#AR Experience Design
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Simulanis is an Augmented Reality Company in India that stands at the forefront of the Augmented Reality Companies in India sector. As a leader in the AR space, Simulanis is helping businesses across industries leverage the power of augmented reality to transform their operations, enhance customer experiences, and foster innovation. With a focus on creating cutting-edge augmented reality app development solutions, Simulanis delivers customized AR solutions that cater to various sectors, including healthcare, education, manufacturing, retail, and more
#simulanissolutions#Augmented Reality Company India#Augmented Reality Companies in India#Augmented Reality Company#Augmented Reality Companies#Augmented Reality in India#augmented reality app development company in india#augmented reality india#best augmented reality company india#listed virtual reality companies in india#top arvr companies in india#R Development India#Augmented Reality Solutions#AR App Development India#AR Software India#Augmented Reality for Business#AR Innovation in India#AR Experience Design#Virtual and Augmented Reality#AR for E-commerce India#AR for Education India#Augmented Reality Platform India#AR Content Creation#AR in Retail India#AR Technology Company India#Augmented Reality Services#AR for Marketing India#Custom AR Solutions India#AR-Based Training Solutions#AR in Manufacturing India
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Misaki Tokuda, 2nd Year Ghoul
my first tkdb oc! a jabberwock resident who adores animals! though, she can’t seem to get any one of them to like her back…
clean ver under the cut!
#tkdb#tokyo debunker#my art#tkdb fanart#tkdb oc#tokyo debunker oc#tkdb haru sagara#tkdb haru#tokyo debunker haru#if anyone is reading these tags I want you to know I was inches away from the ars goetia wiki#for like 40 minutes#‘does this demon fit?? does this one?? oh hey that’s Leo’s demon!!!’#all bc my dumbass decided to pick the stigma first#and then try to find a demon that loosely fits the idea#also like 5 minutes after finishing this I went ‘hmm but what if I did something I have no experience in’#and made it look like a magazine cover#and you can tell graphic design is not my passion
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Idk why there's disbelief over Mark S/Helly in terms of motivation. Helly is just as capable of cruelty and selfishness as Helena. They are at the core of it, the same person with different memories/experiences. They can be two perspectives worthy of indulging their own dreams and desires and also be the same person. Narratively here especially, this isn't about morality, it's about human nature.
Helly was never cruel, sure, of course. Helly felt like she was the same as the other people in MDR. But Helly has something right now that she never even achieved as Helena. Someone who loves her. Someone who is choosing her. Helly is Winning over Helena here.
Jame Eagen wanders down just to be a freak and reinforces the reality of it. Helly is "More" than Helena, hasn't been worn down by the weight of experience and the world (and their cult and corporate bullshit). She still has, in some way, the innocence of youth and lack of experience with the world. She doesn't have the same fears and burdens or triggers as Helena in her conscious experience. She still has the ability to express her passions and outrage and defend herself. And to love and not feel sorry for it.
Severance gave Helena a chance to exist without the learned perspectives and burdens of the Eagens and she is able to be free with herself and her passions and desires-- whereas Helena was likely drained of any dreams for potential beyond a strictly guided future decades ago.
Of course Helly is feeling a rush of joy and satisfaction over Mark loving her. Mark choosing her. She tried to do the "right thing" by being logical with Mark. "I'm her." Even outside of Lumon, if they bring it all down, there's no hope for an Eagen and an ex-severed employee in reality. In the Real World they will never be together. Mark couldn't love Helena, how could anyone love an Eagen? (Poor Helly really with like, the enemy is within etc, but that's kinda the situation framed by Lumon for everyone by setting the stage with your Innie isn't human kinda rhetoric.) (This was also reinforced by Helena trying to get close to Mark to see if he still had feelings or chemistry with her and finding out they were not going to work outside Lumon.)
What if the equator is a building that could be a continent? Can be their whole world? They're choosing to live Now. Together in the present despite knowing that with their half lives, they could be brought to an end at any moment. It's very willful young love of them. And why wouldn't it be? This is their First Love. They haven't even been "alive" that long or have any memory of romance beyond their current infatuation. They don't know the world or it's places, and maybe that's okay, maybe they can exist in this space so long as they have love and the others.
It's completely human for Helly to accept Mark choosing her. To run to him just to see him for maybe the last time. It's human for Mark S to run to Helly. It's human for poor Gemma, who doesn't even know her fucking husband is severed, to be pounding on the door.
But this is their Final Day to Mark and Helly. Maybe the very end of their world. It's Judgement Day. Of course they'd have them holding hands and running back to the unknown to face the end together. To die together.
There is also zero fucking chance Mark Scout would risk his life and brain continuing reintegration once his wife is back. Mark Scout is going to choose his wife. Mark is choosing Love on both sides here.
All of it is reasonable.
#this is true for all the innie/outie combos like#lets not forget theyre the same person. yes they are also separate and deserve to be respected in their experiences#in my mind theres a post credit scene of Devon dragging Gemma to a car and them driving to a secure location bc I can't live otherwise#unfortunately the severed floor is literally their world. has been all this time. all they know by design.#anyway. selfishness is so normal to the human experience and motivation. survival. love. growth#im going to be thinking about platos cave allegory stuff now actually. ough#anyway its 3am and this is all i can thnnk about#personal q#severance spoilers#read more bc mindless brain ramble got long#i love all the characters in this show I hope hope hope Gemma gets a focus in S3#i actually loved the reintegration bits but narratively it would change some of the themes more at this time#theyd have had to make full reintegration the only way for mark to save gemma to make it happen#i need gemma to get so much therapy and care. lumon better not touch her ever again im really so serious#im going to be emotionally devastated ny Mark turning for months#good news fucking up cold harbor probably means that whatever fuckery Jame had planned for Helena/Helly is probably also fucked#could you imagine tho if we actually get fresh 'severed' personas for them if Lumon abducts them all to a compound somewhere#if s3 starts like Just Another Day in the Office I'll scream#I'm starting to wonder if this whole draining the tempers experiment thing#is about being able to provide them for others as a rejuvenation thing now actually aha just from writing this#i think using Helly Wasnt Cruel to try to contain her character is very infantilizing like theyre not children they're striped of knowledge#and of experience#this is all very is love stored in memory or the soul etc. do the people in the cave want to leave the cave when the shadows on the wall ar#the only representation of reality they've ever known#this show is just like art/literaty analysis of themes its so pretty and tragic and terrible#severance#sorry added for the mutuals who dont need to see my taste in tv on my supposed gaming blog#idk a lot of this season was also helly spreading the concept of division from outie persona stuff which makes sense for her#but then getting to look back at gemma and see maybe an outie as a person etc too like. ough
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Made this a long time ago for an immersive experience that only lasted about 6 months. The Unreal Garden was part of OneDome Global which was meant to change the world of location-based entertainment with mixed reality on 2 floors, dozens of interactive immersive artists, and so much more.
#immersive experience#digital art#mixed reality#AR#VR#MR#location based entertainment#motion graphics#animation#handcrafted#after effects#design#graphic design#Youtube
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Top UI/UX Design Trends in 2025
What’s Shaping the Future?

The world of UI/UX design is constantly evolving, and 2025 is shaping up to be an exciting year with groundbreaking innovations. As technology advances, user expectations rise, making it crucial for designers to stay ahead of the curve. In this blog, we explore the top UI/UX trends of 2025 that are redefining digital experiences.
For more articles please visit: https://pixelizes.com
AI-Powered Personalization
Artificial Intelligence (AI) is playing a crucial role in UX design, offering hyper-personalized experiences. AI-driven interfaces adapt to user behavior, preferences, and past interactions, delivering content, product recommendations, and layouts that feel tailor-made. Predictive UX — where AI anticipates user needs before they even take action — is expected to become mainstream.
Voice and Conversational UI
Voice interfaces and AI-driven chatbots are revolutionizing digital interactions. With the rise of smart assistants like Alexa and Google Assistant, more brands are incorporating voice UX to create seamless, hands-free experiences. Voice search optimization and conversational UI will be critical for improving accessibility and user engagement.
Augmented Reality (AR) & Virtual Reality (VR) Integration
AR and VR are no longer limited to gaming; they are making a strong impact on e-commerce, education, and healthcare. Immersive UI experiences, such as virtual try-ons and AR-based navigation, will become standard features, enhancing customer engagement.
Minimalistic & Functional Design (Less is More)
Minimalism is evolving into functional minimalism, where every design element serves a clear purpose. Flat design, ample white space, and bold typography are becoming more prominent, ensuring faster loading times and better accessibility.
Dark Mode 2.0
Dark mode remains popular, but in 2025, it’s getting smarter. Adaptive dark mode will adjust based on the time of day or ambient light conditions, reducing eye strain. More applications and websites will adopt dynamic theming that shifts between light and dark modes seamlessly.
3D & Immersive Elements
With advanced rendering technologies, 3D elements are becoming a key trend in UI design. Interactive 3D visuals, animated icons, and depth effects will add realism to digital products, making them more engaging and visually appealing.
Gesture-Based Interactions
As touchscreen devices become more advanced, gesture-based controls will replace traditional buttons and menus. Swipes, pinches, and taps will make navigation more intuitive, especially in mobile applications and wearable devices.
Biometrics for Seamless Authentication
Passwords are becoming a thing of the past. Biometric authentication — such as facial recognition, fingerprint scanning, and even behavioral authentication — will enhance security while making logins frictionless.
Ethical and Inclusive Design
Inclusivity and accessibility are now top priorities in UI/UX design. Designers are focusing on color contrast, text readability, and voice-assisted features to ensure that digital experiences are accessible to everyone, including people with disabilities. Ethical design also means reducing addictive UX patterns that manipulate user behavior.
Sustainability and Eco-Friendly UI
Sustainable design is taking center stage in 2025. Digital products are adopting energy-efficient UI designs, dark mode for power savings, and eco-conscious design principles to reduce the carbon footprint of websites and apps.
Final Thoughts
As we move into 2025, UI/UX designers must stay ahead by embracing AI, immersive experiences, and ethical design principles. The future of design is not just about aesthetics—it’s about creating meaningful, accessible, and sustainable experiences for users.
For more articles please visit: https://pixelizes.com
#UI Design#UX Design#UI/UX Trends 2025#AI in UX#Personalized UX#Voice UI#Conversational UI#AR UI#VR UX#Immersive Design#Minimalist Design#Dark Mode#3D UI#Gesture-Based UX#Biometric Authentication#Ethical Design#Inclusive Design#Accessible UX#Sustainable UI#Eco-Friendly Design#Future of UX#Digital Experience Design#Smart Interfaces#Predictive UX
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In the article "Review: Springfield SAINT Victor 9mm Pistol" by Will Dabbs, MD, the author provides an in-depth analysis of the Springfield Armory SAINT Victor pistol chambered for a 9mm cartridge. This newly released firearm, with its 5.5” barrel and the well-engineered AR-15 layout, is positioned as an ideal home defense tool and recreational pistol for a day at the range. The SAINT Victor is praised for its robust design, utilizing a Colt-pattern 32-round magazine and a 7075 T6 aluminum construction, making it lightweight yet durable. It features a direct-blowback action, an adjustable SB Tactical brace, and an Accu-Tite receiver system for reduced play between upper and lower parts. The gun’s accessories were also highlighted, including a Meprolight M22 Pro reflex sight and a Streamlight TLR-8G, enhancing its operational capabilities. Firing tests showed it to be accurate and reliable, not sensitive to different ammo types. Notably, the pistol's MSRP is $1,099, presenting it as a compelling option for enthusiasts seeking a versatile sidearm.
#Springfield Armory#SAINT Victor 9mm pistol#pistol review#AR-15 platform#firearm features#tactical applications#accuracy#ergonomic design#compact firearm#M-Lok handguard#rear sight#trigger pull#shooting experience#self-defense#competition shooting#muzzle brake#magazine capacity#build quality.
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Augmented Chicago: Inaugural Realities (or "Look, We Finally Found a Use for Augmented Reality That Isn’t Just Pokémon Go")
Chicago, are you ready to experience art like never before? Augmented Chicago: Inaugural Realities is taking over Millennium Park, and this time, it’s not just about looking at art—it’s about experiencing it. Featuring the work of four internationally acclaimed artists—Claire Ashley, Faheem Majeed, Yvette Mayorga, and Carlos Rolón—this Augmented Reality exhibition turns the park into a digital masterpiece. With your phone in hand, you’ll witness an entirely new side of Millennium Park—one where technology and creativity collide, blending virtual artistry with Chicago’s urban landscape. And the best part? It’s completely free. 📍 Where? Millennium Park, 201 E. Randolph St., Chicago 📅 When? July 16, 2024 – November 30, 2025 💰 Cost? Absolutely free—because great art shouldn't break the bank. Don’t miss out on this one-of-a-kind fusion of art and technology. Stop by Millennium Park, fire up your phone, and prepare to see Chicago in a whole new way.
Good news, Chicago! Your city has once again decided that the best way to distract you from its horrifying winters and soul-crushing traffic is with art—but not just any art. This time, we’ve taken the magic of Augmented Reality (AR) and thrown it all over Millennium Park like a kid who just discovered Snapchat filters. So, what exactly is happening here? Four internationally renowned…
#AR experiences Chicago#AR installations#AR technology#art meets technology#Augmented Chicago#augmented experience#Augmented Reality art#best Chicago attractions#best Chicago exhibitions#best free things to do in Chicago#Carlos Rolón#Chicago AR exhibition#Chicago art scene#Chicago artists#Chicago cultural events#Chicago exhibitions 2024#Chicago exhibitions 2025#Chicago innovation#Chicago Loop events#Chicago public art#Claire Ashley#contemporary art Chicago#Department of Cultural Affairs and Special Events#digital art Chicago#digital creativity#digital design#experimental art Chicago#Faheem Majeed#free events Chicago#futuristic art
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The Future of Graphic Design in the Digital Age
Navigating the Future of Graphic Design: Trends and Opportunities in Sangrur
Introduction: The field of graphic design is constantly evolving, shaped by technological advancements and changing consumer preferences. As we move further into the digital age, it's essential for graphic designers in Sangrur to stay informed about emerging trends and opportunities.
Key Trends Shaping the Future of Graphic Design:
AI-Powered Design: Artificial intelligence is making significant strides in graphic design, automating tasks and enabling designers to focus on creative problem-solving.
Virtual and Augmented Reality: VR and AR are opening up new possibilities for immersive and interactive design experiences.
Motion Graphics and Animation: As video content continues to dominate, motion graphics and animation will play an increasingly important role in graphic design.
Ethical Design: There is a growing emphasis on ethical design, considering social and environmental factors in creative decisions.
Personalization and Customization: Tailored designs that cater to individual preferences will become more prevalent.
Opportunities for Graphic Designers in Sangrur:
E-commerce Design: The growth of online shopping has created a demand for visually appealing and user-friendly e-commerce websites.
Social Media Design: Designing visually engaging content for social media platforms remains a lucrative opportunity.
User Interface (UI) and User Experience (UX) Design: Creating intuitive and user-friendly interfaces for digital products is a sought-after skill.
Motion Graphics and Animation: The demand for animated content in various industries, including advertising and entertainment, is on the rise.
Ethical and Sustainable Design: Designers who prioritize ethical and sustainable practices will be in high demand.
Conclusion:
The future of graphic design is bright, with exciting opportunities for designers in Sangrur. By staying informed about emerging trends and developing relevant skills, you can position yourself for success in this dynamic field.
#Digital Design#Graphic Designer#Sangrur#Design Industry#Creative Field#Technology Trends#Design Thinking#Sustainable Design#User Experience#Design Portfolio#Graphic Design Trends#Future of Graphic Design#AI in Graphic Design#VR and AR Design#Motion Graphics#Ethical Design#Personalization#E-commerce Design#Social Media Design#UI/UX Design
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The impact of Simulanis on education through augmented reality (AR) has been transformative, significantly changing how students engage with learning and how educational content is delivered. Simulanis is a company focused on leveraging augmented reality (AR) and virtual reality (VR) technologies to create immersive learning experiences. By offering advanced simulations, interactive modules, and virtual environments, Simulanis aims to revolutionize the traditional classroom and training methods, introducing a new paradigm in education. This detailed exploration will delve into the numerous ways in which Simulanis has positively influenced education, with specific examples, benefits, and potential challenges.
#augmentedreality#simulanissolutions#Augmented Reality Company India#Augmented Reality Companies in India#Augmented Reality Company#Augmented Reality Companies#Augmented Reality in India#augmented reality app development company in india#augmented reality india#best augmented reality company india#listed virtual reality companies in india#top arvr companies in india#R Development India#Augmented Reality Solutions#AR App Development India#AR Software India#Augmented Reality for Business#AR Innovation in India#AR Experience Design#Virtual and Augmented Reality#AR for E-commerce India#AR for Education India#Augmented Reality Platform India#AR Content Creation#AR in Retail India#AR Technology Company India#Augmented Reality Services#AR for Marketing India#Custom AR Solutions India#AR-Based Training Solutions
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Increased Online Visibility: SEO helps your website rank higher on search engine results pages (SERPs), making it more visible to potential customers. Higher visibility means more traffic and opportunities to convert leads. .
#DigitalMarketing#SEO#SocialMediaMarketing#ContentMarketing#EmailMarketing#OnlineAdvertising#PPC (Pay-Per Click)#InfluencerMarketing#DigitalStrategy#DataAnalytics#WebDesign#UXDesign (User Experience Design)#WebDevelopment#Ecommerce#MobileApps#AR (Augmented Reality)#VR (Virtual Reality)
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Pranking the other gods with Hermes as your partner and crime? 👉👈 Gender neutral pls!!
Thanks you
Partners
Summary : Pranking the gods with your partner in crime, Hermes.
A/N : Please do support me by joining my discord server, thank you! Hermes art belongs to Zieru.
WARNING : GN!Reader, Platonic relationship… or is it?
Word Count : 2.2k



The golden halls of Mount Olympus were, to put it mildly, a snooze-fest. Zeus was delivering his ten-thousandth lecture on the proper etiquette for thunderbolt appreciation. Hera was seen polishing her crown, occasionally shooting glares that could curdle ambrosia at anyone who dared breathe too loudly. Ares was sharpening a sword with such vigor it sounded like a chorus of angry cicadas. In short, it was just another Tuesday.
You were perched on a cloud, idly trying to teach a cherubic cloud-sheep to play fetch with a miniature lightning bolt—It wasn't going well – the sheep mostly just looked confused and slightly singed—when a familiar blur of winged sandals and an even more familiar grin appeared beside you.
"Bored, darling?" Hermes asked, already knowing the answer. He didn't so much sit as materialize in a state of relaxed readiness, one eyebrow arched in a way that screamed 'I have an idea, and it's probably against several divine decrees.'
"Hermes," you sighed, giving up on the sheep, which had now decided the mini-bolt was a chew toy. "If I have to listen to one more syllable about thunderbolt acoustics, I might actually volunteer for Sisyphus's rock-rolling duty. At least that's got a consistent rhythm."
Hermes snapped his fingers. "My dearest partner in potential pandemonium, you read my mind! Or, well, I read yours. Perks of the job. Anyway, this celestial serenity? It's offensively dull. I was thinking Olympus could use a little... redecorating." His eyes sparkled with the kind of mischief that promised laughter, chaos, and possibly a few minor divine tantrums.
"Redecorating?" you echoed, a slow smile spreading across your face. "Are we talking a new color scheme for the throne room, or something a bit more... interactive?"
"Oh, 'interactive' is my middle name," Hermes declared, puffing out his chest slightly. "Well, it's not, but it should be. I'm thinking a series of carefully curated experiences designed to liven things up. A festival of delightful disorder, if you will. And I, the God of Messengers, Thieves, and Excellent Ideas, require a co-conspirator of your particular genius."
And so, the Great Olympian Prank War was conceived, not with a bang, but with a shared smirk and the rustle of winged sandals itching for action.
Phase One: The King's New Squeak Toy
"Alright," you whispered, huddled with Hermes behind a particularly fluffy cloud that offered excellent surveillance of Zeus's private study. "Target number one: Papa Zeus. The man takes himself more seriously than a philosopher contemplating the meaning of a particularly stubborn olive."
Hermes nodded, already vibrating with barely contained energy. "The plan is simple, yet elegant. We swap his Master Bolt – the big, dramatic one he uses for emphasis – with... this!" He produced, with a flourish, a gigantic rubber chicken. It was bright yellow, had googly eyes that seemed to follow you, and when squeezed, emitted a sound that was less 'mighty thunder' and more 'strangled duck.'
"Perfection," you breathed. "But how do we create a diversion? He guards that bolt like Cerberus guards... well, you know."
Hermes winked. "Leave that to your friendly neighborhood speedster. You just be ready for the fallout. I predict a seventy percent chance of divine apoplexy, twenty percent confused sputtering, and a solid ten percent chance he actually finds it funny. Nah, who am I kidding? Zero percent on that last one."
True to his word, Hermes was a blur. One second, Zeus was admiring his bolt, the next, he was distracted by a sudden, inexplicable infestation of hyperactive squirrels — a Hermes special delivery — in Hera's nearby rose garden. The ensuing shrieks and calls for extermination provided the perfect window. Hermes zipped in, made the swap, and was back by your side, dusting off his hands, before Zeus even noticed the squirrels were, in fact, an illusion.
Later that day, during an emergency council meeting called to discuss the "grave threat" of the phantom squirrels, Zeus prepared to make a thunderous proclamation. He raised his hand, a dramatic pause filling the hall. He opened his mouth, ready to unleash verbal fury and a crackle of lightning...
SQUEEEAAAK!
The sound echoed. Zeus stared at the rubber chicken in his hand as if it had personally insulted his entire lineage. Poseidon, mid-sip of his saltwater smoothie, choked and sprayed a fine mist over a horrified Demeter. Apollo outright howled with laughter, falling off his sunbeam. Athena, ever composed, merely raised an eyebrow, though the corner of her mouth twitched.
"WHAT," Zeus bellowed, his face turning a fascinating shade of purple that clashed spectacularly with the yellow chicken, "IN THE NAME OF TARTARUS IS THIS?!"
Hermes, leaning against a pillar and buffing his nails, called out innocently, "Having some technical difficulties, Father?"
You had to stuff your fist in your mouth to keep from exploding with laughter.
Phase Two: Aphrodite's Azure Adventure
"Next up," you said, consulting the "Master Plan of Mayhem" you'd scribbled on a spare piece of ambrosia-scented parchment, "Aphrodite. She's been a bit too smug about her new 'Glow of Eternal Perfection' skin cream."
Hermes tapped his chin. "Ah, yes. The one that supposedly smells like 'a thousand dawn-kissed roses and the tears of unicorns who've just won the lottery.' We can do better."
Your grin was positively wicked. "I was thinking something a little more... vibrant."
The plan involved a delicate operation: replacing Aphrodite's prized cream with a concoction of your own. It still smelled divine, but it had a secret ingredient: a highly concentrated, fast-acting, but entirely harmless dye that would turn skin a brilliant, shimmering cerulean blue.
While Aphrodite was engrossed in a heated debate with Eros about the proper trajectory for love arrows: "Aim for the heart, not the kneecap, darling! It's about romance, not orthopedic surgery!"
Hermes, moving like a whisper, made the switch. He even left a tiny, complimentary "sample" of the blue goo for Ares, labelled "Macho Man Muscle Rub - Extra Potent!"
The results were spectacular. Aphrodite emerged for the evening symposium looking like a very surprised, very beautiful Smurf. There was a collective gasp. Hephaestus, her ex husband, actually dropped his hammer.
"My... my glow!" she shrieked, catching her reflection in Apollo's polished lyre. "I'm... I'm BLUE!"
Dionysus, never one to miss an opportunity for revelry, immediately declared, "Blue is the new gold, my dear! Utterly divine! A bold statement! You're a trendsetter!" He then tried to convince everyone to paint themselves blue in solidarity, an idea that was met with mixed, but mostly horrified, reactions.
Meanwhile, a distant roar of "HERMES! YOU INSIGNIFICANT GNAT! MY PECS ARE THE COLOR OF A FORGET-ME-NOT!" echoed from Ares's training grounds.
You and Hermes shared a high-five, nearly collapsing with silent laughter behind a statue of Hestia, who simply shook her head with an air of long-suffering amusement.
Phase Three: Hades Gets a Hobby
"Okay, this one's a bit more challenging," you mused, tapping the parchment. "Hades. He's not easily ruffled. And frankly, a bit scary."
Hermes waved a dismissive hand. "Nonsense! Uncle Hades just needs a little... brightening up. A new passion! A hobby!"
"And what hobby did you have in mind for the Lord of the Underworld?" you asked, skeptical.
Hermes's grin was pure, unadulterated mischief. "Competitive flower arranging."
It took some doing. First, Hermes had to "acquire"—he insisted it was a long-term loan—several crates of the brightest, most cheerful flowers from Persephone's secret garden in the Underworld – much to her initial confusion and eventual begrudging amusement when she figured out who was behind it. Then, you both snuck into Hades's throne room—which, surprisingly, had excellent acoustics for dramatic pronouncements but terrible lighting for floral artistry.
You carefully arranged the flowers into elaborate, almost aggressively cheerful bouquets, placing them on his obsidian throne, his desk of damned souls' paperwork, and even perching a particularly vibrant sunflower on Cerberus's middle head. The pièce de résistance was a giant banner you'd fashioned from black silk that was borrowed from Nyx and glowing phosphorus borrowed from... well, best not to ask, proclaiming: "HADES: OLYMPUS'S PREMIER PETAL PUSHER!"
When Hades next entered his domain, he stopped dead. He stared at the explosion of color. He stared at the banner. He stared at Cerberus, who wagged his tail, the sunflower bobbing merrily.
For a long moment, the only sound was the distant wailing of the tormented which was the standard Underworld ambiance. Then, a slow, creaking sound emerged from Hades. It took you a moment to realize he was... chuckling. A dry, rusty chuckle, like tombstones rubbing together, but a chuckle nonetheless.
"Flower arranging," he rumbled, picking up a daisy and examining it with a surprisingly gentle touch. "Persephone will be... intrigued." He didn't even seem mad. In fact, he looked almost... pleased?
Hermes looked at you, bewildered. "Well, that was unexpected. I was banking on at least a minor curse."
"Maybe he's got a secret soft spot for daisies?" you offered.
The Grand Finale: The Ambrosia Switcheroo
For your grand finale, you decided to go big. The annual "Feast of Eternal Boredom" — as you and Hermes had privately nicknamed it— was approaching. The highlight was always Zeus's toast, followed by the ceremonial sipping of the "Nectar of Unending Power," a beverage so potent it made mortals spontaneously combust. Allegedly; no one had actually tested it.
"This year," Hermes declared, rubbing his hands together, "the Nectar of Unending Power will have a little... extra kick."
Your "extra kick" was a carefully brewed potion, with ingredients sourced from Hecate's 'for experimental use only' shelf, thanks to a very fast Hermes, that had a peculiar side effect: for one hour, everyone who drank it would speak only in rhyming words. And, for an added dash of fun, their hair would temporarily change to the color of their deepest, most secret admiration.
The feast was in full swing. Gods and goddesses mingled, blissfully unaware of the impending poetic and chromatic chaos. Zeus stood, raising his goblet. "To Olympus!" he boomed. "May our power never fade, and our enemies always be afraid!"
He drank. The other gods followed suit.
A moment of silence. Then Apollo, his golden hair suddenly streaked with the vibrant purple of something you could almost hint as a Hyacinth, blinked and said, "My lyre feels quite absurd, I've just spoken a rhyming word!"
Pandemonium.
Hera, whose usually brown hair was now a shocking shade of peacock blue—matching her favorite bird, not Zeus, notably— shrieked, "Oh dear, what is this curse I feel? This rhyming speech is so unreal!"
Ares, his hair an unsurprisingly shade of soft pink, roared, "By my spear, this is a fright! I cannot seem to speak things right!"
Aphrodite, whose own hair was now a mosaic of colors reflecting at least three different minor deities and a particularly handsome satyr, giggled, "My beauty shines, a vibrant hue, though rhyming words feel strange and new!"
Even Hades, whose hair remained stubbornly black (some secrets are best kept in the dark, apparently), grumbled, "This feast has gone quite off the track, I wish these rhymes I could take back."
You and Hermes, who had cleverly substituted your own drinks with plain nectar, were nearly in tears from trying to suppress your laughter. Hermes's hair had a faint shimmer of H/C, and you noticed your own had a distinct golden brown mirroring his. You both caught each other's eye and quickly looked away, a new, unexpected warmth blooming alongside the mirth.
The sight of the most powerful beings in the cosmos struggling to express themselves in iambic pentameter while sporting hairdos that revealed their innermost affections was, by far, your greatest masterpiece.
The Aftermath
The rhyming eventually wore off, as did the technicolor hairstyles—though not before several embarrassing admissions were accidentally poetically declared. Olympus was in an uproar, but beneath the bluster, there was an undeniable lightness. For the first time in centuries, the gods had been genuinely, thoroughly surprised.
Zeus, after a week of demanding to know who was responsible—and secretly enjoying the fact that Hera's hair had not turned thunderbolt-yellow(seriously when will Hera get the happy marriage she deserves), eventually just sighed and ordered a new batch of nectar, "And for Olympus's sake, Hermes, make sure this one isn't... lyrical."
You and Hermes became legends, the Bonnie and Clyde of divine buffoonery. Whenever boredom threatened to settle over Olympus, a nervous energy would ripple through the halls. Gods would check their ambrosia, guard their symbols of power, and eye their hair with suspicion.
"You know, darling" Hermes said to you one evening, watching a particularly spectacular sunset paint the clouds, "we make a pretty good team."
"That we do, Wing-Foot," you replied, bumping his shoulder. "So, what's next on the agenda? I hear Poseidon's been getting a little too proud of his trident lately..."
Hermes's grin was blinding. "My thoughts exactly, partner. My thoughts exactly."
And as the stars began to prick the darkening sky, the universe seemed to hold its breath, wondering what delightful chaos the two of you would unleash next. Because with Hermes as your partner-in-crime, life was never, ever dull.
#epic the musical#epic x reader#epic fanfic#fluff#epic hermes#hermes x reader#epic apollo#hermes#epic zeus#i love hermes marry me#zieru hermes#zeus x reader#hera x reader#apollo x reader#dionysus x reader#athena x reader#epic the musical x reader
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HAVING AN INTENTIONAL ROOM
Your room is the most important place in your life. You sleep, wake up, heal and experience many emotions just in your room. You have to take care of your room, so it is spiritually the ideal place to grow into the best version of yourself.
KEEPING YOUR ROOM CLEAN
Keeping your room free of mess is an act of mindfulness and self-discipline that supports your overall journey and connects you with your higher self. It helps with promoting clarity, and cultivating inner balance and is an everyday self-care ritual.
Make your bed every day. You have to respect the place in which you sleep and heal.
Hang up clean clothes after the day or put any dirty clothes in your laundry hamper, avoid tossing them on the floor.
Find a place for everything, and know where everything is. If you do not know where each thing in your room is located, you either have too much clutter or you’re disorganised.
Tidy up your room daily, neatly putting everything away in its place. If needed, buy a few organisers.
Don’t leave rubbish for extended periods. Treat your room like a temple, don’t disrespect it, and pick up after yourself.
Try to avoid eating meals in your bedroom. We forget the dirty dishes over time, and it stinks and attracts unwanted bugs.
Change bed sheets regularly. Once a week at the most, for more hygienic reasons though.
Remove unwanted items on your bedside table. Keep it minimal and intentional with anything you want to place on it.
Regularly clean up the dust in your room, using a duster or a damp microfiber cloth on all of the surfaces.
ENCOURAGING GROWTH IN YOUR LIFE
A room designed to encourage inner growth serves as a physical reminder of your commitment to self-improvement, personal development, and overall well-being. It creates an environment helpful to improvement, self-reflection, and positive change.
Keep specific areas of your room designated to one task in your life. For me, my desk is for productivity, my bed is for resting or relaxing and my bedroom floor is for mindful activities.
Throw away any items that do not serve a purpose to you anymore. Avoid keeping items that bring you painful or harmful memories.
Minimise the presence of technology in your room. I suggest having zones in your room which is device-free or having a time of day in which devices are not allowed in your room.
Create a vision board poster in your room that you can see every day, which helps to visualise and motivate you to create your dream life.
Place meaningful quotes, affirmations, mantras or prayers as reminders of the values, mindsets or intentions you wish to cultivate in your life.
Display personal achievements. If you won any awards or certificates, place them in a way in which you can view them every day. If you have done something in your life that you think is an achievement but have no award to display, just simply create your own. Buy some balsawood and glue it together to create your own medal.
Place items that align with the habits or routines you want to cultivate in your life so that they are easily accessible. Put a workout mat in the corner, always have your journal on your desk or have a cold water bottle ready to go when you wake up.
3. DECORATING YOUR ROOM TO REFLECT YOU
Decorating your room in a way that reflects your true self brings a sense of authenticity and comfort. It creates a nurturing environment that allows for self-expression, reflection, and personal growth which ultimately contributes to your journey of inner development.
Make a mood board or vision board of how you would want your room to look, how it supports you and how it makes you feel. Choose a colour scheme in this process as well.
Add candles or incense that you think embodies who you are, or who you want to be. For example, if I want to be a cleaner person, I would choose a candle that smells like fresh linen.
Put up posters of things that you like, people who you look up to or anything that expresses who you are.
Add a canopy to your bed while you sleep. So cute, and I believe it helps protect you from any unwanted energy entering through you while you sleep.
Add a rug, even if you already have carpet, to enhance the cozy ambience of the room.
An ottoman at the end of the bed can elevate your room to look more expensive, if needed, it can also be an organiser for your extra things.
Put life in your room, adding low-maintenance plants or flowers can liven it up. A little extra, research some plants or flowers meaning’s and pick one that resonates with you.
Display any of your favourite jewellery, bags, clothing pieces, or make-up around your room. A nice way to appreciate what you have, without actually using them.
#becoming that girl#clean girl#green juice girl#becoming her#that girl#that girl lifestyle#glow up#glow up era#pink pilates girl#dream girl#dream girl life#pink pilates princess#it girl#it girl energy#it girl tips#dream girl tips#feminine energy#feminine journey#that girl energy#that girl routine#wonyoungism#hyperfemininity#hypergamyblr#self improvement#self development#self help#self care#self growth#self love#inner strength
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Only one guy on here has two eyes, and even then, they're fake eyes. It's big-tits-McGee, Mr. logic man extraordinaire, Geneva Suggestion Believer himself: Shockwave! Yep, all 12 of him, a reasonable amount of alternates to have, unlike some people... Shockwave Height Chart, everyone, fuckin wee.
Edit: I didn't like the old scaling I had so I changed it. The old chart is at the end of this post.
Quick Disclaimer, if any of the images look weird, it's because I had to stitch a few separate images together to create a full body shot of the character.
Here are links to my Bumblebee Chart, my Optimus Chart, my Megatron Chart, and my Soundwave Chart. !!NEW!! -> Ratchet & Ironhide. Please go gawk at how many Optimus designs there are, sweet fuck, there are so many. For future reference, all these charts will be filed under my "Transformers Height Charts" tag and my "aka the adventures of a..." tag.
Master Post
Explanations and Sources below the cut.
Unicron Trilogy Energon - ~14 feet 3 inches (No actual source, and Energon doesn't have any listed heights anywhere. For the uneducated, the Unicron Trilogy has given each of its 3 seasons separate names and 3 separate art styles. This is the design used in Energon (S2) though he only shows up in Energon. I was able to compare him to Optimus, and using Cybertron's listed heights, I got this number. I am in physical pain, it does not get better from here. Hilarious side note, his Japanese name is Laserwave, which contains the missing "wave" of Shockwave in this iteration's name.)
Earth Spark - ~15 feet (No actual source for ES, but using a barn door to get Bumblebee's height, then Optimus's, then Megatron's height, I was able to make a guess at Shockwave's. Shockwave comes up to about Megatron's chin; I lost the screenshot I used. It's so convoluted, I know, but it's all I have, also, tiny universe, everyone is so small)
TFA Longarm/V1 - 15 feet 2 inches (Animated has no actual numbers, but the lovely @phoenix-inanis has provided a frankly astounding resource with their own calculations for the heights of all the TFA characters. Go look at it, it's wonderful -> https://phoenix-inanis.notion.site/TFA-Height-Chart-f6ad2960ca8c4c5b859ee4958723aaa4?pvs=4)
Gen 1 - ~18 feet (TFWiki, uuuuh I've got nothing to add)
Netflix Cybertron Trilogy - ~18 feet (I have no source for this, other than assuming that because this design is identical to Gen 1, they are the same height. That's it, really)
Knight/Capel-Verse - ~18 feet (No source, and he never stands next to anyone I can measure him against, but because the TFOne director has said that this movie is both canon to the LA movies and its own separate canon, I am assuming the height I figured out for TFOne applies to this universe as well. Until proven otherwise. Capel directed the ROTB movie if you're wondering why his name is there)
One - ~18 feet (No source, I got this number by comparing him to Optimus. Now, I am aware of the TFO heights listed on the wiki, but I reject those numbers on principal. A: Those numbers are sourced from the Walmart Promotional AR Experience that came out before the movie. B: There are three decimal points, and that number does not convert into a whole number in meters (which is originally what I thought was weird about it). C: The director has said that this movie is both canon to the LA movies and its own separate canon, so I have elected to use the few given heights we have from KCV and worked from there. My Optimus post has slightly more context if you want it)
Cyberverse - 20 feet (This comes from a screenshot of this video which has the Cyberverse height chart everyone uses, though the quality of the screenshot is iffy.)
Aligned Cont. WF/FOC/TFP - 26 feet 2 inches (This number comes from Fandom and I completely believe it, even if they don't list their source, because the entirety of this universe is freakishly tall. Go look at my other charts, all the ALC designs are monstrous compared to the others)
TFA V2 - 29 feet 11 inches (Once again, phoenix-inanis did a fuck ton of work, go look at it, it's wonderful -> https://phoenix-inanis.notion.site/TFA-Height-Chart-f6ad2960ca8c4c5b859ee4958723aaa4?pvs=4)
Bayverse - ~30 feet (Ok, so I don't have a source for this one. There used to be one, BV Shockwave used to be listed as 40 feet tall bc of an article done to promote the movie, but that is no longer listed for reasons not known to me, and making some comparisons to Optimus, I have found them to be kinda close in height. It's very hard to actually validate any of this. Shockwave never stands normally next to anything I can use as a ruler at any point in the movie. He's always at a dramatic angle or partially covered by something in the shot. It's so violently frustrating. I am confident he is around this height though, I just can't figure out how much taller than Optimus he is)
And that's it. I didn't have to leave any designs out, all of them are included here (hopefully). It was so nice to work with a character where I wasn't drowning in 20+ designs across every goddamn universe.
Edit: Here are the different layers separated.
vvv Old scale vvv
#personal stuff#transformers height charts#aka the adventures of a mother fucker with the power point program#stare at his glorious rack across the multiverse#actually it's less of a rack and more of a shelf#maybe a cupboard#transformers#macaddam#macadam#shockwave#g1 shockwave#unicron trilogy shockblast#unicron trilogy laserwave#< i think it's funny that his normal name is split in half#tfa longarm#earthspark shockwave#wfc trilogy shockwave#knightverse shockwave#tf one shockwave#cyberverse shockwave#wfc shockwave#tfp shockwave#tfa shockwave#bayverse shockwave#there's only 12 what kind of paradise is this#this one was so blessedly simple to do after my meg and op ones#freakazoid continuity#bc the entirety of the aligned cont is so freakish I renamed it in my head
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.

You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.

Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)

To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
#feli speaks#in stars and time#isat#isat spoilers#lays down on floor. it's done. it's done#i actually narrowed down in scope to just focus on the combat by the way. and this is like. several thousand words
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— psycho killer ꣑ৎ‧₊˚.



warnings: chb setting, graphic violence, insane behavior, seduction-ish, two make outs pairing: ghostface! luke castellan x ghostface! daughter of aphrodite a/n: after ages I’ve finally finished this 😭🙏🏼
a ghost mask, a hunting knife, two beloved campers.
typically at camp when you heard anything about the hermes cabin counselor or the favorite daughter of aphrodite the mind would go to the perfect couple— and as this was indeed true, it wasn’t how they expected. one hundred percent not. It was almost obvious, the murders at camp. It wasn’t like you were trying to fully hide them, of course not. all the assholes you killed deserved to get their bodies shown on full display, to show off your handiwork. It was almost surprising how nobody knew the mastermind behind these perfect kills
the campers chosen for your bloodlust rage weren’t randomly selected this is why. each belonged to a certain point in your life, to a certain experience. such as an ares kid who threw you to the ground during a sparring session, or one of your siblings who made fun of your looks (in your defense an awful hair day, but who the fuck where they to be talking their outfit was three seasons out!), or a stupid athena kid thinking their the smartest in camp all “I know rocket science I’m better than everyone” bullshit. they might’ve got the worst of it. but there was more than just those three— you’d claimed the title ‘serial killer’ at this point. your killings didn’t go unnoticed though because luke castellan saw through your innocent act. how you’d be the first to every scene, how you’d dramatize every action trying to help mourn over the loss of many different campers who lost their lives to your hands. and he was surely not going to let you do this alone
tonight you had a conquered a perfect scheme with your partner in crime. thoroughly planned over the course of september, halloween night, campers busy with activities and your victim busy getting totally gutted!
“are you sure this plan is going to work?”
“are you serious?” you cross your arms and glare at your boyfriend “I’ve been working on this for a month and a half if this doesn’t work that’d be unlikely. and don’t you trust me?”
luke laughs softly and takes a step towards you, placing one hand around the small of your back, the other gloved hand cupping your jaw before you’re pulled in for a feverish kiss. and when he pulls away with a smirk against your lips he mumbles, “with my life”
you slip your knife from atop your bed into your hands. “then let’s do this”
⋆˚✿˖°
It was dark outside. a stygian hue filling the sky along with the small bright stars and the dull brightness illuminating from the moon above. not only was it dark it was fucking cold. though it was mid fall so you shouldn’t have expected anything less. In your lacy pink dress, you barely had anything on which wasn’t helping your cause either. with every step leaves crunch beneath you, left, right, left, right. until you at last reach your designated spot where your victim waits, paper in hand, twirling it around his fingers. you come up as quietly as possible behind him (or the tree behind him, whatever)
act i: currently in session
you put on your best I’m-so-happy-to-see you smile when you get close enough. “hey you”
the hepheastus boy turns himself with a seductive looking smirk. yeah you know exactly how this is going to go. you’d heard a rumor spreading through camp about this boy, apparently he’s a player, paying girls to have sex with him (which apparently isn’t a big deal but it might once stds start spreading, gross). regardless of this one reason you hated the boy anyways so it didn’t matter to you
his gods awful expression make you want to vomit on the spot, nonetheless you power through. “I was hoping it would be you. I always knew that stupid boyfriend of yours was a dud”
you roll your eyes and scoff. “ugh, I know right, he’s so pathetic”
you take the paper from his hands: a note written by your sister to meet her here. you throw it somewhere on the ground and fumble your fingers with the collar of the boys shirt, while his dirty hands wrap tightly around your hips
“are you gonna kiss me or what?” you mumble when your lips are close enough. but it’s almost as if the boy is aware there’s more to this meet up. doesn’t matter because once he hungrily connects your lips at last he won’t remember a thing
act ii: in the process
It was utterly disgusting— the way you let his hideous boy touch you, his hands gripping tightly over your dress in hopes it may disappear at any given moment. could this process take any longer? you began to wonder if your boyfriend had left you yo handle this on your own. yet at the same time you knew he wouldn’t let this idiot boy get away with putting his hands on you
you take matters into your own hands for the time being. while the hepheastus boy sucks along your neck you reach to your thigh where you had strapped your dagger. and almost as if on queue luke appears from within the bunches of trees. or so you hope— you don’t know for sure who it is until the ghost mask comes off. slowly but surely, through your sighs you manage to get the metal to the fabric of his shirt. luke gives you a nod indicating to make your move, quickly you shove the weapon into the boys abdomen, crimson liquid instantly pouring over your dress and the grass. the boy tightens one hand round your dress, the other touching the knife placed in his stomach. his head lifts from your shoulder to look up at you, the same blood pooling out from his mouth
and it’s heavenly, the sound he makes as he falls to the ground in agony, attempting to plea for you not to let him die, but of course you can’t hear over the liquid in his mouth all he can do is spit it out. you smirk and crouch down to his level admiring your recent work, then looking up to luke. “wanna do the honors?”
act ii: completed
he takes his mask off, shoving it into his robes pocket before taking your hidden ax from behind the tree. “what do we do once we’re done with him?”
“we burn him. once he’s all ash there’s no proof he was murdered”
you stand up from your spot on the ground, looking at the amount of blood that had fallen onto your dress. you frown but ultimately chose to ignore it, that was a problem for later. for now, the last task of the night was to properly dismember the body and take it back to hermes cabin for burning. you feel a sudden ecstasy as his limbs disconnect, one by one, legs, arms, torso, head, feet, hands, until he was nothing but bits and pieces. even better, it was none other than your lovely boyfriend that had completed this process, instantly making your knees weak— even better than this, however, was his blood adorned face, how badly you wanted to kiss all of it off slowly…
and you can. when he throws the ax on the ground and walks towards you, his hands resting against your hips as he pushes you back against the tree. you moan in utter delight when luke finally attaches his lips with yours (this elicits a laugh from him). your whole body practically curves into his, you throw your arms around his neck tightly to keep him as close as humanly possible. his hands find themselves trailing down to your thighs and back up underneath your dress. the heat of the moment is palpable (though this probably isn’t an exaggeration as his fingers twirl around your underwear, taking his time as he slide them off), in a needy manner you tug his hair gently, and if it weren’t for his hands on you, your knees surely would’ve gave out and you might’ve collapsed by now. his tongue traces over your bottom lip, you can taste the blood, and you need more of it, whether that was his touch or the taste of the crimson liquid you’ve grown to love
“you’re perfect” he rasps against your lips, before disconnecting them and trailing down your neck “gorgeous”
he reaches your pulse point and keeps his lips there longer, for sure making a mark for you to struggle to cover up later. he bites down carefully on your skin, making you moan in response, in addition to this he grinds his hips into yours, evoking more soft sounds from your mouth. you stop him for only a moment to murmur, “y’know, there’s nobody in my cabin…”
and that was enough confirmation for the both of you to discard of the dismembered body for someone to find the next morning, and to settle (or not so much) in cabin ten for the night
꣑ৎ if you enjoyed then reblogs would be greatly appreciated! my requests are currently: open if you have any <3
#xoxochb#percy jackon and the olympians#pjo series#pjo fandom#percy jackson#pjo#percy series#pjo hoo toa#luke castellan fic#luke castellan x you#luke castellan x reader#luke castellan#percy jackson x reader
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