Haijku #4 – Sometimes we, mean

Dafuq, just noticed that I’ve somehow missed 4 Haijku… I’ll try not to miss anymore >.<

(Decided to rename Haijkut to Haijku)

Here’s today’s Haijku:-

Sometimes we say,

Things that we,

Don’t really mean

Tokidoki, watashitachi wa iu

Monogoto to iu wareware

Hontōni imi suru monode wa arimasen





Today’s interpretation: Be careful of your actions and think before you speak!


Haijkut #3 – Sometimes, we know

I realised I missed a few days – I completely forgot to post them! Anyway, here’s today’s Haijkut:

Sometimes I feel,

There are times,

Where we know

Tokidoki watashi wa,

watashitachi ga shitte iru jikan ga,

arimasuga, kanjite




Today’s interpretation: I got nothing. EDIT: Turns out I have one after all: There’s a difference between not knowing and simply lying to yourself. Sometimes it’s better not to suppress your feelings, especially if they’re going to hurt you (or someone else) in the long run.

i cant get past ten in flappy bird

Why Flappy Bird is so addictive

So, today I checked out Flappy Bird to see what all the fuss was about.

Let’s just say, I get it now.

As a game designer myself, I’m always thinking about how I could make a game similar to popular mobile games such as Angry Birds and Flappy Bird – simple, but addictive. (And probably slightly less rage inducing…)

And so, I outlined some key features and elements that I noticed this game had:

1. Frustration

If you’ve ever read the user reviews of this game or actually played it yourself, you’ll know that playing this ‘game’ makes you want to throw your phone at the wall and not care about the consequences. I’ve never been one to rage in games (I play MOBAs…) but the anger levels could’ve risen dangerously high had I continued playing Flappy Bird for longer than that 5 minute session.

2. Silly characters

“Flappy Bird” or the character you play as just looks like an oddball, frankly. He’s kinda like a weird mix between a duck, a baby chick and a small bird.

flappy bird logo

Is that supposed to be his beak!?

It’s flight animations don’t help, either.

3. Simple gameplay

All you gotta do to make the bird fly is tap the screen, similar to Tiny Wings where you have to hold your finger on the screen to dive. This means the game is ‘easy’ to play and get into for anyone of any age.

4. Difficulty

Flappy Bird is insanely hard. The controls are simple and the game seems easy enough but actually try playing it and you’ll soon find out that you did not in fact pass that pipe without hitting it.

flappy bird score 191

God knows how they got this far…

5. YOLO – You Only Live Once

You get one chance to pass each pipe and get as far as you possibly can before you lose it and then it’s game over. Combined with the insane difficulty, this makes the game very replayable – the player wants to ‘try again’ and also reduces the amount of development needed on the game.

These factors are what I consider to make up the addictive quality of Flappy Bird and possibly explain the massive success of this game (Flappy Bird makes over $50,000 per day… IKR?) That, and the familiar scenery… *cough* mario *cough*

P.S. My highscore is 5. 😛

Haijkut #2 – Needs, want

Here’s today’s Haijkut!

Needs are,

not what,

you want


Nīzu ga nani

o shitaide

wa arimasen


Edit: decided it might be a good idea to write what I, myself, interpret from these. Today’s personal interpretation is “What you want may not always be what you need”. Pretty self explanatory tbh.

Haijkut #1 – Someday, games

I’ve been meaning to do this for the longest time – daily 3 line ‘poems’ about stuff with a deep/hidden meaning that I think I’ll just call ‘Haijkut’ since it’s inspired by haiku’ and it just sounds cool right?

Also, the way this works is you interpret your own meaning from this and read with pauses between each line ^^

So here goes:

Someday I’ll
play all
the games

Also, Japanese!


Itsuka watashi

ga yo Subete

o saisei Gēmu

P.S. if there is an actual name for this let me know! (Haijkut is also pronounced ‘hy – kew’ :P)