Something that really sets Wille and Simon apart from other queer ships is that when we say their love language is physical touch, IT REALLY IS PHYSICAL TOUCH. And I’m not speaking of just sex. Over the course of the show, the amount of touching between them is astronomical. And that’s really something rarely seen in queer media. There may be moments here or there, but often times there’s a lack of physical contact unless it’s for “the plot”. Wille and Simon feel like a real couple in the way they’re always physically reaching out for each other.
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My brain is so full of Bees about Post-Shift 2.
It's a fan game that was delayed for 4 years -- by the time it released, fnaf fangames as a whole were not as popular as they had been, & most people in the scene had forgotten about Post-Shift 1, so not a lot of people heard about it/played it.
Worse still is the people who did talk about the game. Pretty unanimously, the consensus was this: this game is the craziest, most insane fnaf fangame. It's overly difficult with mechanics that have no rhyme or reason to them & tutorials that are wordy, unhelpful, & sometimes actively mislead the player, meaning you need to comb through a lot of text only to be misinformed. It's not as infamous as some other fangames, but it definitely was talked about very poorly.
In general, I think most of these criticisms were blown up out of proportion, but I can't really disagree with most people's problems -- it is difficult & wordy, & rather hard to understand. I think, however, that the game is still 1. Really fun, 2. Not a bad game at all, &, most importantly, 3. Is a free fucking game that was clearly a passion project. Most damn fangames never get off the fucking ground when made in groups because the creators will never make a red cent off the thing -- this game was made by one dude for 4 years & delivered to people for free. It didn't ask anything of you except to accept it as a difficult game & to not go in with wild expectations. The dev just wanted to make a game that was rough, but he also wanted to make a game that felt unique & was fun. & It is fun, too, is the damn thing.
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