTPs are often observant, aware, physically capable and competent. Be sure to give your ISTP enough stimulation to keep them entertained and let their energy burn off, but not too much otherwise your ISTP will be rapidly drained and turned grouchy.

Ni: Ni, in all its confusing definitions, helps focus your ISTP. This takes time to nurture as the ISTP realises that not all the shit they do will result in a minor scrape or cut. However, most ISTPs develop this quite early due to Ti, and as such, this trait helps them zoom out and interpret the small details they picked up with Se. By helping the ISTP zoom out and summarise, they can better understand the hidden meanings behind things and allow them to make more common sense decisions (most of the time). 

Fe: This helps your ISTP be more gentle and nice. Granted it’s definitely the last thing to show up, but if you nurture your bond with the ISTP and treat it with respect, it will slowly learn to reciprocate your feelings and chameleon to you and possibly other people accordingly.

Getting Started

  1. Plug your ISTP into their charger and software downloader cable
  2. Connect the cable to the computer
  3. Let your ISTP charge and download data for at least 24 hours
  4. Disconnect the charger
  5. Entice them with their bomb-making set*
  6. By this time, your ISTP would be roaming about with their unfinished bomb to try and find the last piece to make the bomb. By now, you should be prepared with a fire extinguisher.
  7. Throw the missing piece into the bomb shelter, and lock it.
  8. The bomb shelter will come with an unsolvable lock, hence you can start to interact with your ISTP as it tries to solve the door lock. Great, you’re good to go!
  9. At the event your ISTP manages to break in, call the police.

*By step 5, if your ISTP refuses to activate, hug it. Warning: The ISTP might see through your manoeuvre, and attempt to pickpocket the missing bomb piece. If so, spritz them with water and firmly say “no”. 

Modes

Chill Mode (default): By now, you should be familiarised with the ISTP stereotype of being the most chill of all the 16 MBTI types. They commonly display careless nonchalance and indifference, although internally they might either be screaming or silently contemplating about their problems. Is literally the 😎 emoji when in this mode.

Badass Mode (default): Is probably one of the epic things ISTPs do. This is when your ISTP’s hard work and perseverance pays off with badassery and mastery of any particular skill they’ve attained. 

Problem-solving Mode (default): This is less visible than the previous two modes, nonetheless the ISTP will show it often once you get to know them. It is often shown through their curiosity and is mainly Ti and Ni when they silently sit there and think, and then experiment with Se. It is most often displayed when learning a new skill, be it academics, instrumental or physical.

Joker Mode: This mode will appear once the ISTP starts to acknowledge your presence and that you’ll be bugging them for quite a while. This will be the first stage of friendship most of the time, with the ISTP silently judging your comebacks. With more sensitive ISTPs, they’ll start to learn your joke style.

Manic Explosive Mode: Probably something you wouldn’t want to see under your bed (no shit). May be prone to temper tantrums if you start asking too many questions or you continue answering dumbly at the wrong time. The ISTP is most likely under too much pressure and stimulation- basically it’s overheating. To cool them down, offer an ice pack and do nothing else, as the ISTP will probably refuse your help but there’s a 99% chance they’ll take the ice pack (I dunno why but they just do). In the rare case when your ISTP unit goes too far and gets too emotional, sprinkle some salt and they’ll calm down after backing into a corner.

Sad Bunny Mode: The cutest mode. Some ISTPs might not ever show this but when they show this vulnerable side it means they trust you. The frequency of this mode is mostly dependent on the amount of stress they’ve built up internally. Some might rant while some will sit in silence, but your ISTP will most likely pick themselves up and move on after a while, and sometimes ending on an optimistic and cheerful note (rarest but cutest part).

Relationships with Other Units

NF: Tolerable but may come off as overbearing from a distance due to emotional commitment. Might take an interest in your ISTP unit.

NT: Clicks well and is respected by your ISTP unit. However, be sure to supervise as the combination of ideas and action might not always go well.

SJ: Generally respected for this unit’s tendency to be dutiful and hardworking. Might not click due to risk of having your ISTP unit’s freedom breached.

SP: Most relatable and happy with. MUST supervise and even then you might not be able to prevent a few explosions from happening.

Feeding

Generally likes energy drinks and drugs sugar, however you might need to clear their table and put down a bowl of greens for them from time to time. Might know how to cook well but should generally be avoided due to the risk of being experimented on.

Grooming

Most ISTPs will have an acceptable hygiene with regular, daily showering. However, when under stress or loop, it might be necessary to remind them and even help them from time to time (Except showering. Do not shower your ISTP unless specified).

Sleeping

Will probably sleep late and wake up late due to their night owl tendency. If it aggravates to a dangerous lack of sleep, turn off all electrical appliances and nicely ask them to sleep. If too much sleep is the problem, offer them a new puzzle to solve, and they’ll most likely spring back to normal.

Frequently Asked Questions

Why won’t my ISTP unit talk?
During the early stages of getting to know someone, your ISTP unit would rather detach and observe your behaviour than say anything worth noting. You could try encouraging your ISTP unit, but if they do not get the habit at first, roll with it patiently and you will get results once your ISTP unit is comfortable.

Why won’t my ISTP unit commit to anything?
This is deemed as unhealthy even for your ISTP unit, and is most likely due to being in a loop or grip. One of the common reasons is that the ISTP feels that there is a breach to their freedom, hence they withdraw from commitment. To solve this problem, offer them more space as this type needs more privacy and freedom than other types. Task your ISTP with something to do and help them stick to it. This will help get your ISTP unit’s mind off things. 

Is it normal for my ISTP unit to be emotional?
Even if your ISTP unit leads with Ti, they are still human, therefore they still need to show emotion and receive affirmation even if they deny that they do. With Introverted Thinking and iNtuition, it is common that your ISTP has a rich internal world, which might lead to constant pessimism and outbursts of inferior Fe if your ISTP unit starts off as unhealthy. Try coaxing your ISTP to vent either by talking to you or by doing something that will help take their mind off things.

How do I bond with my ISTP unit?
It depends on your ISTP unit’s interests and hobbies. Once they are comfortable enough working on their hobbies around you, take an interest and appreciate what they have achieved so far. You could encourage them or just generally start talking to them. After that, you can try doing activities with them such as going outdoors to theme parks or walks in the forest. Remember that your ISTP unit primarily bonds by doing activities that interest them with people, hence try to offer as much variety as possible.

Great! You’re ready to get started! Have fun with your ISTP unit!

life of the afterparty

Well it’s done! Though I may have rushed the ending a bit. There might be a part two, but I’m not sure about that yet. I have pieces I liked that I had to cut out of this one, and this was a hard one to cap off, but we’ll see. If there is a part two it’ll probably just be pwp. I really enjoyed writing the other guys here too. Hope you like it!


Jack is watching him with wide, wary eyes. “I’m going back to Ireland on Friday,” he finally blurts out, “so it’s not worth it to kill me.”

Mark clears his throat and tries to keep his voice steady as he says, “Well… I wasn’t going to kill you.”

“That is exactly what a killer would say.”

“Solid reasoning,” Mark agrees, shuffling his feet nervously, “but I was actually gonna suggest us making out for a while.”

also on AO3


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#96: Strange Sudoku VII

I hope this kind of puzzle doesn’t exist already, because I’m rather happy with this brainwave.

I’ve computer-generated four sudoku puzzles… and broken them into pieces. Put them back together into their respective puzzles, then solve them.

You may need to view this puzzle on a PC rather than on a mobile device.

This is not exactly trivial. Take your time. Believe it or not, there is exactly one solution (well, four…)

projeto-nana  asked:

Hello Team Galanx.I played the demo and liked it a lot of your work. Art, dubbing, mapping, everything is very well done, congratulations! I am also developing a game (a simple game, just for fun). What advice would you give me?

WARNING: This one’s gonna be long!

First of all, congratulations on starting a game for yourself! Your project looks very promising and the maps are splendid~ Kudos for that!
Second, thank you very much for playing our demo. We are glad that you enjoyed it! 

Moving on to your question.
Well, developing a game isn’t easy, as many other devs have stated, but it’s really fun when we see things come together and it’s even more worth the work when we get comments like yours, that tell us how much they enjoyed the game.
Let’s put the things we would recommend every game dev (including ourselves) to do on a list:
1. Draw inspiration from everything around you. Even when you’re taking a break from life and just lazing around, everything can inspire you. We are humans and we posses the ability of imagination, so let’s use it!
You’re staring at a blank wall… what could that wall inspire you to do?
Maybe… make a protagonist that can see people’s future if he stares into blank walls, sad thing is scientists took him to experiment on him and he lost his eyesight in the process. What now? He got separated from his mother, whom he loves and doesn’t know where she is. Goal: He needs to get his eyesight back and see what happens with his mother. Anything can inspire you, if you just have the right mindset.
2. Make a memorable story. You wanna tell something with that game, right? So let’s do it by making a story that will linger in the people’s minds for a long long time! BUT you don’t necessarily need to make lots of characters or conversations, because stories can be told by gestures as well, which brings us to the next point~
3. Sprite animations. Sure, some games have no/ few sprite animations and are amazing, but doesn’t it make the whole experience far more lively, if you see that sprite do a thing? It doesn’t even have to be something extraordinary, just closing the eyes, or stretching out a hand to pick something up is enough to make the player get more attached to the character. 

4. Make believable characters. No one likes a flat character, right? But ever so often in the attempt to make the characters more interesting, they either turn into arrogant douches, useless crybabies or invincible war machines. Well, if you have a very good reason as to why they turned out to be like that, then fine with us! That’s cool.
Take a look at yourself and the people you know. We all have something that makes us special in some way, but all in all we are considered as “the norm”.
So, take “the norm” and throw a few special sprinkles to make the charas how you want them to be.
“Rinor is a 26 year old guy.“<- The norm
“Rinor is 26 year old guy, who has a tendency to get into fights.” <- Added special sprinkles 

5. Reactions and descriptions. If you have a silent protagonist we can understand that they wouldn’t have much of a reaction when they see something shocking, but honestly, the chara should react according to the event they are witnessing. Something sad happens to the character = Character is sad. Make the player feel it. CG’s usually work best.

Also, when we are in a room and have an explorer’s spirit going on, we want to check all the details and descriptions in there. Please make descriptions of the stuff. Honestly, we know what a chair looks like, so you don’t have to describe it as “A chair.” Tell us more about that chair. Is it old? Does it smell bad? Is it safe to sit on?
Descriptions serve as hints for the story too, so use that opportunity, because you wouldn’t always find diaries laying around to tell you about everything now, would you? (There’s nothing wrong with that though.)
6. Make individual maps. Excluding facilities such as hospitals or schools, which have the same architectural structure and equipment. Other than that, please make the maps memorable and detailed. Example, you’re visiting the room of a lazy and careless writer. Let’s make it look like it! Pile those clothes up in “the chair” and make a smell of dirty socks waft from the room, the trash bin overflowing with crumbled paper and candy wrappers, dishes undone, books sprawled on the floor, work desk full of unfinished scripts and bed sheets all over the place. Picture it, then make it~
Another thing. Be careful with the map size, don’t make them huge and empty. It’s not very appealing and the rooms feel lonely, unused and strange. 
Throw some shade into the maps. don’t let them be all bare. Is it raining outside? Then make it darker and colorless. Is the moonlight shining on a dark night, from the windows? Then let that be visible! Is a big killer flower awaiting your arrival to squeeze the life out of you? Perfect, let us feel that! 

7. Make different puzzles/ riddles and let them be rewarding. Everybody would think mere fetching is a nasty task if it happens continuously in a game. So it’s always nice if you wrap that fetch quest up nicely with some other stuff in between a.k.a subquesting.You need to get a cake for that hungry security guard that won’t let you pass? Alright, but you’re gonna have to work hard for it. Until you get that cake, you’ll have to push some boxes, solve a short riddle, maybe even steal the cake from a monster that might kill you! The choices are endless~ BUT please make the puzzles logical. Like, okay the place is covered in death traps, but why? Who did this? We need a legit explanation for all this and not just some random puzzles thrown in for the sake of the game being puzzle/horror. We’re okay even with “There lived a paranoid grandfather that covered his house in traps for security purposes”, just give us a reason.
8. Have the right music/ atmosphere. We are pretty lucky to have a really talented composer, but others who do not have custom music can always dig into Royalty free music websites and find what works best for them. Music is one of the key aspects that builds up tension and atmosphere within the game, so it should be used with that in mind. Choose carefully.
Music can be used to make character appearances more memorable and hammer in your head that as soon as a certain theme appears, that character will as well. Also, reuse music so that the ears become accustomed to it and relate that theme with your game. Example
9. Do some foreshadowing.
God, what’s nicer than having foreshadowing. and when in the end everything comes together, the player’s heart skips a beat because they fell in love with the game! Build a game that will make “click” in the end and there will be no plot holes. This is the most satisfying product you could offer to anyone. Plot twists are also a great way to leave an impression.
10. Be deep, but in a natural way. You know, the majority of us can agree that The Crooked Man was a pretty deep game, but there’s nothing that felt forced in it, because we gradually got to learn about the character and the circumstances he was in. On the other hand, there are games that try to reason their events too much and end up going a bit too deep, so that even if the pieces come together, in the end we are left with a “it was an ok game” feeling. Amayado bus Stop could be an example for that. (We don’t want to make any game down with this or anything, it was just our personal opinion after playing the game. It was decent.)
11. Make a reverse countdown and/or a reward system. This is what we usually do. For example, we want to finish a specific area of the game within 10 days. We write down the things we need for that: which events, characters, maps, dialogues are included and then start counting down from day 10 to 9, 8 etc. This way, we add an artificial deadline to our mind and become more eager to finish things earlier. Stress is one way to drive a person, but it might not be suitable for everyone, so let’s just throw in a reward as well. “If I draw this map today, i can reward myself with some snacks and a movie”, the feeling of accomplishment is there and you enjoy your freetime more!
12. Put everything into numbers. How many maps you need, how many characters there will be, how many lines you should write per day etc. If you visualize your work, you don’t feel lost and unmotivated. It’s always nice to see your tasks becoming less and less, right?
13. You don’t need to follow the ancestors footsteps. Sure, popular games like Ib, Mad Father, The Crooked Man etc are an inspiration to a huge wave of games nowadays, but you don’t wanna be known as “that game that’s similar to *insert game name here*”, do you? Well if you plan on doing a fangame, that’s okay, but being individual as a game is key to sticking out from the mass. Your game might not be very popular or well noticed at first, but there is a jar of games and yours is somewhere in it. Eventually it will be noticed, and spread around to other people, and if you followed the advice from the previous points, you should have a bombastic game with a story that makes the player love it, adore it, want to share it with everyone and their dog. THEN, oh then’s the time for you to shine, as that person with that particular game that made us so happy/ amazed/ sad that we wanted to replay it again and again just to love it even more.
14. Don’t drop the fun along the way! It’s not cool if you get tired and just wanna finish the game for the sake of it. You’re better off with everything taking an eternity and being to your satisfaction, than just slapping some characters and events on and making it a generic game. You’re different, so act like it. You know what you wanna do, so do it! When the fun drops, go and search for it in movies, music, poetry, the park, the mall, another game! It could be hiding anywhere, so get it back and make it stay with you until you finish your game.

We wish every game developer all the best at finishing their games!
We hope this advice was helpful to you, to everyone else already working on their projects and to the ones planning to start one. We always get excited when new games/ demos come out and try them right away, so count us in as your silent admirers~ :)

Kind Regards,
Team Galanx

zorithepalejamaican  asked:

What's your opinion on an INTP and ENFJ romantic relationship? I love you blog btw :)

Hello! Thanks mooooore-dawn :) Again, I’m sorry for taking awhile (a long while).

I think romantic relationships can work out if both parties try to deeply understand and communicate with each other, and if their values and what they want out of life align (or are mutually respected).

Oversaid answer, yes, but lemme get into this more, with complete anecdotal evidence. 

Points of attraction: Boy, does the INTP tickle the ENFJs Ni/Ti. ENFJs, since they’re constantly engaging their Fe/Se, to get someone who challenges them and asks unexpected questions about human nature, metaphysics, literature, existence of God, anime, colors, reason for animals and reasons for this and that…. it’s a mental adventure. 

The INTP’s childlike curiosity and seeming innocence (stemming partly from his Ne and his NT-tinted understanding of relationships) brings out the “pedagogue” of the ENFJ. This is usually the high of their relationship, as the ENFJ and INTP pulls perspectives from each other that is seen from each party as exotic. 

INTP’s strengths in listening and putting pieces together is liberating to the ENFJ. So often does the ENFJ feel that he needs to explain his wishes and thoughts that he is enthralled when the INTP puts it together without explanation. 

Points of conflict: The INTP’s aloof, reserved nature can come down hard on the ENFJ. “How can you NOT want to hang out with me?” The ENFJ needs to learn how to give the INTP space. The INTP needs to learn how to communicate his affection in the way that translates across what it seems like a universe between the two. 

During interpersonal conflict is where the relationship will be strained, as the INTP uses NT logic to “solve” the puzzle while the NF is trying to understand the “heart” of the issue. This dive into the “heart” by the ENFJ is very uncomfortable to the INTP. He might therefore become suspicious or overwhelmed, since the issue that seems so straightforward by the INTP is never seen that way by the ENFJ. The ENFJ would try to use his communication skills to explain to the INTP in “their language:” as coldly and rationally as possible. But he can become quickly exasperated by the lack of understanding by the INTP. This is probably because all this talk of intentions, values, and feelings is unfamiliar territory for the INTP. Whereas the ENFJ sees it as clear as day, the INTP only senses it peripherally (inferior Fe). 

INTP’s indecisiveness and lack of planning can also stress the ENFJ, but if the INTP allows the ENFJ to act as a team, they can get things done. 

TL;DR: ENFJs and INTPs are different species, and delight in each others’ presence. They mystify each other, and that can be either exhilarating or exhausting. 

Get nine new indie game demos on Wii U eShop ⊟ 

They’re only available until June 22 for some reason, but this “Nindies@Home” promotion is fresh anyway! Demos for nine games featured at E3 are now available in a special section of the eShop.

The Mutant Mudds sequel Super Challenge is among the new demos, along with a few games I haven’t heard of (which is cool, because now I’ll get to try them!) And should I like any of the demos, the full games will be 15% off at launch for anyone who downloaded the preview.

This, this is how you do E3 demos for non-E3 attendees. Not this “only at Best Buy for one day” thing. I’m looking at you… oh, that’s also Nintendo. I’m looking at you, different part of Nintendo.

After the break, Nintendo’s descriptions of each game.

Keep reading

    On The 2nd Day Of Christmas, Sherlock Gave To Me… 

                          ♪♪♪~Two Bohemian Mysteries ~♪♪♪

In Sherlock: The Game Is On, you can travel between several locations in London and solve cases for different clients and characters. The game contains over 80 unique mysteries designed by our fabulous writers and artists! 

In this logic puzzle, Sherlock challenges John to list all of his ex-girlfriends. Using incomplete descriptions of each woman, it’s up to you to deduce their order, occupation, and Sherlock’s opinion of them.

In this next puzzle, Mycroft needs help performing surveillance on the streets of London. A rogue government agent has stolen classified information, and it’s your responsibility to track them down.

These are just two of the many puzzles you’ll encounter on your adventure. We’d love to share more with you, too, but - SPOILERS!!!