Right, as jitl suggested. The BroadcastChannel is used to allow cross-datacenter messaging. So every script instance has its own set of clients and forwards incoming client messages to other script/datacenter instances.
I suppose this is not limited to multiple datacenters, but to multiple script instances in one datacenter as well.
The "Brendan Eich club" is actually a small inside joke, as the sign was one of the official "features" of JSConf.eu 2011, where Brendan was an invited speaker :)
Yes, I asked for explanation of rejected proposals in 2017 and 2018. And I received it (they even officially encouraged failed proposers to ask for an explanation).
Author here. To clarify: as far as the organizational aspect is considered, those people are competent and top-notch. All the confs were highly professional, their experience with managing this stuff cannot be overlooked. But the social/communication layer is a bit nontransparent, in my opinion.
Never got around, right. Most of the levels/rooms are okay-ish with respect to doors. What would you expect of a ruined tower hundreds of years old, filled with brambles and fallen plaster...
Agreed. The overal design direction (have those glyphs "#" as it resembles thorns for a Game of Thorns inside a tower filled with brambles) won over usability in certain cases.
If this was a full-blown game (and not a 7-day proof of concept), I would try to make the combat UI more robust.
I suppose this is not limited to multiple datacenters, but to multiple script instances in one datacenter as well.