I just realized something..
I come from making games with algols where queuing animations used this awkward kind of setup:
.then(() => {}).then(() => {})
Even back then it felt shitty to work that way but it was all I ever known, and over time I'd read about continuations, or stringing along an env variable, fussing with callbacks, it was just all bad, but you learn to live with it.
In catlangs, animation is absolutely seamless:
this then that
It is a valid way of sequencing animation functions because the atoms of a catlang can be concatenated. It's the ultimate scheme for doing gamedev animation in my opinion.
Anyhow, You wouldn't NAME a VARIABLE.
