#but my brain goes empty
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Please note the layer where I didn't wanna draw any hands haha
#sometimes it takes me so long to finish a page cause i SIMPLY MUST FILL THAT EMPTY SPOT#but my brain goes empty#anyway i wanna get these outta the way cause this yuri-itis is about to be full blow#got re-infected man lol#full blown*#orz#did an all layers view cause it looked interesting hehe#joseph from the government#nozomu hatori#suzuki touichirou#mama suzuki#cig sando#josetou#hatojosetou#str8 frm the ol tab
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💘💖💗💓
#mingyu#kim mingyu#seventeen#17net#hourlymingyu#svt mingyu#mingyu svt#mingoo#k.stuff#my brain goes empty when i have to add a caption for him
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we should make Nico more fucked up, actually. enough woobifying him. that boy should be covered in blood and viscera
#pjo#riordanverse#nico di angelo#we've done ''nico ships where his partner coddles and takes care of him while he heals from the innumerable trauma''#now let's do more ''nico ships where his partner helps him move past his trauma and enables him to be gay do crime''#more nico ships where nico is having his big 3 kid force-of-nature moments and his boyfriend goes ''HOT''#whatever happened to ''Will and Nico's first date was killing a man together. also Michael was there''#even stuff like. [tsats spoilers] getting all your negative attributes physically ripped out of you and turned into immortal creatures#that perhaps could leave you Changed! give me Nico who had the darkness taken from him#and it leaves him just a little unsettlingly bright and empty like a partial husk of himself#give me Nico whose cacodaemons can reabsorb back into him like he's their walking nest to hide in and emerge from whenever they please#he's just left an unsettling host for shadow monsters of pain and trauma#that's just one avenue. Nico's the spooky guy let him be spooky!#im constantly rotating just normal Nico operating on underworld laws/logic/mortality in my brain#make him WEIRDER
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Combatting wrist pain with more traditional art
Lloyd and the march of the oni yellow butterfly heheh
#ninjago#ninjago Lloyd#ninjago fanart#starling‘s art#the second I sit in front of the paper with my brushes me brain goes empty#I was struggling a lot#I‘ve lot a lot of confidence over the years#arghghgh
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Arthur and his gaze. Part 1
#my knees are weak#and it's because of Mr. Fleck#and his gaze#he's still emptying my lungs#my whole body pauses when I look at him#and then my brain goes oh hey imagine what it would be like if he'd lock eyes with you#and then there's no further words that could ever describe that feeling inside me#graphics#Arthur Fleck#Joker 2#Joker folie a deux
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Fuck I've only been edging for like 20-30 minutes and I'm so desperate fuck I'm so close 😖😖😖
It's actually so hard I want to touch so badly but I set a time limit and I have to stop but I want to keep edging I want to cum pleaseeeee 😭😭
#edging nsft#send me asks#edging kink#0rgasm denial#denial nsft#edge and denial#humiliation k!nk#Ive also become so bad at counting my edges idk why but my brain just goes completely empty and its rlly hot but also impossible#to figure out how many i have to do
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.

I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.

But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.

There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
#thoughts#tloz#totk#totk critical#when will my brain return from the imprisoning war...#quest design#game design#level design#game criticisim#I think the more time goes on and the more uncomfortable I am with “if the game is fun it's good”#sometimes the game is fun and the game is empty#fun games can be addictive and predatory on purpose#(not saying totk is but it is well known that fun is not a neutral feeling)#fun can also reinforce questionable ideas of what “fun” should even look like#*side-eying CoD and co*#and fun =/= coherent always#if we're talking about games like artpieces#then you don't get to pick and choose which parts matter and which parts don't#you can absolutely say “I resonated with it for X and Y” but to make an argument that people who feel uncomfortable by content#that is in the game!! put in the game!! on purpose!!#is not a very productive attitude let's say
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#inanimate insanity#inanimate insanity movie#inanimate insanity finale#taco ii#ii taco#ii mepad#mepad ii#mewatch in this case#anyways take the au ive been rotating in my brain since i saw the screening in london#taco takes his sd card and goes to mepple hq (now empty and safer w/o cobs) [rest in agony corn man] and puts him into another device#shed probably try to fix his mepad-body#before putting him in the watch but something something irreparable#i am coping#i cant do this without him fr
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Something that absolutely needs to happen: Ruin meeting that other Eclipse
People have been calling him "Eklipse." I'm not really feeling it tbh, but it's,,, something to differentiate him and Eclipse and I don't have any better ideas rn, so it's whatever
Anywho. I need Ruin to meet him. They're both kinda in the same boat, in a way; both are made up of a merged Sun and Moon. Ruin also had his fruitloop phase, plus he's smart and might have a better idea of their mindset, so he could be incredibly helpful
Also
What tf was that at the end. What was that glowing. I'm very confused by that, but I already know that it can't mean anything good
......maybe if Eklipse gets out of control and tries to do something bad, Stitchwraith can do something about it. He's got that whole agony touch thing that kills humans, and they haven't explored what it'd do to animatronics. If he gets any negative star power residue on him, they can take him to the OG dimension and get an astral body to sort of. Cleanse him, in a sense. Do whatever it is that they do, to sort of purify him
That, or OG Monty could throw together another one of those boxes that absorbs negative star power. As long as it's close to Stitchwraith and can work properly, it should be fine
#teaps spoilers#eaps spoilers#eclipse and puppet show spoilers#teaps#eaps#eclipse and puppet show#rambles#not a meme#idk man#brain goes brrrrrrr#my head is both empty and full at the same time#I'm having shrodingers thoughts rn
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i like finding tobias (or whatever they call it) cause so far it’s just giving me further proof of how good sylus is to mc
#sylus ‘whatever you say’ of onychinus#ill do whatever you tell me to do#what she says goes#use me however you like#i wanna be your slave by maneskin#im trying to rack my brain for more im sorry its empty in here#was gonna say he’s like a puppy but i guess crows follow you around too and bring you shiny things non stop#you are the sun of my solar system core#if you ask him if or how he loves u hed be like#how do i love thee let me count the ways#or something#he’s like#he’s not just down bad#he’s whatever comes after it#he’s like darcy and anthony but he’s not that visibly pathetic about it#OH YEAH#he called mc kitten goddess one time#he’s your saint#or worshipper#however that works#lads#love and deepspace#lads sylus#rambling LMAO
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When I mentioned Dream and Sapnap bonded when they were really young in the dtk+ dragon au, I mean that Dream woke up one night to the sound of Sapnap’s egg hatching, went to check on him, and found a little baby hatchling blinking up at him. The bond was instant, and Dream just picked lil baby Sap up and tucked him into his nest before curling up around him.
Sapnap literally imprinted on Dream.
Dragon imprints last for a couple of years and are there so hatchlings have an adult to run to and rely on in case of danger and to care for them. Obviously Bad was meant to be the dragon Sapnap imprinted on, but even tho he wasn’t he still of course was the one who took care of all of Sapnap’s needs. Sapnap would just fuzz and struggle if Dream wasn’t around and the moment he was set free to do as he pleased he would be toddling after Dream. The moment he got spooked he would dive under Dream’s baby fluff and he was generally pretty much attached to the older hatchling.
Dream didn’t at all mind, he’s just a couple of years older than Sapnap and was mostly just excited to have a new potential friend, taking his role as Sapnap’s “protector” very seriously.
They practically did everything together, and twenty-something years later Sapnap is still following after Dream, and Dream will still curl up around him when they sleep <3
#dreamnap#dreamwastaken#sapnap#c!dream#c!sapnap#dtk+ dragon au#pom talks#Bad was very distressed when he found Sapnap's egg empty after he hatched#and everyone was looking for a lost lil hatchling#until Dream woke up and drowsily sat up to reveal the lil ball of fluff under him#many text posts today excuse me while my brain goes brrrr!! about all me aus#I might have centaur au thoughts for later
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Seeing that post go around about characters giving each other gifts in their color scheme got me thinking. I don't think Ariadne would give Daeran and Woljif gifts in her color scheme, but I do think she'd make them gifts during her countless hobby-hopping stints.
Off the top of me head, I think she:
Painted Daeran the nude portrait he always wanted, complete with him being surrounded by winged phalluses. He hangs it in his study, obviously.
Knits Woljif a pair of mittens, in black of course. He wears them, appreciating how warm they are even if they dampen his dexterity just a touch (and that is important when forming the perfect snowball to sneak attack Daeran with.)
Obviously during her numerous baking phases she makes them treats they like. Woljif's cherry rolls are a given; for Daeran, he strikes me as the type that likes pistachio baklava.
I'll probably think of more later but I think this is a good starting point.
#headcanons and oc lore#ch: daeran arendae#ch: woljif jefto#ship: here comes throuble#ship: glitterbomb#ship: strawberry moon#ship: premium curls#i don't consider her using them as a guinea pig for her potions to necessarily be a gift for them#though they do often very much enjoy the benefits of those#also if they indicate they want to see a certain flower or plant in the garden she definitely takes that into consideration#even more stuff to add to the long long list of things i need to write about#yet somehow every time i try to write my brain goes “oh no head empty!" 🙃#oc: ariadne
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Why does my ability to write always function best at night…
Like late at night…
When my eyes can barely stay open and my head is pounding and my body is screaming at me to go to sleep…
But my brain had reached peak brainstorming and is overflowing with so many silly ideas and therefore my fingers just go brrrr
They will not rest until every single thought in my head has been written down in some form
#sez says#writing things#proceeds to type into notes with my eyes closed#but like it has to be like this cuz if I just leave it till the morning the drive is gone and my brain goes back to its usual empty
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Immensely fucked up how Snow always manages to place guilt for peoples’ deaths on the survivor.
#like he always orchestrates it that even if you logically know it’s not your fault#it’s still done in such a way that the survivor has some agency. some culpability.#like responsibility comes down to him but he does in in a way that he has plausible deniability#‘well I didn’t make her eat the gumdrops. you fed them to her’#‘it’s not my fault the cistern was empty. that went on someone else’#bitch how about I kill you#he continues to have control by inflicting that extra bit of survivors guilt#even and especially in the games—if you’d been faster they’d still be alive!#if you hadn’t fucked around you wouldn’t have found out!#and logic brain says it’s not your fault. but trauma brain goes back over ‘how could I have stopped it’#thg#sotr#my post#the hunger games#sunrise on the reaping#coriolanus snow
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"Fen’Harel tried to shake his pursuer, but the hound ran as coursers can only run in their dreams. Even the wind couldn’t have fled that hound. He ran the Dread Wolf down and grabbed him by the tail! Fen’Harel howled, so loud that the Veil shook and even the stars scattered in fear. But the hound wouldn’t let go."
"Neither hound nor Wolf gave in. Finally, Fen’Harel bit off his own tail to escape, and away he fled. Ever since, the Dread Wolf thinks twice about playing his tricks when dogs are on guard."
a more experimental piece! can't stop thinking about dai!jackals dog coding vs solas as the old wolf,,,
#jackals barks#ship: dread wolf take you#okay 2 rb#jackals doodlin#this is one of those pieces i Could work on more but I'm like. @ me if we do that we're gonna start eating drywall !!#the dog behind them is a husky bc thats the one everyone goes 'ah. a wolf' when its not but you can Almost See how it could be mistaken#until you see a pic of them side by side and Ohhh. Oh Boy#an these two bastards are So Similar in some ways and So Different in others i am gnawing on the bars of my cage#anyways it's like almost 3am i am up bc The Brain Worm Horrors (as one does) so im Head Empty. Many Thinks
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last few days i have been So out of it i havent been able 2 think of anything right n im sitting here trying 2 experience 1 single thought and it feels like my brain is fulled w bread dough consistently rising and suffocating me
#for some reason i get super dizzy at night too o(-<#but its like my thoughts have been Taken even when im alone its not just talking its . me#yoinked.. . its Quiet. .#i know its Wrong#ive been struggling 2 sleep so much because of it none of my comforts r there or allowed#i try 2 think whats normally on autopilot the easiest thing thats just happening constantly normally and my brain goes actually . 🌫️🌫️#i want 2 cry n hide away#i feel like im Empty n im Boring and im ruining things#i need 2 be put away
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