

Whatever you interpret that as since my main goal here is to seed conversation, but the thing that I was thinking of when asking was a web gui with some live stats, doing some simple maintenance stuff, maybe manage or glance at docker/podman status and other services, etc.
Since I’ve seen some conversations about documenting setups so they can be picked up and troubleshot by someone else unfamiliar with the setup like a family member, I expected it would be common to lower the friction for basic maintenance but seeing the amount of ssh comments makes me think otherwise, maybe more people use their servers exclusively for personal entertainment than I expected.





I used to not like those, I now like them.
For souls like, the dark souls community was straight up a repellent to the game for me, seeing thr game for myself and not thinking about them was what got me into it. The sense of accomplishment is one thing but for me what I fell in love with was the atmosphere, level design and ARPG-ness.
For roguelikes, my distaste was just the frustration and futility, and not keeping progress. What I dislike now from them is the time sink to sense of accomplishment ratio. I’m still not sold on the concept itself but these days I can enjoy a game despite of it, since good games carry some properties with that that I do like (power ups, builds, the possibility of completely breaking the game, etc).
I see nothing wrong in disliking them, it is true that for many developers the second is a way to make the content last longer but just like with any other tool, as long as it’s well used it shouldn’t be an issue.
Regarding souls like, these days its used very loosely and I like that, it doesn’t tell you much of what you’re getting other than some general direction, sometimes it’s a stamina bar and a dodge, sometimes is the level design, sometimes the atmosphere, sometimes.
Don’t get carried away by just the tags, but once you see too much of the bad examples I can see why they would push you away.