Yeah, I asked the question because I think the spark-chrysominter thing being an exploit can’t be obvious to everybody.
In any case, devs (not Wonderstruck, devs in general) easily blame the players for not getting what is and isn’t supposed to be working as intended, and there is a lot of bans going around in various games.
And honestly, I would’ve used this opportunity to make some coinage myself, but I was too late to the party.
For my defense, I’m always dirt poor, so if I hear there’s a way to make some heavy coinage, I’ll say “I’m in!”.
But from the way I understand what happened, this was no bug, not in any way, shape or form.
The spark cost thing, I would guess that was just one number, the coin-value of 1 spark unit, which was wrongly set too high.
The game processed that information as it should.
To me, the difference with a bug would be that in both cases, there’s likely human error involved, but it would occur at a different level of depth in the rabbit-hole of code, and it would take a freaking long time to dig your way through that.
That’s why when I was codding a level in the Unreal Engine 4 or some other game-engine, and I tested it, if something went wrong, usually I was like “ooooh, uuuuh… mah bad!” because I immediately knew where I goofed in the code, so I would not be like “oh, it’s bugged!”.
What I’m saying is that, at least from my point of view, in most cases, when you’re calling something a bug, it’s like medieval people calling everything magic. But actually, once you know what happened, it’s not magic anymore. It’s science, chemistry, skill, etc… or in this case ‘coding done wrong’.
The bug is a lie.