#Cloudpunk
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CLOUDPUNK
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CLOUDPUNK ▶ HELIX METRO HUB
#cloudpunk game#cloudpunk edit#indie game edit#gamingedit#gamingscenery#cloudpunk#~cloudpunk#~#:) i love that this entire district has pink road lights#this is my first set with a much stronger sharpening effect since i feel like my usual one made cloudpunk look particularly muddled#and i also upped the saturation a lot because the colors never seem as bright on this site xd#my eyes kinda hurt.
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Scenery in Cloudpunk 09/??
#cloudpunkedit#cloudpunk scenery#gaming scenery#gamingedit#videogameedit#gifs#cloudpunk#my gifs#queue
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Cloudpunk
#cloudpunk#cloud punk#ion lands#indie game#video game#video game photography#virtual photography#cyberpunk#city#buildings#my screencaps#my edits#game screencaps#game screenshots
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Some cyberpunk advertisements and billboards I made for the game Cloudpunk by developer IONLANDS, done in 2020.
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Playing cloudpunk third time and Rania still one of those protagonists who doesn't irritate me at all (no srsly she's adorable)
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Still from Mumbai Skyworld / Akash Lok, #Indofuturist / #Desifuturist Visions, 2024-Ongoing by Kai (Kari) Altmann
#mumbai#mumbai skyworld#desifuturism#indofuturism#mumbai futurism#skyworld futurism#cloudpunk#airpunk#ecofuturism#near futurism#ecopia
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Neo-noir cyberpunk title Cloudpunk gets updated Xbox edition this month
Merge Games and developer Ion Lands are set to deliver an updated experience for Xbox-owning Cloudpunk fans.
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By madmaraca for cloupunk
#nestedneons#cyberpunk#cyberpunk art#cyberpunk artist#cyberpunk aesthetic#futuristic city#art#voxelart#megacity#cyberpunk vibes#videogame#cyberpunk game#cloudpunk
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CLOUDPUNK
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CLOUDPUNK ▶ THE STACKS
#cloudpunk game#cloudpunk edit#indie game edit#gamingedit#gamingscenery#cloudpunk#~cloudpunk#~#woot woot more gifs :) i have been creatively drained lately#hoping this week goes well and then i'm free-ish :sob:
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Scenery in Cloudpunk 06/??
#cloudpunkedit#cloudpunk scenery#gaming scenery#gamingedit#videogameedit#gifs#cloudpunk#my gifs#queue
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Cloudpunk
#cloudpunk#cloud punk#ion lands#indie game#video game#video game photography#virtual photography#cyberpunk#city#buildings#my screencaps#my edits#game screencaps#game screenshots
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I didn't stream last night at all. My period, and all it entails (MCAS, POTS, hormonal dryness, PMDD), is ramping up and I'm a mess.
Stream most likely Monday night. Going to play the Cloudpunk DLC - City of Ghosts.
It's such a great game. I cannot say enough good things about it.
#autism#actually autistic#disabled#disability#autistic#twitch#live streaming#twitch streamer#streaming#POTS#MCAS#hormonal dryness#PMDD#stream#menstrual cycle#menstrual hell week#Cloudpunk#City of Ghosts DLC#DLC#Cloudpunk DLC
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one of the coolest things in games for me is when the game lets you make a choice yourself.
and I don't mean this just in the 'choose an option from a dialogue tree' way. like, that's definitely an important part of game design, but the thing that's made the largest impression of freedom for me is actively acting out a choice.
i'm finding this rather difficult to describe so here's an example: in the game 'Cloudpunk' you're a delivery driver of sorts, and one package you get is making very suspicious beeping sounds. you're left the choice of what to do with it: deliver it as intended or chuck it down a trash chute. standard choice here, but it's implemented pretty well. after the character you play addresses the beeping (while you play, not in a cutscene), she doesn't comment anything else. you're left with two markers: one at the delivery point, another at a trash chute. and the game lets you think about what to do yourself, without further probing, and then you have to drive all the way to the point you chose and explicitly choose to deposit the package.
in a way, what i described is also a narrow choice, but what makes it impactful for me is that you have to continuously decide what to do. It's not one click and then you've decided, you only have one marker and the other interaction isn't available anymore. no, you drive there and you can just decide differently halfway or even at the end point. it's more personal than just clicking an option, i feel, and it doesn't put as much pressure on the player that they have to decide right now what to do. at least for me, sometimes i just stare at a choice screen for minutes on end, trying to weigh which option i want to take.
obviously this approach doesn't work for every game type, f.ex. visual novels. but if you can make a choice more active for a player like that i think that's really cool. instead of making the player choose once, make them choose each moment until they've completed a choice, like in real life.
something i also think is important is not to take it for granted that the player has made a choice once they're in a certain location. Like, imagine once you hit a trigger around the marker area, you just got pulled into a cutscene that gives you no more input on what to do. stardew valley is a great game and i love it, but it has flaws, and one of those flaws in my opinion is that with certain items (like the lucky shorts), if you talk to the quest giver, they just immediately know you have it and take it off your hands. so i talk to lewis just to talk to him and suddenly the item is just gone. and i cant put it in a sewing machine or the potluck anymore. yeah, you can get more by placing a staircase in his bedroom but i just didn't know that until i read the wiki. i'm sure thought went into why it is like that and there is a reason, but it's just not something i personally like. i think it also should have been a 'gifting' interaction that you initiate.
anyway, thanks for coming to my ted talk
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