#Will post my thoughts on the rpgmaker games once I get to them !
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radiation · 8 months ago
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did you play any game(s) recently that you enjoyed? not just wondering about rpg games but i saw the rpg games post and am excited to look at some of the suggestions on that one myself.
I played Content Warning w some of my friends and it was dope. Love to be a funny guy with a T_T face and make funny ass videos not much more to say than that. Played The Midnight Scenes - From The Woods and had a good time with it, its a short horror game and its got the rare quality where like. I felt they somewhat dropped the ball on the story & the horror aspect but the character writing was so incredibly charming that it made up for it.
Also just finished watching my buddy play through Mother 3 and I liked it toooooo although you may be surprised to hear it wasnt quite my thing. Not what was asked but Im gonna expand on some of my thoughts about it here cuz why not
With how unbelievably obsessed I was with Earthbound as a kid, I was hoping Mother 3 would stir up the same kinda love and become an all time favorite game of mine but unfortunately it did not. I think I prefer Earthbound to Mother 3 the same way that I preferred Anodyne 1 to Anodyne 2 where it's like. If you're iterating on a formula in the pursuit of a more cohesive and serious story throughout the entire game, then you have to REALLY commit and REALLY succeed for me to be on board because otherwise I'll nitpick like hell. And I felt like in some ways, for the story Mother 3 was trying to tell, it was a bit noncommittal, with some parts going on for a bit too long, some locations having a bit too little thought put into them, some sections not quite as Committed to the Bit as I'd like them to be or not quite as dark as they could be, some characters lacking just enough development for me to really feel it. All of these things culminating in me lacking immersion in the game's world. I think I'm likely to be a lot more charitable towards games like Earthbound w less of a story focus and more random ass funny ass shit going on even if the gameplay is kinda ass, cuz lighthearted playfulness colors flaws with a certain amount of charm and flavor rather than directly detracting from the experience. Exception to this is I prefer Deltarune to Undertale because Deltarune's writing kicks so much ass that it completely sidesteps all of the issues I tend to have. Anyways Mother 3 is still very very good but Im dat crazy ass narrative / characterization guy so I can be hard to please
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insertdisc5 · 1 year ago
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this is a stupid question and there’s no reason for my sending it besides trying to understand/overcome my own anxiety/insecurity. your post on game dev software was extremely informative and seems like something you’re really passionate about. for some reason i can’t get past the idea that using premade visual novel/rpg/whatever software will be seen by others as, like, “that doesn’t count as making a real game, you just dragged and dropped stuff into a program someone else made, anyone can do that” or something. I’ve never played any visual novels, but i enjoyed rpgmaker games like The Witch’s House and Ib when i was a kid, and undertale is my favorite game of all time, so I know how good games like that can be. I thought I could learn to make video games at some point by studying computer science in college, but by my 3rd semester i couldn’t focus so i changed my major. That was almost ten years ago, and I feel like an idiot seeing so many people younger than me having so much fun doing stuff that i just gave up on after it became “too challenging” even though I’ve been using computers all my life. I guess what I’m asking is, how do you get over the fear of doing something, saying “hey look what i made/accomplished!” and having someone else say “that’s actually easy to do, you shouldn’t be proud, and here is an example why” and then you’re just left standing there like “damn, maybe i need to reflect on how stupid i am” instead of “man, that guy was a jerk.” sorry if that didn’t make sense.
you have to not think of yourself as yourself, but think of yourself as your friend telling you "someone said mean things to me" and of course when a friend says that to you you say "i will kill them for you you are amazing and the apple of my eye and they dont know what theyre talking about and what you made was great and once again: i will kill them for you". also if anyone says to you "you shouldnt be proud of this thing you made" then you are legally allowed to kill them it's in the world constitution
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pixeldotgamer · 5 months ago
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✨All My WIP Projects✨
Since the results of that Twitter poll I did show people REALLY wanna know what I'm working on, I figured I'd just announce/summarize most of the things I have in development right now!
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This will be pretty long so it's getting tucked under a read more!
Don't Tell My Wife / DTMW (Game, Horror VN) Status: Active Development
DTMW is my entry for SuNoFes2024 on Itchio! Folks may actually recognize this one as I streamed some concept art a while back, and even posted some as well!
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This game focuses on a Husband and Wife in the woods. Specifically, the Husband and something he's been trying to plan for a while. Now there's only one week left and his Wife has taken notice.
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"You have one week to get your plans sorted. You thought you had more time than this. Don't let her find out."
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Treacherous Flesh (Game, RPGMaker Horror) Status: Research & Writing
TF follows the story of Ila, a woman who contracts a deadly illness and must wait 8 months for treatment. The game follows her over that time as her symptoms worsen, and her body turns against her.
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Like many of my projects, TF pulls from a personal feeling. This game is an outlet for my own ongoing health problems. I started working on this game after being told I had to wait 8 months for an ultrasound I need for diagnosis. It's month 4 of 8 now.
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Probably the most outright depressing thing I'm working on, this game actually means a lot to me. This is an outlet, but I'm also hoping it resonates with people who may be going through what I am.
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Dead Girl's Club (Game, VN) Status: Research & Writing
DGC follows a girl from a religious cult town tracking down the male "murderers" of girls from said town. The game is a very blatant look at the transmasc experience tackling themes of family, community, passing, more.
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Computer Angel (Game, Point & Click/Interactive Fiction, Horror) Status: Concept Development
Computer Angel comes from my own fascination with the concept of "angels speaking to you through your screens" and such, whether for horror or comfort.
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In CA, your aunt has just passed away suddenly and you end up with her computer. As you investigate the machine to use for yourself, you realize there's something in the computer. Something that would very much like to make your acquaintance.
With 3 narrative paths depending on your choices, I want CA to be a spooky and surreal little game! While the concept has been fleshed out, this one is on the back burner until I dedicate myself to learning GameMaker which is the engine I want to use.
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Pop-Rock & Curly (Game, Point & Click) Status: Research & Writing
A brainchild of mine from 2019, where I said to myself "What if I made a detective/robber OCs but they're lesbians?" and then PR & C just. existed in my brain?
After just having them rattling around in my brain but never drawing them more than once, I decided to adapt them into a game! I've always had a love of P&C games, so it only makes sense I take a stab at one (Art from 2019)
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The game follows detective Pop-Rock, who is personally requested by Curly to help as she rats out her no good boyfriend who has stolen a big flashy item. Using this as a chance to improve her reputation, PR ventures into the cities criminal underworld.
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Juno Law (Game, VN) Status: Pre-Dev Done, Art Concepts Started
Juno is what I'd call my first "modern" game idea, the first game idea I can pinpoint where looking at it I could go "Wait this could actually be a game!" Basically a "what if I made an PWAA game" type deal
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We got lawyers, punny names, gimmicky designs, and more! While not what I would call a fangame, Juno is meant to be my love letter to Ace Attorney that I started cooking up after playing the main 6 games. I actually was pursuing this as my first game!
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Juno is a LARGE game. The biggest of anything even on this list in scale. Because of that, I've had it on the back burner since I finished the full game notes back a few years ago. The game is completely outlined! All characters, trials, plot lines, all of it!
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I'm really passionate about Juno, but I knew I had to be honest with myself; This is just too much for my first game! My weakest skill, in my opinion, is my writing. So, starting out with massive narrative VN? Maybe not, haha. Someday though, I want to make it.
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7. Cleopocha (Game, ???) Status: Concept Development
Cleopocha is about an android idol named Chapel, who starts dreaming of their past personas. It's a game largely about identity and asking what do we own those who came before us, especially when we don't remember them?
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My current sticking point with Cleopocha is actually genre! The story I want to tell needs breathing room in a way a VN can't provide, but I'm unsure if an RPGMaker type game is quite right. What should the gameplay even be? Those kinda questions 🤔
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A2amB (Podcast, Liminal Space Horror) Status: Research & Writing
I've had this fascination with doing some kind of story based podcast as far back as 2019, where the title A2amB comes from! The name is a placeholder from the idea I had way back then. (Art from 2019)
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The story now is WAY different than the first concept. Salvaging characters and concepts from a MOTW campaign I was running, the podcast is now about a liminal space mall and the people stuck within it. (Art from Aug 2023)
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Casey Day, local computer repairmen and burnout, gets dragged into the liminal mall and is stuck fumbling around trying to get out again. Besides twisting halls, a mannequin cult, and unpleasant personalities - Casey will also be haunted by his own issues.
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I've been on a steady dev pace with A2amB, but I'm still figuring out what I want from the story, as well as how I want to deliver it. So currently I'm just locking down the pacing and themes in a way I find satisfying. I'll probably have to trim a lot of ideas..
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And there's the bulk of what I'm working on! I need to refine my pitch process a bit, but I honestly just love gabbing about ideas!! I have no set release dates for these projects, they'll happen when they happen! (๑•̀ㅂ•́)و✧
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miz0sis · 2 years ago
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みんな… おやすみなさい🖤 This is a few days late, but happy second anniversary OMORI! I posted this on Twitter and of course can’t write much, so I'll do the honors here.
TW for talk of mental health, hospitals and self harm. Please move from this post if you are uncomfortable with such topics, for your own sake. Thank you❤
I discovered OMORI in 2014. I saw that little trailer in my recommended as a kid and watched it. I got super inspired by it, but never did much else. 2018 rolled by and I found out about the Kickstarter. I couldn't back it up because y’know, I'm a broke teenager, but I still tried to follow its development until I just lost interest. It's now early 2021. My friends are talking about OMORI and begging me to play or watch it. I eventually caved in and didn't expect anything special. Boy was I wrong. I came into the game completely blind, and experienced everything raw. - The first ending I got was the 'true ending', where Sunny and Basil accept their actions and trauma. I cried so much near the end, especially during the Final Duet (but I'm sure that got most people). I had expected a cheesy rpgmaker horror game but instead I got an experience I will never forget. It's themes stuck with me. I hadn't played a game like it before. A game that accurately represents mental illness, trauma and anxiety. I have been suffering from depression basically since the fourth grade. A lot of bad things happened in my life and I was becoming aware of it. I started to feel down and hopeless, often resorting to sleeping all day, drawing and slipping into my own imagination and disassociating. - I soon realized that this wasn't working, and only felt worse. I'd say around fifth grade was when I started to hurt myself. And I couldn't stop. I slowly fell deeper into my depression as I eventually came to terms with the fact I was a transgender person. The first time I tried ending my life was only a few years ago. That led me to be forced to out myself to my family, which thankfully went well and they pledged to help me transition, which they still do to this day. - Despite being able to transition, I still felt like things were missing. I still felt depressed. I realized that I was suppressing my trauma from years prior to the point of forgetting it. And once I was reminded of it, I spiraled further. That leads to early 2022. I was close to ending my life. I was very close to death. But it failed. I gave up and decided to reach out for help. The day after reaching out I was admitted to a psychiatric hospital. I would go to two hospitals in the span of almost six months. Those months were some of the worst of my life. But somehow I grew as a person. And as time went on, I improved despite the challenges I faced while inpatient. My head became clearer. Because not only was I taking medication and therapy, but I thought of Sunny. - Yes it's kind of silly that I was inspired by a fictional character but Sunny's recovery and journey through his mental health and trauma pushed me to keep going. And ironically, I eventually met someone there named Sunny who also liked OMORI. We became really close and I think about them often. They were the only person from that horrible hospital that had a positive effect on me. In August of 2022, I was finally released. Shortly after my discharge my family moved across the country at short notice. I once again became depressed, having to leave my old friends and life behind, but I realized by moving, I can start anew. And that's what I've been doing ever since. I'm the happiest I've ever been and I'm about to turn eighteen in a week as of writing this. I never thought I would live to adulthood. - As cheesy as it is, if I never found OMORI I probably wouldn't be here. I wouldn't have been encouraged to get help sooner. I would most likely already have killed myself or ended up in the hospital for hurting myself. As harsh as that is, it is sort of true. This seemingly silly game about a boy dreaming up adventures with his friends has changed my life completely. I'm grateful for the OMOCAT team for working on this game and putting so much love into it. And I love a majority of the community as well. I have met so many kind and creative people through Discord and Twitter. Why am I opening about this on the internet then? I want to show that things do get better. No matter how old you are, no matter how bad things are either. - I used to think I would never make it anywhere but here I am, I have amazing friends, I'm working on passion projects with others and I draw all the time and enjoy it. My drive has improved because of this game. I don't know what I would have done without it. This game means so much to me and so many other people. I can't believe its been two years since it released already. I'm hoping to continue to love it for more years to come. Thanks so much to OMORI and the fandom that loves it so much.
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sunshinemoonrx · 2 years ago
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Starhound: April Devlog
I've mentioned the RPGmaker game I'm working on a bit before, and since that's always gonna be pretty slow with me working full-time, I thought it'd be good to keep track of my pace with end-of-the-month progress posts. So! Here's what I've done in April.
(For the record, at the moment I'm actually planning on calling the game "Star Hound Vega", as the [Thing] [Descriptor] [Name] pattern is venerable among tokusatsu and mecha type heroes, but "Starhound" is my name for the setting and stories generally.)
Finished the first dungeon! It took more passes than I thought it would, as it always does, and I'm sure there'll be more tweaks in future, but I have now got to the point where I'm able to play through it and go "wow! that functions as intended without breaking! no notes"
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2. Updated some sprites! Previously Vega's and Nemea's were just placeholders, but I've arrived at some that I feel pretty good about and represent them much better. Placeholders on the left, final sprites on the right:
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I ended up using the "male" creator for Vega, which I think works great for creating butch women. (I have hemmed and hawed a bit over if I'm being Problematic by doing this as she is also the main trans character, however: I am a trans girl and I can do what I want. In seriousness, it is a bit of wish-fulfilment for me--I wish I could be more butch and masc-styled and be read as "a handsome woman" and not "a man", so Vega's living that dream for me. She's a hunk you get it)
I will definitely still need some kind of custom visuals for Vega's henshin hero suit, and Nemea (and her boss, Princess Ascella) when she appears as an enemy.
3. Diversified the music! So a fun thing about RPGMaker is you think you know the small selection of default assets it gives you, but if you dig around in the installed files there's actually a lot more free assets you can transfer in--from walk sprites and portraits from older versions of RPGMaker, to a whole bunch of extra enemy graphics, to a lot more music. In particular, I found some pretty sweet battle themes so now each boss can have its own! (This all mixed in with something I already grabbed right when I started making this--a pack of specifically old toku style music, which is really great for making it feel appropriately flavoured.)
4. Added a town area! The overworld is pretty limited in this, it's not so much travel as using a small consistent hub/base to rest between dungeons (if sequels happen they'll probably be bigger but I'm trying to keep a lid on the minimum viable product scope ykno), but there are a couple additional areas, so...now we have that!
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Got to have some fun populating it with cute characters, which was nice.
5. Started the second dungeon! My main goal this month was to finish the first one, so it's nice to be ahead of schedule.
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I've also figured out some really fun gimmicks for this one, so the first dungeon will serve mostly as a backdrop while you're introduced to the game's core mechanics, then this one will step it up and be more showy in its own right. Figuring out stuff like "oh you can have specific enemy encounters only happen on certain regions of the map" and "oh you can totally hide one-off boss fights inside random encounters" has got me to a concept I'm real happy with.
So yeah, that's where the game's at right now! For May, my main goal is just to finish the second dungeon, but we'll see where that goes. I plan on making a prototype build to toss at some friends once I've done a pass on the third dungeon (the total plan is for five, plus a final area after), but the third one is very short so I might even be able to do that in May too. But no pressure if the second is all I manage, that's the goal.
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namelessmewmew · 1 month ago
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Old Art Archive Part 5.
Original captions under the cut.
1 - 3. Title: Petals, Sparkles and Unicorns [+ bonus of the other two pieces I have of her, that also happen to be old, left being newest of said two]. More csp testing stuff. Went a bit ham with its built in decoration brushes, Petal Brush, Grass Brush, Sparkle Brush [There's even a glitter brush, which I'm sure I will use at least a few times] ……. Happy enough with how this came out. Def need to draw her more.
4. Title: The Heart of My Eye. Uni stuff has been getting more hectic so haven't been able to draw as much [and what I have been drawing has been stuff that won't see the light of day until late this year probably]. Had the idea of a loveletter head character so just made this in csp, don't really like how this came out but oh well. Also probably going to redesign them a bit whenever I draw them again.
5. Title: The Imp Stick. Redesigned Nameless because I wanted to make him more self indulgent [I like horns, imp tails and faceshadows alot]. Used my usual method of exporting each frame as a image and then throwing them into ezgif, I think I should learn how to use clips built in animation abilities.
6. Title: Don't cry over spilt glitter. Uni work busy and hard, and been making a bunch of stuff I don't to post yet so dipped into my favourite thing, aka redesigning "old" characters [like it as much as designing new ones].
7. Title: Kitty Kitty Cat. Just a little cat, shes actually a pretty old character of mine, just redesigned her recently. I really need to draw and post more often.... Sort of like how the shading came out by I'm still kinda shit at it Might draw some more cause I have alot of old animal characters to redesign.
8. Title: Old Gay Cat named Juliet. Another cat laby, this time Sarah's mom, Juliet! Shes also been redesigned but not as much as Sarah. Going to do Sarah's other mom next [which until recently didn't have a design at all but still working on it a bit] Really like how the pose of this came out [still iffy on the shading though..]
9. Title: 2022 Pride Icon. New Icon/Pride Icon [might use this after pride month and just swap out the bg, or might a new one later].  and yes I used a very similar pose to my last upload, I just liked how it looked so used it again. Happy Pride Everyone!
10. Title: Filters and Fingerguns. I have been trying to draw more stuff lately :], liking the stuff I have been making, especially like how the hair and eyes of this came out of this came out :3. The character here is Eve, Juliet's wife and Sarah's second mom.
11. Title: Smiles and Glitter. I know I should be drawing the characters I have already more hut I really like designing new characters..... k? and felt like  I needed another sparklecat....[I need more sparkle anything really] Also tried to emulate the look of those old blingee? gifs and it looks okay enough. Going to try to figure out how to do it better.
12. Title: Metamorphosis. Yeah another bright sparkly cat.....a character I have actually been thinking about designing for month's,  A trans flag coloured lynx with a lil golden bell that shines like a rainbow in the light. A mascot-y character that's meant to idk be anti-thesis to how big corps pretend to like us during pride months by just changing their logos to rainbow and selling overpriced pride merch, then just change their logos back and don't do anything more about it for the rest of the year, I guess? Like a mascot thats undeniably queer in colours and otherwise I guess. My brain feels a bit slow and foggy right now right now so I might not be articulating well.
13. Title:  Splat. Haven't posted here for a month and lost steam for artfight not long into it [will post attacks I did once month is over], but I did make my first game, a rpgmaker game that is about 10 to 15 minute rpgmaker game for a mini jam. Thought maybe I should post about here at least once, https://namelessmewmew.itch.io They technically can be named whatever by the player but I wanted to give me a 'true' name as well, so here is Splat./colour-less
14. Title: 'Fuck you! Catboys your Demon'. I can't just not put my sona/main character though multiple redesigns/design updates, I wouldn't be NamelessMewMew, if I didn't! Going the opposite route in terms of adding things to his design lol compared to my old sona [casanova, a cat like creature that I added demon features to, I need to redesign them again at some point.] I need to learn how to draw stubble properly... and also maybe change the eyes a bit, you looks kinda uh high rather than just tired.
15. Title: Aging. Just feels weird, so a little doodle thing.
16 - 17. Title:   Prancing in the night. Wanted to start another art practice dump to practice shading, decided to do my personal characters to motivate me more but then got really into it and added more  and more shading/lighting, then thought this would look very stupid without a bg, then added lighting to that bg and then wanted the stars to sparkle.... [which I hope loads as its not loading in the preview I'm seeing now] yeah I guess I can make this its own deviation. The bg is a bit mid quality but I'm glad I did because I don't do proper bgs much, but I do really love how the Plushie came out in this, especially the pose [and shading]. Though the gif site I use makes transparency kinda uh line-y? Basically the lighting and shading looks smoother than this originally, though I don't mind how it looks
Anime Girl Art Dump:
Title:  Art Practice: 1. Ramble-y stuff: Been in a hating my art phrase because there's lots of parts of art I'm not great with, shading, anatomy, perspective, backgrounds..... so forth But can't get myself practice without also posting it but also it has to be good enough to post [when I feel my art is bad then I feel like I can't waste the time spent on it by not posting it but I also feel like I'm somehow a bad person for being bad at art]..... so going try to do dumps like this where I try to focus on certain things. Hopefully I can improve at least a bit this year. About the art: This is mostly Hair Shading + Faces + Eyes Practice, but also tried to draw various different hairstyles. Want to do more experimenting with how I draw eyes and hair...
Hands and Eyes Art Dump:
Title:  Art Practice: 2. More art practice, this time hands [done mostly by memory and a bit by using my hands as ref] + eyes [more just the irises and pupils rather than eyes as a whole]. Like where I am getting with eyes but really need to work on hands alot more.... Can't think of anything else to say really cause tired... other than its 4 days till I'm 20 which is wild.
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conceptuma · 5 months ago
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hi,hope youve been well :D
I'm doing good right now! thank you for checking in :D It's very welcome. Please feel free to bug me anytime!!!
I'm gonna use this post as an excuse to update/ramble -w-
To be honest, (if I haven't mentioned it yet, I don't remember! aha!) I have selective amnesia about this blog which is really inconvenient LOL... Unfortunately it leads me to forget to check up with my mutuals on here too. So that's mainly why I disappear, other than my ADHD particularities as well...
But I'm starting to realize maybe I just like to be a bit laidback with my posting. There's nothing wrong with it- but I do still think it could be better, which is what I'm working on figuring out.
I've been trying new things with art and creativity, because I can't find my groove with my artstyle quite yet. And it's been very enriching! I feel like I am slowly picking up the mindset I want to have on art, but it takes a lot of effort and "invisible progress" to get there... I feel like I am really close to figuring it out.
Anyway, I might try to post my old ideas or new doodles here and there. My idea is that I'll post unfinished/low quality stuff on a queue and then finish it later in another post, so that there's a little bit more of a consistent stream and maybe motivation to stay in touch. I've wanted to do that for a while, actually, but I tend to chicken out because the moment I look at the image I'm like "ohhh, but wait- wait- maybe I can finish it right now!" and then get overwhelmed because I thought that same thing about the other 20 or more images that are almost done. Decision paralysis, lol.
My other idea is a bit newer and might not be as clever. It's just that I have a 1 image quota on any day once per week. I might try doing that for a while, as I'm focusing on finishing commissions as well as practicing new skills and OC projects!! I've been working on RPGmaker games as story writing practice! If I ever release them, I'll probably post about them on this blog, even if my games are OC and not Markiplier related (yet) ; ]
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f2ucharacters · 1 year ago
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If you're still looking for questions for an AMA:
What fandoms are you in/what media do you enjoy?
When did you start drawing?
How long does it usually take for you to finish each of these drawings?
What are some typical sources of inspiration for you?
Is there a reason why you draw fat representation when so many other artists don't? And thank you for doing so!
What are some of your favorite songs? Do you listen to music while you draw?
If you had to make a current hobby into a job, which would you choose?
If you could make a video game, how would you design it? What would the game be about?
Why did you decide to make a blog for posting free to use designs?
Do you like Thai tea? (I love Thai tea, had to ask)
HI thank you for asking!!! i always take questions because they are fun. here are my answers
i like homestuck, object shows, minecraft & roblox (if those count), things with dragons, and generally post-apocalyptic stuff i think
i've been drawing for most of my life, but i only started digital art in like 2017, so my go-to answer is 6 years (...it's almost 7 years and that's scary O_O)
it depends, but surprisingly, i take less than an hour on most of them. i make them all in batches of 20 or 25, and ibis paint also records the time i spend idling on the canvas, so i couldn't tell you the actual time.
it depends. sometimes it's character designs i like, sometimes a random idea hits me and i have to sketch it out real quick, sometimes i see a cool moodboard or image or something.
i just wanted to. i think some people just dont wanna get over the initial hurdle of learning to draw body types with fat, cuz after you learn it, its not that difficult.
i usually watch videos when i draw! but sometimes i will listen to music (it is usually by patricia taxxon, because she uses bandcamp). i don't really have a favorite song, but one i've been listening to lately is this (https://patriciataxxon.bandcamp.com/track/gdgegdgcdedhecetchcohthototo-2), and my favorite album is either _SNDWRK/gh or sixteen sketchbooks ago
gardening. i like plants and i like working outside
actually, i've had this idea for an RPG with my roblox OCs for a while now, but i'm too lazy to make it 😔 i've always liked the idea of making choose-your-own adventure type RPGs with like a ton of endings, where in each replay you can find something different about the game. this is mostly cause i like writing, but i don't like committing to ideas, so sometimes i just wanna add all the ideas at once. i don't know how to code though, so i've thought about using RPGmaker
I LOVE DESIGNING!!! i have been doing it since i started drawing. when i was in elementary i would draw wacky little monster designs. but i dont my designs for anything, and informally, i've always been saying that people can use my characters and ideas for whatever. so i just decided to make it official, lol. this blog is kinda like an advertisement
I LOVE THAI TEA especially thai bubble tea
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mister13eyond · 2 years ago
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I love you gothic horror au so much! Idk why, but if I see it I just start thinking about that 8-bit games like Witch's house, Mad father, etc. That was like compliment, sorry if it was understood wrong. Just that cool wibes
And question: if there are good and bad endings, is there secret or neutral? Just my curiosity .
And sorry if there are mistakes, English isn't my first language (but I understand almost everything good, it's problem with writing)
Hope you have a great day/night
THANK YOU that definitely is a compliment, I love RPGMaker horror games like Witch's House, etc- Ib was a huge influence on me and one of the very first horror games I ever played! As well as Yume Nikki (and related fangames), Fleschild, OFF, et cetera- That genre of horror game is awesome, so it's an honor to know my AU gives off the same vibes <3
As for endings... I definitely have thoughts on neutral and secret endings! :3c Thoughts below the cut, so this post isn't too long:
So, if the bad end is "Doppio burns the house down and stays inside as it burns so it (and Diavolo) doesn't have to be alone" and the good end is "Doppio makes a home in his heart and his mind for Diavolo, and the two of them leave together as two souls in one body- as they're meant to be", then my thoughts for neutral endings are as follows: Neutral 1: I imagine this is the ending you get if you're closer down the "burn it down" path, but you're one or two factors off- maybe you missed a couple events or spared a boss you could have killed, so you're not quite locked into the "bad end" path. Doppio knows that the house is hungry and will continue to consume others if he leaves, and he knows the house will never rest and it will never let him go... so he stays. He agrees to stay and keep its hallways lit and its rooms filled with life; he knows he will never see his Donatella again, but he promises he will write to her so long as he has a hand that can hold a quill and a mind that can form words. Neutral 2: I imagine this ending is the one you get if you're closer down the "good end" path, but you've made a few mistakes- maybe missed a key item, or killed an enemy you could have spared, et cetera- so you haven't fully unlocked the best end.
Doppio almost makes it out. He almost makes it into the light- he offers a home in his heart to Diavolo, he promises he won't leave him alone- but right on the cusp of freedom, something awful happens. Perhaps he's attacked, or perhaps the house- unwilling to let go- unleashes some catastrophe on him; either way, Doppio is gravely injured. Staggering to Diavolo, he begs Diavolo not to give up; to go on without him. Diavolo doesn't want to go, but Doppio makes him promise, so Diavolo does what he can to take Doppio with him- he slips into Doppio's dying body and heals it; too little, too late to save Doppio's soul, but it's just enough to let Diavolo walk free of the doors. He writes to Donatella in his big, loopy scrawl- "i aM co mI Ng , m Y d e e a R e st. Ho mE s o oN."
SECRET ending: every game needs a secret ending that implies a sequel hook, right? i haven't decided which, or what exactly the theoretical unlock conditions would be, but two friends suggested two really great concepts, both of which would be perfect for a secret ending: a.) Donatella, recieving mysterious correspondence from her fiance, and far too headstrong to sit back and wait for him, takes matters into her own hands. She sets out to find the house that swallowed her fiance whole; the ending shows the grand doors to the foyer opening, and Donatella stepping through into the dark <3 OR b.) Years after the event of the game, a young woman- an up and coming silent film starlet named Trish Una- decides she's going to, once and for all, solve the mystery of the strange circumstances surrounding her father from before her birth. She is going to find the house from his letters, and she is going to understand her past once and for all <3
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kintatsujo · 3 years ago
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LOZ AU- The Courage of Running Away PART ONE
warnings: Parental abuse, fantasy religion, fantasy religious abuse
So the original grain of this concept was actually a dream I had once but we'll get to that.
A major aspect of this idea that makes it an "AU" as opposed to "just" a "game pitch as fanfic" concept is that it has a worldmap that looks something like this: 
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[Image Description: A map of a continent.  In the center is Gerudo Desert, ringed by mountains that extend from the bottom to top of the continent.  On the west side of Gerudo Desert, from north to south, are countries labeled "Termina," "Holodrum," and "Labrynna," while on the east side are countries labeled "Hytopia," "Hyrule" and "Lorule."  Hytopia is indicated to be a sky island above a territory labeled "Drablands."  Hyrule and Termina are more directly east and west of one another, as the Drablands are the northernmost country of the continent and Labrynna is the southernmost country.  There is an indication of another continent to the east, and off the eastern shore is a sky island labeled "Sky Temple."  To the south of Labrynna is a proper island labeled "Windfish Isle."  There is a legend in the upper left corner that reads "Really generalized AU map.  Proportions not to be taken too seriously and most of the sky islands besides Hytopia just aren't there because it would get too busy."  End Description.]
Lorule as a physical country to the south of Hyrule rather than a mirror version of Hyrule is because I am weak for dumb puns.  Also in general you can describe this as "this is my AU and I do what I want."  
Also the map of Hyrule itself in this AU should be considered to be heavily similar to the Breath of the Wild map because that's what I want shh.  Does this mean the other countries are similar in scope despite being based on countries from earlier and smaller games?  Well, yeah.  
I actually tried out making this worldmap in RPGMaker btw but to get something I was happy with I'd at LEAST need a nicer worldmap tileset for MZ.  Do I have the skills to make that?  Yep.  Have I got the time to make that?  Nope.
Anyway so as noted there's actually a NUMBER of floating sky islands in this version of the setting, and its version of Link was raised here, in the sky temple monastery/commune/abbey don't look at me:
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[Image description: A floating island with a round temple, some sort of pillars arranged in a circle, and a few other buildings, one of which might be a dormitory.  The temple has a statue of the Triforce nested in Hylia's wings on the roof.  End description.]
A couple notes here since it's the only good place: In this Hyrule there are Loftwings because I said so.  There is also a Rito run mail service and there are also balloon-based airships.  Again, because I said so.  The Rito are the main people who run supplies to the Sky Temple, but there's also a number of hylians with bonded Loftwings living there.  The Loftwings are a little less mysterious in that they clearly roost nearby riders they've bonded with; note the large archways kind of indicated on the side of the dorm building.  Link, at this point in the story, does not have a Loftwing, which is important for reasons that will become clear by the end of this post.  Also, I'm not sure how obvious it is but I do intend that there's a cucoo/chicken coop set up near the dorm; this is for the eggs but the monk or whatever in charge of them is definitely a crazy bird person and probably also keeps messenger pigeons.  There would also be a garden somewhere and as one can possibly tell there's a graveyard.  Basically this Sky Temple is what I thought Skyloft was going to be a little more like until I found out it was literally a Boarding School Town.  Anyway.
The thing is that this Link was discovered to be the Hero of the age sometime in his infancy.
And this is the person who discovered him:
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[Image description: On one half of the page is an establishing shot of a hylian man in blue and white (light gray) robes and a hat, with long hair in a braid and graying at the temples.  He's approximately middle aged by the lines in his face, tall and slender and moderately attractive.  He is wearing heavy gold diamond shaped earrings to match the symbols of Hylia and the Triforce on his clothing.  He is frowning, and he is labeled "Astramorus."  On the other half of the page are a series of comic panels: In the first, a young Link is hiding from a Rito behind Astramorus's cloak.  Astramorus asks, apparently fondly, "Come now boy, where's your courage?" while the Rito sheepishly assures him "Th-that's quite all right, Lordship."  In the second panel, a very small Link dressed in the Hero of Hylia's traditional green outfit is wiping his eyes while holding a sword too large for him.  There is blood on Link's clothes.  Astramorus, standing so that only the hem of his robes are in shot, asks "Come now boy, where's your courage?"  And in the last panel, lit as though by fire, Astramorus now has a much older Link by the back of the neck in a controlling manner, once again asking, "Come now boy, where's your COURAGE?"  End description.]
By the way the manner in which Astramorus is holding the back of Link's neck in the final panel is a sneaky thing my dad used to pull sometimes; basically if you squeeze just hard enough to hurt nobody but the person you're doing it to can actually tell so you can even do it in public without people necessarily noticing.  It took me ages to go "wait that was actually really fucked up that he used to do that."  Shoulder touch is good, neck touch bad.
A note on Astramorus's costume: It's basically an evil version of the costume worn by the priestly guy from the Sanctuary in alttp.  Astramorus himself, well, I had the idea for him well before Age of Calamity came out but yes he is basically named after Aster, so you can guess that he's more than just a terrible father.
Astramorus has been training Link since he could lift his sword, including trials he should have been too small for and acquiring things for him to fight-- and kill.    Link isn't allowed to speak to anyone unless asked questions or told to by Astramorus, not even the other members of the monastery (although perhaps many of the people there have taken their own vows of silence.)  
And he's not allowed to have opinions, and he's not allowed to back down in a fight or say that he's too tired to keep training, and this has been going on since Link was six.  Astramorus tells him this is the ideal.  That never backing down and never stopping is what courage means and what being the hero means.  That starting from a young age is only proof of the hero's purity of heart.
And when Link is nearing seventeen, Astramorus tells him that he's going to present him to the royal family of Hyrule, and that at last the HARD part will truly begin.  (Keeping in mind that he was putting a six year old through trials MEANT for a seventeen year old.)  And Link breaks: 
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[Image Description: A comic.  Link is putting together a paraglider not dissimilar to the one from BotW.
He narrates: Tomorrow we're supposed to set out so that I can meet the king of Hyrule.  Which means that this is my last chance to run away.
Link grinds his classic hat into the ground with one boot, and leaves his sword stabbed into the earth behind him.  He leaps off the sky island and toward the sun on the horizon.
Link narrates: I don't care if this is cowardly anymore.
End description.]
And THAT one page is what the dream that started the concept was about; some people might remember me talking about it as long as three years ago and it's just been stuck in my head ever since!  (Also: I love the idea of there being a Link who starts out wearing the classic outfit and THEN switches to other costumes.)
This is obviously not the end of this AU, lol, stay tuned for where Link finally crash lands (spoiler: He makes it pretty far and you might be able to guess from the map >:3c)
#AU August
#LoZ AU: The Courage of Running Away
Bonus: 
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[Image description: A headshot flat color sketch of this Link, who has short fluffy light blonde hair and green eyes.  He is yelling, with tears in his eyes: "I am NEVER wearing that STUPID hat again!"  End description!]
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chikkou · 4 years ago
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I'd ask this on your Lisa sideblog but you don't have anon on and I'm shy lol, but do you have any headcanons relating to Lisa the First? Like Lisa's views on religion, her relationship with her mother, if any of the various worlds we see mean anything?
hoh man i didnt even know anon wasnt on LMAO... ill turn it on after i post this!
also fuck YEAH i do holy shit i fucking LOVE lisa the first!! i know its sort of the black sheep of the lisa series, since it is a completely different type of game and was clearly austins first game, but i fucking ADORE it dude. the music - which he made ENTIRELY IN THE FREE TRIAL OF FL STUDIO BY THE WAY - is FANTASTIC, the art direction is actually pretty fucking incredible for an rpgmaker game that uses a good deal of basic assets, and the gameplay.... ok yeah that part is a bit lacking but its a yume nikki-style game be nice it was his first time LMAO
ANYWAY back to ur question. first and foremost, i think this is not even a headcanon so much as straight up canon, but lisa DESPISES christianity. marty is christian, probably catholic given the golden crosses everywhere, and he is a fucking scumbag hypocrite. lisa likely associates all of christianity with this line of thinking, as there is one room in the bile area where the melted martys (although i suppose we can just call them joy mutants now LMAO) simply stand in a circle surrounding one big cross. the role of the melted martys is up for interpretation of course, as is everything, but after playing the painful and seeing them described as “mindless sheep,” i think this is how lisa viewed them. so they likely represent other people that, to lisa, are probably just as sick and disgusting as marty
lisas relationship with her mother... i go back and forth on this one a lot. i can never decide if i prefer the headcanon that lisas mom died in childbirth, and so lisa never met her, or if i prefer that lisas mom was around for a very short time and then either left or died. the fact that she says “i didnt want to leave” at the end of the first leads me to believe that she most likely died. in either case, the memory of her mother was clearly important to lisa, as she wears her pendant through the entire game and its explicitly noted as being a gift from her. in either case, i think that the death/absence of the mother is heavily implied to be the primary cause behind martys descent into alcoholism and lisas abuse, since the white room strongly implies that marty did at one time sincerely love and care for her as a father properly should 
as for the meaning of each of the rooms, i think most of them are fairly self explanatory, but some of them are a bit more vague, so ill break it down in terms of how i see it (and ill put them under the cut because its long as hell):
martys house - this is the most literal one. pretty self-explanatory. the dark, yet vibrant colors and the ear-bleedingly loud tv are pure sensory overload, something lisa probably deals with on a regular basis. when lisa goes outside and it turns into a sky of marty faces, i think this is the transition into the psychological part of the game
the lobby - this is honestly just pure yume nikki ripoff LMAO... but if i had to ascribe a symbolic meaning to it, i think its probably a quiet and safe area for lisa to retreat to in her mind when she needs it, but even that eventually gets sullied as tricky rick makes his way there, too (and tells her hes “just waiting” when she talks to him). the majority of gameplay is lisa searching for items with which to kill tricky rick, who always abuses and disparages her whenever she talks to him, telling her she’ll never forget. as for the reason why... well, take one look at him and its pretty clear whats going on there. (the name is also a reference to richard nixon, whose nickname was... well, you can figure it out!)
the town - the bar area is 100% my favorite from this world; lisa clearly hates alcohol and anyone who drinks it, associating them all with marty, and that music... all i can say is YUCK. the entire section also consists of lisa having to give up something in exchange for what she needs to move on, and usually getting the raw end of the deal out of it (she gives one marty a banana, he gives her a banana peel in return). she does all that while avoiding a marty following her outside who repeatedly tells her “you cant escape,” and upon reaching tricky rick (who is atop a narrow, columnar, PINK mountain), it becomes pretty clear whats happening to her. 
the sea room - fucking marty spiders man. im assuming they represent the sickly feeling of crawling skin she gets when she looks at him or is anywhere near him, but holy GOD they are annoying to deal with. she kills tricky rick with pills here - we dont know what kind of pills these are, but i interpret them as sleeping pills, and given the rumbling music and the rapid cycling marty background, i wonder if he forced her to take these. marty is everywhere here, but the only one she can speak to is seen chilling on a raft of some kind. marty likely spent much of his time recreationally, i.e. drinking, so it makes sense why this would be here
the rope room - theres no symbolism here this is just pure comedy (LMAO). if i HAD to assign some meaning to this area, it would be that lisa likely is so despondent at this point that putting in effort to do anything feels utterly pointless, much like climbing this long-ass rope was
the white room - as i mentioned earlier, i personally believe that this area depicts the previous relationship between marty and lisa (and also has one of my favorite songs in the game). he is shown doing traditional fatherly things - he is no longer wearing sunglasses and is wearing a suit, meaning he was likely employed, and is actually smiling. he also spends time with her in a completely platonic, familial way. when she interacts with him, there is a little heart over his head. after lisa walks through the golden statues (which will reappear later), the entire world becomes filled with bile, and martys appearance returns to that of the other martys, but with an extremely warped, grotesque face. the item she needs in this area to kill tricky rick is found between two golden crosses.
notice that all of the items she kills tricky rick with - a razor, pills, and now a plastic bag - are things that a child could plausibly get their hands on; none of them are explicitly weapons. i think this shows both her age and how often she must have considered using those things against him. 
the bile room - probably my favorite area in the game, and also features what i consider the quintessential lisa song. this area really drives home lisas disgust with marty and with christianity as a whole - it almost certainly has the highest concentration of crosses, and it is also quite literally covered in wall-to-wall bile, dirty water, and disgusting houses. a lot of the most graphic sights, like the melting martys and the pond martys (no idea what to call them LMAO) are here, so i think this is pretty much the lowest circle of hell for lisa. marty gives lisa a freshly cut finger in exchange for a napkin here; im not necessarily sure what that represents, but i think the napkin was used by marty to masturbate (as he says “i needed that” after he takes it), so perhaps the finger is martys?
lisa kills tricky rick here in a cave that is not-so-subtly shaped like a penis, and gets a vhs tape in which he pretty explicitly states what is going on in the game; he even pretends like he doesnt know who lisa is at first, which somehow makes it even more disgusting. the fact that vhs tapes play a role here sort of makes me wonder if marty really WAS filming some of what he was doing, and given that lisa the joyful confirms that brad was forced to somehow participate in lisas abuse, that is.... horrific to think about, honestly
the marty tape - this tape just has the player (as marty) walk up to lisa and suited marty, who are having a tea party with a plastic tea set. they both get hearts over their heads if you talk to them. i think this drives home that he and lisa did once have a normal relationship, and perhaps theres some part of marty who misses that? theres a LOT of ways you can interpret this; having the player become marty really calls a lot into question.
the mansion - the room leading here has a marty staring directly at the player who informs lisa that she needs a sword to progress. unsubtly, the sword must be placed into the crotch of a womans statue. the mansion inside is beautiful and ornate, and easily the most gorgeous area in the game - and it all leads to what appears to be a proto-joy mutant marty, sort of looking like jabba the hutt. i dont doubt that this is intentional, given that jabba the hutt is associated with slave leia, and its not at all a far leap to call lisa martys slave. the golden statues of women, as well as many golden crosses, are everywhere in this area. its actually quite a large space with a lot of thought put into it, so im really upset that i cant figure out more of what it represents LMAO
the final area - lisa seems to go back to her actual house, but upon leaving her room and entering whether the living room would be, the whole area changes. she encounters herself in a blood red room, but when she talks to the other lisa, she turns into marty. i think this represents a clear question - who is lisa without him? IS she anyone? or is she just a vessel for him to do with what he pleases? she encounters a naked marty telling her to give up shortly after, and flees from him, but is followed by voices repeatedly telling her that she must accept her fate. i think this clearly show the mental state of lisas last days. she was tormented, eternally. she truly felt there was no escape from marty. even the background becomes nothing but martys face, over and over again, as the end screen flashes.
at the end text, she finds a video tape, and in the tape sees someone who is ostensibly her mother from behind. she apologizes for not being there for her, but when that figure turns out, its martys face that she sees. the sky turns into marty. the music becomes corrupted and overrun with pretty fucked up laughter. she tries to run, but marty is already everywhere. theres nowhere for her to run. and then the game is over.
note that the video tape comes AFTER the games end screen, which stops not long after the appearance of the naked marty. so i personally believe that the “game over” represents her deciding to take her own life, rather than just give up and accept her fate. by running from him into the blackness, she got away from marty the only way she could have. it is sad and horrible, but that is honestly the best ending that she could have gotten in this game.
the first is definitely not as good as the painful in terms of gameplay, that much i can agree on, but i really think people miss out on a lot by not playing it. i think its really crucial to see lisas life from her own perspective before you can see it from brads - after all, brad may have known more than anyone else about what was going on, but he did not experience it like lisa did. for brad, lisa is a symbol of his own regrets and failures, but lisa was a PERSON (well, in-universe anyway LMAO). she suffered on her own, with pretty much no one to help her, and then she suffered so much that she couldnt take another second of it. 
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radiation · 1 year ago
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hello! i just wanted to say following you for memes and silly goofy haha stuff ive come to realize how insanely talented you are at game design and rpgmaker and just wanted to let you know youve been a huge inspiration to me!! Speaking of rpgmaker, would you perhaps have any words of advice to people wanting to make games in that engine for the first time? ty!!
I keep forgetting to answer this but this is so sweet ;_; thank you so much for the kind words!!! It always makes me really happy when someone follows me for either Joke posts or Art/gamedev stuff and then realizes i do the other half too, and ends up liking that stuff as well. Its super fun
And Im not sure if youll see this but i'll offer my thoughts on RPGmaker too. Ill be repeating a lot of stuff ive said on da blog before but hopefully its still helpful and is more specific to this particular question
So as for RPGmaker, regardless of the version you use -- I use MV, but research and figure out whats best for you -- Id honestly just recommend screwing around in the engine. Start off making junk test projects where you just have fun testing different features. RPGMaker is pretty unique in that its a very "exploratory" engine to learn, theres a lot of tools there for you by default that you dont need coding knowledge to understand, and its really fun to familiarize yourself with them. So its easy and fun to spend a bunch of time making a bunch of horseshit that you dont plan on putting in an actual game as a way of learning
These are the tutorials i watched to figure out rpgmaker MV, very simple and fun. Id recommend just going thru something like these and making doo doo projects to see how it works. Like for example I relearned the engine by making shit like this using default assets. its way too fun.
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Once youre essentially familiar with how the engine works and youre like "hey why cant i do this extremely basic thing in the engine already" id suggest searching for plugins! Theyre scripts other people have made that expand what you can do in the engine. Here are all of the ones i use for my game.
I say thsi a lot but i think the most important thing as an RPGmaker developer, particularly one not super versed in coding, is planning your games around what the engine does best and what plugins you know are available. RPGmaker is very good at making what it expects you to wanna make. Its very bad at doing anything else. So if youre like "im gonna make this cool minigame" or "Im gonna make this crazy looking UI" and plan your game around the idea youll achieve those things its gonna be very very difficult for you to do that unless you get a programmer on board. And itll probably be kind of a pain for the programmer as well. Research how feasible it is to get a particular function in the game before you become married to that idea
Also as i always say, i really recommend starting with a tiny project! like take your conception of what a "small project" is and imagine it so much smaller that it seems ridiculously tiny and simple. And youll find that that alone takes way more work than you anticipated. But dont let any of this dissuade you too much, the most important thing is doing *anything* in the engine (and having fun with it). Its great to finish projects but if you end up not finishing one then its ok, you still learned a bunch from doing that
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bluerosesonata · 4 years ago
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The Legacy of Aika Village
[This will be the first of a few mini-articles I plan to post here, just about different things I’m passionate about. Please indulge me.]
This article originally was written back in early April- since then, Nintendo announced that the “Dream Suites” would be coming to the latest update of ACNH, as “Dream Islands.” As such, I thought it would be timely to finally post this.
Update: On July 2nd, the original creator of Aika Village made a tweet announcing their plans to remake Aika for Dream Islands in New Horizons! The legend lives on!
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Image Credit: thumbnail from chuggaconroy’s playthrough of Aika Village on Youtube.
Animal Crossing And Horror: The Legacy of Aika Village
With a lot of the world in lockdown, Animal Crossing New Horizons has become a creative and social outlet for many, leading to a lot of people who never played Animal Crossing to engage with it for the first time. I’m sure most of you have encountered the various types of people present in the Animal Crossing community by now, but there’s a type of Animal Crossing players that a lot of people didn’t realize exist, and have existed, for a while now: The Horror Town Creators.
These players were the subject of a brief write up on Polygon by Patricia Hernandez [Hernandez, Patricia. “Animal Crossing: New Horizons is now a horror game, thanks to fans.” Polygon, 24 Mar. 2020. https://www.polygon.com/2020/3/24/21190826/animal-crossing-new-horizons-horror-game-decorations-scary-nintendo-switch-blood-spatter-pattern.], who posted an article featuring quotes and pictures of people creating horror themed towns and rooms in New Horizons, but only made a brief mention of the legacy of horror that many of these players are striving to recreate: The Nightmare Suites of Animal Crossing: New Leaf.
(These next few paragraphs are a bit of a self-indulgent aside, so feel feel to skip ahead.)
Horror gets a bad rap. Horror artists get comments like “lmao what SCP is this,”  “that’s fucked up,” or get flippant remarks about it all “looking the same.” Horror writers get made fun of for only writing “three types of stories.” Even the term “creepypasta,” which has evolved into shorthand for “horror stories independently published online,” still carries the stink of derision from the typo-filled, often poorly-written shock stories the term originated from. Despite this derision, horror, as a genre, is MASSIVELY popular (and profitable as well!). There’s an undeniable appeal to it.
More importantly, horror always finds a way to adapt itself to different mediums. As one can easily see by the success of horror podcasts like the NoSleep Podcast and The Magnus Archives, it isn’t even limited to a visual format! Like fear and dread itself, the horror genre crawls on, inexhaustible, undying, and ever-present, always returning to us in ways both novel and familiar.
Horror lovers are a tight knit, but welcoming, community, and that’s one of its biggest strengths and weaknesses.The biggest drawback is that a lot of really cool stuff produced will never be experienced, let alone documented, by people outside the community. And that’s what prompted this post. I was trying to explain the Dream Suite horror movement to my cousin, and despite my best efforts, didn’t find a lot of coverage about them, beyond the fact they existed. Worse, most of those were articles written five years ago. Even so, I’ll link to a few of them at the end of this post, as they’re definitely worth reading.
For me, I wanted to share my experience of the horror town phenomena with people outside the community. The Nightmare Suites movement was really something magical, and I know that I, personally, am still trying to recreate that magic in New Horizons. And hey, maybe once you’re finished reading this, you will too.
The Dream Suite
Before we can talk about Aika Village, we need to explain the feature that made this whole movement possible. In the 2012/2013 3DS game, Animal Crossing: New Leaf, there were two areas in every town: The village, and Main Street, which laid beyond the train tracks that ran across to the north of every town. Main Street was home several important structures, including the town shop, the Happy Home Academy, and the Post Office. Later on, more structures could be unlocked and built as public works projects, one of which was the Dream Suite.[“Dream Suite.” Nookipedia, 25 Apr. 2013, nookipedia.com/wiki/Dream_Suite.] 
As for how it worked, Nookipedia explains it best:
To begin a dream, the player must lie down on the bed and pay Luna 500 Bells. They may then choose to visit a random town, input the Dream Address of a specific town to visit, or search for a town. They may then choose to visit a previously visited town or a random town, or to input the dream address of a new town to visit. While dreaming, the player may walk around the town and perform actions just as they would in the real world, but their actions will have no effect on the town.
While dreaming, the bed will be on the dream town's plaza. Luna and Lloid stand near it until the player decides to wake up. Players can borrow tools like a shovel and axe from Lloid to use within the dream. If the player lies on the bed a second time, they will leave the dream and anything they have in their pockets will be lost.
The player cannot go to Main Street or enter any buildings with doors besides homes. Additionally, messages left on the bulletin board cannot be read; instead, the board displays the town's name and Dream Address…custom designs on display in the town, such as on the ground and in houses, will be visible. The player who uploaded the town can also be found walking about. When spoken to, they will say their recorded greeting.
In essence, the Dream Suite takes a snapshot of your town at the moment you ask Luna, the NPC running the Dream Suite, to share a dream- this includes your outfit, the way  you decorated your home, the items laying around town, etc.
The most important aspect of this feature, and the one that I feel had the most impact on the Nightmare Suite creation movement, was the method of discovery. If you didn’t know someone’s code, you would be sent to a random dream of a random town, from anywhere in the world- and this is where I feel my personal experience of being in the community departs from the articles that have already been written about the Nightmare Suites.
The Urban Legend of Aika
In the years leading to 2013, I was going through some rough shit. I won’t go into details here, but video games had become my entire life. Coming into the summer of 2013, I didn’t have any friends I kept in touch with, and I was “starting over” in a city where I knew nobody- things were looking up, but outside of tumblr, I didn’t have anything even resembling a social life. Animal Crossing: New Leaf was a stabilizing force of my life during this time, and really helped me. I had the Shampoodle haircut guide saved to the camera roll on my phone, for pete’s sake.
It was in the beginnings of my friendship with a group of girls (whom I sadly no longer even have contact with), where a lot of our initial bonding happened because of anime and RPGmaker horror games. We were sitting together in the campus dining area, me playing on my 3DS, when I first learned about the Nightmare Suites.
“Have you heard about Aika Village?”
I hadn’t.
“It’s this really creepy town in dream suites, I heard about it from a friend online.” Later that day, she linked me to a tumblr post compiling a series of codes leading to different “creepy dream towns,” the first one being simply labeled as “Aika Village.”
That dream village became a phenomenon: people would write up their interpretations and theories about it, and even lead to a few articles and videos on gaming sites like IGN and Killscreen, which is why I’m not gonna even bother going into the content of the village itself.
And So, The Dream Begins…
This, in my opinion, was the draw of the Nightmare Suites. Without a way to directly share codes from your 3DS to your social media, the discovery and sharing of Dream Towns was like that of urban legends- like virtually passing notes in class, or sharing scary stories that “totally happened to a friend of my cousin’s sister” at a campfire. It felt like a cool discovery- something exclusive and scary and weirdly intimate. They had a mystique to them, a mystery of who their creators were and what they “really meant.” But above all that? They were cool as hell.
The Nightmare Suites used the limitations of the game to try and create an unnerving atmosphere in ways that were reminiscent to me of the RPGmaker horror game subgenre, and for me, created a lot of memories of excitedly typing in my once a day dream suite visit late at night in my dorm. I never lacked variety- there were so many people either influenced or inspired by Aika to make a horror town that there are entire lists and tumblrs dedicated to collecting those codes. (I even played around with the idea of making my own horror town, but never found the right inspiration, instead dedicating my time to making themed homes and custom outfits based on different anime characters.)
The sad fact that so many of these towns have been altered or overwritten, if they’re available or accessible at all, is in itself, a part of their urban legend-like appeal. While many of us may never get to experience these towns, the stories about them endure, in lists on long-abandoned blogs and youtube videos from people’s playthroughs.
And that mystique is the real legacy of Aika; While the Nightmare Suites may be gone, the wonder and dreamlike memories many of us hold from our chance encounter with it will never fade. You could even say we’re a bit…haunted by it.
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jawsplitter · 4 years ago
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Do you have any favorites among Ur ocs...if so dish out
YES i have a couple......!!!!
adelaide, victor, gideon, and marcello are the ones id say are my favs i think...also alvin is very up there. putting small blurbs about them under the cut cause thats a lot so itll be a tad long
adelaide: ive had her for SO LONG since like. umm. 3rd? 4th? grade i think...originally her name was izzy and her universe was going to be an rpgmaker horror game & i think i wanted to put in dating sim elements too. now shes a sad gal looking all over the state for her missing friend and ends up meeting a bunch of weird monster people but theyre all cool
victor: hes the most recent of the bunch of faves! hes a homeless monster hunter but like, not hunting in the typical sense. he just tracks them down to observe them and stuff. but sometimes things go awry unfortunately, monsters arent all scary but otherwise harmless background-goers
gideon: probably the second oldest oc of this bunch, hes one of my ocs for saw!! his real name is samuel and he used to be a jorunalist, but once he was tasked to handle reporting on jigsaws murders he kind of..........started believing he was jigsaws long lost son (hence him adopting the name gideon, its what jigsaw WAS gonna name his kid) and eventually took to making his own traps after the other jigsaws died, and even put himself through one (which i still havent actually thought about LOL)...other than that hes kind of alright though
marcello: i LOVE marcello so much even tho i listed him last i would dare say hes my top favorite...hes just your run of the mill “nobody loves me so i do bad things” type of antag character but see he wasnt born with powers like most other characters in his universe so in order to do bad things to be loved he summoned demons and let them possess him so NOW he has powers. hes really a sweet guy though he just wants love : - ( (his brother is a very famous superhero)
and alvin gets one too since i mentioned him: i already have a big post about him so ill make this’n brief, he used to be normal but now hes a dick-ish weirdo with a much more dick-ish possessed ventriloquist doll but like. hes charming (to me)
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rpgmgames · 6 years ago
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May’s Featured Game: Cadeau
DEVELOPER(S): HALFWORLDstudios ENGINE: RPG Maker VX Ace GENRE: Horror, Fantasy, Puzzle WARNINGS: Blood, Mild Gore, Suicide Mentions, Death SUMMARY: Cadeau is an RPG Horror game about a lonely, yet stubborn, young woman named Charlotte-- who finds herself in a world unknown to man, wearing clothes that do not belong to her. Wonderful and tragic events are to follow suit, as all of her greatest wishes come true. However, as these things often go, her happiness does not come without consequence...
Play the beta here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Macdev: Greetings and salutations. I'm Mac, writer, artist, and programmer for Cadeau, as well as the founder of Halfworld. I've loved Rpg games since I was about 10, and have been creating them since! Bruno: My name is Bruno and I'm the music composer. I got into game music approx 2 years ago and I've currently made music for a couple of games and other projects, and Cadeau was the first one of them. Aidan: I'm Aidan/kanteramcneil on Tumblr! I'm one of the voice actors, and I'm super excited to be able to follow Cadeau's progress! I've been in the RpgMaker community for a few years now and I adore being able to watch all the devs progress and grow Rindre: Hi I'm Rin! Currently, I'm on an indefinite hiatus, but Big Mac managed to catch me, chain me up to a chair, and make me say stuff about myself against my will. So... I make games, I guess. - Note from macdev: Erm, not true? These accusations are SLANDER and I will not stand for it. WariA: Hello! I’m WaraiA, one of the voice actors of Cadeau — A pleasure to meet you! I will be voicing the oh so mysterious ‘Your Admirer’, so please look forward to listening to my antics ☆〜(ゝ。∂) I am a Japanese/Chinese Australian born citizen, with a tendency to speak in an American accent. Any pronouns are fine for me My most notable role so far has been Harpae from Pocket Mirror, so some of you may be familiar with my voice already! Nothing much has changed — I enjoy cosplaying, role playing, drawing every once in a blue moon, Final Fantasy XIV, and most importantly, catboys (Nael, I’m coming for you, boy) As ‘Your Admirer’ is a rather elusive character, I cannot disclose much. But I do suggest always keeping one eye open throughout your journey
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What is your project about? What inspired you to create your game initially? *Macdev: Cadeau is a game about a troubled young woman named Charlotte Émile-- who is a "tomboyish" and bold individual who has been unfortunately presented loneliness by a series of disastrous events. After giving up on companionship, she miraculously receives an affectionate letter from a mysterious person aliased as her "Admirer". This "Admirer" character beckons poor Charlotte to visit them at a mysterious well in the woods, and to come armed with nothing but a strange golden coin. From there, madness ensues. Our protagonist must learn of her past and the events that lead to her misfortune, all while becoming entangled in a family drama rooted in witchcraft, raging years before her unexpected arrival. It is a story about self-love, friendship, acceptance, magic, and all that corny-ness. Sounds fun, right? My initial inspiration was The Witches House. The game was originally meant to be simple, and maybe an hour or 45 minutes long. A simple story, and a straightforward 2-ending path.... How have we managed to get here from that?
How long did you work on your project? *Macdev: Two years, I believe! Its anniversary is April 8th. In the beginning, it was very off and on-- because I was having a difficult time with school and-- as I mention-- organization. So not a whole lot of progress was made then. I'm proud to say I've been chugging quite a bit faster than my previous pace!
Did any other games or media influence aspects of your project? *Macdev: My inspiration would probably lie in Harry Potter/Fantastic Beasts, and Alice returns to madness. As for RPG games? The Witch's House, Havenfell, and Pocket Mirror. As well as many other beautiful artists and creators in the video game community. Overall, my biggest inspiration for this game has got to be the stop-motion movie: Coraline. I even reference the movie once or twice in Cadeau. The tone of Coraline, and the whimsical yet eerie people and creatures within it give me inspiration for this game. It was very much a favorite of mine when I was younger, and that still applies today!
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Have you come across any challenges during development? How have you overcome or worked around them? *Macdev: The biggest problem I've run into has been a lack of structure. In the beginning, I hadn't even written out the story halfway. I was just pulling ideas from thin air, going back and forth, and deleting entire concepts-- only to bring them back and re-arrange them as I went. Characters weren't fully dished out; the game didn't even have an ending. This state of creating is fine, but not when you have other people expecting things from you. Thankfully, things are sailing much MUCH smoother than before.
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Did any aspects of your project change over time? How does your current project differ from your initial concept? *Macdev: It's absolutely taken a turn from what it was originally! As I say, it was meant to be an extremely short game in the beginning, and now obviously that’s not the case. The goal for Cadeau now is: around 2-3 hours long in playtime, and full of many diverse character types! As well as a storyline that extends far more than face value. Which is in high contrast to the basic, short, immemorable experience that it was going to be.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Macdev: I do have a wonderful, beautiful, talented team working with me on Cadeau. - A composer! (Bruno Buglisi), - As well as voice actors! (WariA as Allete, Aiden/kanteramcneil as The Botanist, and Rindre (who I have definitely not kidnapped...) as The Maiden) I met everyone in the team through volunteer posts-- and I had never done that before-- but it worked very surprisingly well! We worked very quickly together, and we had a very mutual understanding of what each other wanted. It feels good to know I have such talented people helping this game come to fruition. I owe a whole lot to them for helping the game become what it is now.
What was the best part of developing the game? Macdev: Being able to make the world in your head interactable, for sure. Since I was 8, maybe even younger, I have loved writing stories and making art. Webcomics were my main thing as a kid, so story-telling is something I’ve always loved. So, the fact that I can turn my ideas into something someone can experience and interact with is a wonderful feeling. There's nothing more fulfilling, honestly!
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Macdev: Very often, actually! I try not to ride too close to the material I see in other games, but I do gain lots of inspiration from my fellow creators! One thing I am laser-focused on, though, is making Cadeau quite unique content-wise. I want it to have very interesting, uncommon puzzles and mechanics that you may not expect from this type of game-- or one of this engine. So far, I think I've achieved this-- so look out for that!
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Macdev: My favorite character has got to be The Botanist. At the beginning of the game he has no dialogue, yet still presents such a strong personality. They are kind, thoughtful, and absolutely adorable. Look at that foofy hair! I'm a sucker for it. Their character arc is something I'm excited for. It's been a blast writing it so far-- and I won’t spoil anything-- but you guys will love him. I'm sure of it. Now if we're talking character design, Naël has got to be my favorite. He recently received a “tune-up,” as I would like to call it, and I think everything works together very cohesively in his design now. It's probably one of my favorites out of all of them, at this point.
Looking back now, is there anything that regret/wish you had done differently? *Macdev: Thankfully, things worked out perfectly-- and the universe blessed me with a wonderful team in the end-- but it was very stressful once I realized I had asked for help way too early. I essentially made a single map, and a little character sheet-- then asked for a whole team to help me out. As I said, it luckily worked out in the end. Now we have so many amazing people helping us-- but we also lost a few in the madness-- and that's a mistake on my part, 100%. If you don't know what you want, it's hard to ask for help. It will lead to confusion, lots of back and forth, frustration, etc... Just wait until your way further in development. Trust me. I know it’s easy to jump the gun and shoot for the stars, but sometimes it won’t work out as well as it has for the Cadeau team!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Macdev: I won't say as of now! The idea of a sequel/prequel has floated around, but if it does come to fruition, it won't be until way after the release of Cadeau. We'll just have to see. (This isn’t to say I’m not hopeful!)
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With your current project, what do you look most forward to upon/after release? *Macdev: I have so many amazing project ideas lined up for after the release of Cadeau. I won’t spill too much, so they'll be more of a surprise-- but they range from classic, adventure-themed true RPG's-- to 3D teenage-thrillers. I'm honestly stoked, there's so much in store for Halfworld.
Is there something you’re afraid of concerning the development or the release of your game? *Macdev: I think my biggest fear is letting people down. Also, I worry about losing interest or having people form the idea that the game is never going to be completed. It’s just going to take some time, is all, and that’s okay!
Do you have any advice for upcoming devs? *Macdev: I already mentioned above not to jump the gun and ask for help too early, so some more advice I'll give: is to keep all your material, all your ideas, and all your concepts in one concise place. I would say do it digitally from the get-go, but if you would prefer to write it down physically that's fine! Just make sure it's only one or 2 notebooks, and not 13. The information for Cadeau is spread throughout my hideous mound of notebooks, as I get up during ungodly hours of the night to scrawl a sudden idea down. So, I'm currently in the process of moving them to one digital spot-- and while it's generally easy-- I would have been able to avoid it if I had just put everything in one spot in the beginning. Oh, and back up your progress regularly! I have separate backups of Cadeau from months in 2 different years, and in 4 different places. So, I take backups very seriously—and so should you!
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Question from last month's featured dev @atlasatrium: What's your favorite RPG Maker game and why? *Aidan: I love End roll, Ib, OFF, Prom Dreams, From Next Door, and Aria's Story! Bruno: Mm, definitely Long Gone Days (though it’s not being made on rpgmaker now) Midnight Train, Heartbeat and Glitched! WariA: I don't really have any :0 the devs I've worked with so far have all been really sweet (´꒳`);; Macdev: This is a tough question! I have a lot of favorites. Probably Stray Cat Crossing overall, but I also love Home and Starboy. Starboy brings a lot of memories, and Stray Cat Crossing was what inspired me to start making games! Oh, and Home is just very cute.
We mods would like to thank HALFWORLDstudios for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Cadeau if you haven’t already! See you next month! 
- Mods Gold & Platinum
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pink-rathian-official · 5 years ago
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At the beginning of 2019, I mentioned I would keep track of every game I finished, and sum up my thoughts on all of them at the end of the year. And now I’m half regretting it because I’m gonna have to write out a short summary for each of these games. Oh well. You’ll be able to find all of them under the Read More, if you’re interested. Will be including an arbitrary score next to each game based on how much I enjoyed them.
Just some fun numbers before we jump in to the meat of the post- In 2019, I beat a total of 41 games. That’s an average of 3.41 games per month, which actually isn’t too bad of a rate!
Super Smash Bros. Ultimate (5/5) 100% complete! Beaten twice! Without doubt, the best Smash game yet. You didn’t need me to tell you this- if you’ve got a Switch, then you’ve probably got Smash.
Bayonetta (4/5) A classic character action game, and an immense source of nostalgia for me. Play this game or I’ll break your knees.
Bayonetta 2 (4/5) I actually went into this game with low expectations, I didn’t expect to enjoy it as much as the first game. Fortunately I was stupid and wrong and ended up loving it just as much as Bayo1.
Splatoon 2 (3/5) The story wasn’t particularly the most enjoyable thing ever, although I did sink a pretty decent amount of time into the multiplayer. Still not my go-to game if I’m looking for a quick match.
The Legend of Zelda: Breath of the Wild (4/5) It was enjoyable, although kinda started dragging on towards the end. The side content started feeling very repetitive, especially the shrines- but it was still a genuinely great time.
DOOM (2016) (3/5) I raged a wee bit, gonna admit. Although it was fun, I had a lot of frustrations with the late game.
Cthon (3/5) Doom, but a Lovecraftian roguelike. I’d recommend picking it up on Steam, it’s only USD$4.99 regularly, and USD$1.69 during the Steam sale currently going on.
Fire Emblem: Awakening (4/5) I suck at strategy games because I’m a smoothbrain, but FE:A is totally one of the best 3DS games ever released. Lucina is my daughter and the story made me cry.
Hyrule Warriors: Definitive Edition (2/5) I already played the 3DS version, and went into the DE expecting it to be a bit more enjoyable- and while it was, I did find myself getting bored rather quickly.
The Elder Scrolls III: Morrowind (5/5) The best TES game ever released according to many fans. While I do still prefer Skyrim more, I can see exactly why so many love it. Planning on returning to do the DLCs soon.
Night in the Woods (4/5) I hate story-centric games, but I liked NITW a lot. The exploration was nice, seeing the town change day-to-day was nice, and the ending was freaky in a good way
Warhammer: Vermintide 2 (4/5) An incredibly fun game, very similar to Left 4 Dead but fantasy themed and with rat monsters. Launched my obsession with the Skaven.
Fallout 3 (2/5) Yeah just play New Vegas instead mate.
Assassin’s Creed IV: Black Flag (3/5) If you separate it from the rest of the relatively mediocre AC series, Black Flag is pretty gud. I like being a pirate. I don’t like tailing missions. I really don’t like ship tailing missions.
Ib (3/5) I played this game a few times through during my obsession with RPGMaker horror games. Still holds up pretty strong, although it’s a wee bit short.
Amorous (3/5) 100% complete! Yeah it’s just a lewd furry dating sim. Does have a decent character maker that I use as a reference for my fursona now though!
Way of the Samurai 3 (4/5) I don’t know why this game slipped under everyone’s radar back on release. Just overall a very Nice samurai simulator, albeit with some combat that takes some getting used to.
Monster Hunter Generations Ultimate (5/5) The best MonHun released yet. World is great, but for some reason it just doesn’t hold me like GU does. Maybe I’m just a boomer.
Super Mario Odyssey (3/5) It’s definitely what you’d expect out of Mario. Not a bad game by any means, but I just didn’t really keep attached to it like most others seemed to.
Phoenix Wright: Ace Attorney (4/5) I like being a lawyer, and I love the serotonin rush that I get when cornering a criminal on their logic.
Resident Evil 7 biohazard (4/5) The first RE game I’ve played to completion. I don’t regret it at all, because it was super good. Got some great DLC as well.
SoulCalibur VI (Libra of Soul + Soul Chronicle) (4/5) Loved the character creation, loved gitting gud- did not love some of the side missions in LoS because holy Hell a lot of them are bullshit.
Borderlands 2 (4/5) I hated the first Borderlands, and went into 2 expecting more of the same. Ended up leaving surprisingly satisfied. Great loot n’ shoot all around.
Deus Ex: Game of the Year Edition (4/5) It took me a few tries to really get into this one, but once I did I was totally hooked. The ending battle could’ve used a little more love, but it was still by all means a great game.
Vampire: The Masquerade - Bloodlines (4/5) Despite being a clearly rushed game with a drop in quality towards the last few hours, VtmB is still one of the most solid action RPGs I’ve ever played. Still not exactly gonna excuse the last couple of boss battles though.
Danganronpa: Trigger Happy Havoc (5/5) This went from “tumblr meme game that I had no interest in” to “one of the best fucking games I have ever played, and it hurt me deeply.” I don’t think I’ve ever been so invested in a story before, and the trial system was very refreshing.
Danganronpa 2: Goodbye Despair (5/5) How did they make a story with twists even more mindblowing than the first game? While THH invested me into the series, GD solidified my newfound love for it.
Which (3/5) 100% complete! A very short experimental horror game by indie animator and developer Mike Inel. Not bad at all, and completely worth the free download.
Skullgirls: 2nd Encore (3/5) I never really got good at this game, although the story mode was still very enjoyable. Not particularly something I’m probably gonna be coming back to.
Hollow Knight (5/5) Absolutely spectacular Metroidvania that gives quite a unique challenge. Fell in love with this game so bad that I was constantly thinking about it at work. Please stop comparing it to Dark Souls, it’s such an amazing game on its own merit without needing that comparison.
Undertale (5/5) It’s Undertale, do you really need me to tell you how amazing it is?
Devil May Cry 3 (Dante story) (4/5) Extremely fun and challenging. If you haven’t played this game yet then you are wrong. Beating the first Vergil battle without being hit filled me with very unneeded confidence- the spectacular final battle against Vergil stripped that confidence away.
Ion Fury (3/5) Very challenging, but still super enjoyable. The heroine is a genuine badass, loved hearing her quips. The final boss was garbo though.
Sekiro: Shadows Die Twice (5/5) Sekiro absolutely deserved the GOTY award. Loved the combat, loved the challenge, loved everything about this beautiful game.
Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition (5/5) DQXI singlehandedly changed my opinion on JRPGs. A story that’s equal parts awesome and tearjerking, combat that feels truly satisfying, and a quirky world that had me hooked for all 98+ hours.
Danganronpa Another Story: Ultra Despair Girls (4/5) While it absolutely was a good game, something about it didn’t really hold the charm that the other Danganronpa games had. The story was still superb, and the twist at the end was hooh.
Spyro the Dragon (3/5) 120% complete! The nostalgia factor drew me in, the level design kept me. Except for Tree Tops, fuck you Tree Tops.
WarioWare Gold (3/5) Packed with the best microgames from WarioWare’s history, but not enough content to keep me there past the main story mode.
Metal Gear Solid: Snake Eater 3D (3/5) MGS3 is one of my favorite games ever, but the 3DS port’s framerate issues really killed the fun for me.
Halo: Reach (4/5) The story mode was good, but the multiplayer was absolutely sublime. I raged, I cheered, I had the fun I missed out on growing up without an Xbox.
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