#i still think the core design concept of your mana is also your life is a bad one
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aethernalstars · 1 month ago
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Goddamn, that is a hell of a pitch. I might try Elestrals just for that
ngl i wasn't really super interested in elestrals before, but "digital client where literally Every Single Card Is Free" is one hell of a pitch
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deltaengineering · 4 years ago
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that was the winter anime 2021 that was
Still not quite ready for a dozen posts about how terrible the likes of Combatants Will Be Dispatched are, sorry. Watch Vivy though, it owns. Here’s some more things that are (mostly) good. As always, worst to best.
Yatogame-chan Kansatsu Nikki S3
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Yatogame has long run out of hot Nagoya facts and its ensemble comedy never amounted to much, so now it seems mostly content to just spam more and more wacky character designs. About the only thing that it has left going for it is that 3 minutes a week are more effort to drop than to watch, so I expect them to make a movie next. 4/10
Go-toubun no Hanayome S2
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Quints is a weird one. S1 was a barely good enough (i.e., well above average) implementation of the ages old harem chestnut. S2 is actually better at the core of its appeal, since it gives all the characters a sharper profile (things like taking Nino from joke to badass and making Ichika a villain are no mean feat), but it does pay a steep price for it. You see, to deliver a steady drip feed of meaningful character moments it apparently has to rush through the source material at a breakneck pace, which completely wrecks the "story" part of this story and makes every episode seem like a recap. And it still keeps wasting precious time on vestigial nonsense like its framing device and the Kyoto flashback scenario that was already the worst part of S1. But by far the most annoying aspect is its insistence on keeping all the options valid, since it prevents any real progress and makes everything seem arbitrary and pointless. So sure enough, after a season of much ado we still don't end up anywhere — you can't really raise the stakes if all at stake was "who wins" to begin with. It's watchable and even enjoyable scene-for-scene but it's getting harder and harder to call it a solid show overall. 5/10
Skate Leading Stars
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I was watching this primarily because I didn't like Yuri on Ice much and wanted to see if something that is a blatant attempt to cash in on it would be better — because while YoI delivers on one aspect (being hella gay), it really is an absolute shambles of a sports show. And sure enough, Skate Leading has none of the auteur appeal of YoI, but it just works much better. In particular I appreciate how it managed to make me care even a little about a cast of assholes, which is a nice contrast to the nauseatingly ingratiating way YoI tries to make you love its characters. Also, Skate Leading is just generally cheap and unambitious, so not susceptible to trying hard and painfully flaming out on the presentation side like YoI is. But at some point you gotta let go of these comparisons and on its own Skate Leading is... just fine, I guess? Competent, mildly engaging, not very memorable. And that's probably where it loses to Yuri on Ice in the end after all, even if I think it's "better". 6/10
Idoly Pride
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Idoly Pride sold itself on me with a really good (and hilarious/tragic) first episode that was just too bizarre to ignore — I mean, how can you ignore GHOST IDOL MANAGERS. Well, the majority of the show isn't like that. It's a competent and solid version of the idol franchise show, yes, but it really had more potential than that. Especially midseason, it gets lost in these dozens of characters, and while they're all likeable, it does seem like a waste of a good story just centered on Mana/Kotona/Sakura. By the end it comes back around to the heart of the matter with a Maeda-style sob story, which could be a disaster but seasoned veteran Jukki Hanada makes it work anyway. Overall, there's quite a bit of ridiculous hacky melodrama in this, but quite honestly that's the best part and I wish it would concentrate more on it. The rest is just okay. 6/10
Yuru Camp S2
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Yuru Camp is still likely the best pure iyashikei show when it gets down to business. Compared to S1 though, this seems to happen less and less. At its peaks (i.e., basically any quiet moment with Rin) it's at least as good as ever, and there's some good cast additions like Mini-Inuko, but it appears that Yuru Camp simply has run out of things you can do with camping and it fills up the time with other... stuff. This stuff includes the generic school club shenanigans it was never particularly good at, and a gigantic helping of crass consumerism. Yeah, I would say the majority of Yuru Camp is just a straight up infomercial at this point, which itself ranges from the perfectly acceptable (which cute anime isn't about food constantly), to the sketchy (I don't know whether the Izu tourism board cut this production a fat check, but if they didn't, Yuru Camp still gives its best effort to make it seem that way) to the highly irritating – I am aware that camping requires gear and you can't just ignore that, but you most definitely do not require whole arcs dedicated to talking about raising funds for the purposes of acquiring the Lamp of Comfy Happiness at your friendly local Caribou™ either. Not to mention an arc where the aforementioned lame school club does the same, for double irritation. Make no mistake, this show is so riddled with scenes that beg for a solution to embed affiliate links in video files that it makes me wish I was watching something as anticapitalist and underground as Love Live. And irritating really is the last thing a show with this core concept, as stellar as it is at that, can afford to be. Bummer. 6/10
SKOO the Infinity
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Skoo has one really huge asset: ADAM, its magnificent villain. It also has one really huge liability: Reki, its not magnificent protagonist. To be more specific, it's very good at anything outrageous, physics-defying and silly, such as most scenes ADAM is in, and quite bad at anything serious, dramatic (in a serious way) and down to earth, such as most scenes Reki is in. So, what's the verdict? Well, the rest of the cast is more ADAM-like, and Reki's co-protagonist Langa is fine as the straight (yeah, right) man. The tedious buddy drama is a comparatively small part of this show, and at least it pays off quite well in the end. Seriously, I was ready to give this a 6, but the final episode is probably the best one of the show, in all of its aspects. That's really not something you see often. Skoo's a great time. Except when it's not. 7/10
Non Non Biyori Nonstop
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Speaking of the rare good ending, what about we gave one of those to a slim and inconsequential slice-of-life show? NNB has always been solid, comfy and amusing quality with a couple of standout moments (usually something with Renge), and Nonstop has that plus an ending as conclusive as any show of this type is ever going to have. Besides, it does a lot of things right by focusing on more characters than the central 4 (especially Konomi has great material in S3), it expands the universe just enough to not get stale, and it moves things forward — It's definitely a lot better than the movie, is what I'm saying. Apart from that, well, we're three seasons in, if you have any interest in this you probably don't need me to explain what's good about NNB at this point. Bonus points for being nothing but an ad for the manga. 7/10
Wonder Egg Priority
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Oh boy, so here's the big one. Wonder Egg is the rare Meaningful Arthouse Show About Real Issues You Guys, as you might have heard. And well, the long and short of it is that it's a very good show with quite a few glaring problems (besides not actually being finished due to production issues, but what we have is enough of an ending to be able to meaningfully talk about it). In particular, one problem: WEP is, at its core, one of these metaphorical Magical Girl-ish series that are just a thin layer of abstraction over coming-of-age or societal problems. The issue is that "metaphorical" in this case means "literal" and "thin" means "basically nonexistent". This show is not subtle regarding what it's about, at all. This is a double-edged sword — on the positive side, some things really should just be said aloud, and I'm really, really fucking tired of the Ikuhara style of "here's some wacky things, maybe a blog post will eventually tell you how it's actually about the most important thing ever" obfuscation — if it's really so important, just spell it out. On the other hand, there are limits to this and when a second, different Ai appears I don't really need a voiceover line telling me that yep, this show is about parallel universes now. WEP spells out many important things, but it also spells out many things that are implicitly clear or better left vague. Not to mention that with being so obvious up front, the show's tendency to leave figuring out what it's actually saying about it up to the viewer can leave the wrong impression. Again, I settled on the opinion that it's subtle after all where it counts the most, but you might easily get the impression that it pulls its punches (Ikuhara does this the exact other way around — once you figure out what the fuck he's talking about it's abundantly clear what he's saying about it).
In fact, this show is so good at subtle, quiet character moments that it calls into question the need for big huge fighting fantasy layer in the first place, especially since I'm not a fan of the fantasy designs and the fights aren't great. Sure, they look impressive on a technical level (this show is very good looking in general), but the lack of actual impact or rhythm makes me think this is not made by people who are very familiar with action and maybe they should have asked some seasoned shounen veterans for this — or just, you know, not do it. They can (and do) impress with character acting in quiet scenes just the same. And while Ai's character story actually does pay off quite nicely by the end we got, and Momoe and Rika are also handled well, Neiru's backstory is significantly less good, not to mention the whole Frill subplot regarding the show's mythology that they introduced just before (and that's the part to be resolved at a later date), which is a huge can of worms. We'll see how well they handle that, I suppose, but as it is it's a weird and vestigial detour that doesn't add much besides thematic headaches.
But yeah, apart from all that — I like it, a lot. Great character writing in the details, cool looks for the most part, tons of ambition, and a message that I consider to be appropriately handled — for the most part, and for now. Not quite ambitious arthouse anime at its finest, but also not a pretentious disaster like Sarazanmai, Monogatari et al. 8/10
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zechleton · 3 years ago
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Ranting and Raving About Magic in 2022
I haven’t written about Magic in ages, so what better way could there be to get back into the habit that a stream of consciousness spiel about the 2022 announcement?
Strap in, folks, because this is going to be long and poorly edited.
Actually, it’s not that long, about 1500 words. It might feel longer, though.
Neo-Tokyo or something idk
As one of the five people on r/magictcg that didn’t want to return to Kamigawa in standard set, I have to admit this one looks surprisingly awesome. The couple of pieces of art Wizard shared looked fantastic, as usual, and I’m a sucker for that blue/pink colour scheme. I’m not a huge fan of time travel as a story telling device but since the Magic story has always served the card game, using tropes I don’t enjoy is far from a deal-breaker. Yeah – I’m cautiously optimistic about this one.
Someone Made Elspeth an Offer she Couldn’t Refuse
Obviously, we know much less about this set. Still, it sounds right up my alley. I’m curious how Wizards is going to make Magic meets The Godfather work, but the good kind of curious. On top of that, I’d really like to have some more shard-based commanders on Arena for Brawl, and I assume we’re the “three-colour demon crime families” isn’t referring to clans (triome?) again after leaving Ikoria behind. Also, come on, how can you not love the sound of demon crime families?
Glory, Glory, Dom United!
There is a part of me that gets nervous about nebulous concepts like design space whenever we go back to an old plane again. All these crossovers (more on those later) take on a different appearance when viewed through an “are they running out of ideas” lens. Still, Dominaria was fantastic, by far the best “return to” set – though I’m hoping Innistrad claims that throne in a few weeks. With that in mind, I’m expecting Wizards to knock it out of the park with DU, just like they did with Dominaria.
The Nostalgia Wars
I might scoff somewhat at Magic’s storyline sometimes, but I’ve read the stuff that people think is good. I own both collections of the Artifacts Cycle. They all pale in comparison to good fantasy, but they’re not bad, and they hold a special place in my heart from when I was more invested in stuff like lore and story. The point of that ramble? 2022, more than ever, is Wizards’ mining the seemingly neverending mineral that is nerd nostalgia. It further adds to my “are they running out of ideas” worry, but I can’t say the nostalgia hit/psychological manipulation isn’t working on me. Hell, Return to Return to Innistrad has me more excited than any set for a couple of years now so I guess I’m part of the problem.
Uncaring
The phrase “not for you” is thrown around distrubingly often in Magic circles nowadays. Unfinity, however, is decidedly not for me. And that’s fine.
Dungeons And Dragons Battle for Baldur’s Gate Commander Legends I Think That’s The Whole Title But Maybe I Missed a bit I’m not Sure
Yikes, what a mouthful. I hate the title, both its length and unwieldiness. I don’t really have much interest in the set either. Commander Legends was a neat idea with a lot of flaws. Adding crossover flavour from another IP I have little-to-no interest in isn’t helping matters, though I appreciate that Adventures in the Forgotten Realms was super popular. For me, AFR was pretty much just a core set without any of the usual references to sets I do know and care about. Another “not for me” release.
Double Trouble
Hmm. I’m torn here. As a primarily limited-focused player, Masters sets have been some of my favourites ever. Original Modern Masters is still one of my in my top five sets of all time, and I have fond memories of almost all of the others, too.
Original Double Masters, though, was a victim of apathy brought on by the never-ending deluge of Magic product being released nowadays. I have never even seen a booster of this product, much less opened one. Without looking it up, I can’t even tell you if it was hurt by the pandemic or not, because there’s just way too much fucking stuff nowadays. I don’t know what else to say.
Oh, hang on. Was this the set with a $100 VIP Booster? Hahaha, fuck off.
Jump Around
The original Jumpstart was surprisingly enjoyable on Arena. I never wanted to play it more than a few times, and sometimes you got packs that relied entirely on your opponent getting mana screwed, but those few times I played it were pretty fun. I think putting stuff like obvious eternal format staples like Alosaurus Shepherd in a set like this is some extremely anti-consumer bullshit, but as a play experience it was an interesting mesh of draft and sealed. Not as much fun as either of those, but close enough that the novelty carried it into the “pretty fun, actually” camp. I expect more of the same – I’ll probably do a few runs if I have gems or gold spare.
Universes Beyond: Warhammer 40K Commander et al
Really, this is the bit about all the crossover stuff.
Another vomit inducing title and one that has left me with some introspection to do. Like many people, I find a lot of this crossover stuff distasteful, but I can’t really say why. The fact that the Street Fighter one – an IP I have some amount of investment in – seems less egregious than Warhammer of D&D makes me think that I don’t necessarily object to crossovers on principal. Does my dislike come from the fact that, so far, all of the other crossovers don’t involve properties I care about? Maybe. Even the mechanically unique line of text that pissed off so many people when the Walking Dead set came out doesn’t bother me that much, because Commander is a format I can take or leave.
The Fortnite one rubs me a different wrong way, though. Partly, it’s the sheer fucking inevitability of it all. Of course a popular part of the nerd sphere will have a crossover with Fortnite because that’s just the world in which we live. Partly it makes me feel old, uncool, and excluded, like all the other crossovers I don’t care about, sure. But there’s something more visceral about Fortnite. It’s fucking everywhere and I resent feeling like I have to have an opinion about it. Still, I don’t really have strong opinions about most of the other crossovers, so why this one? I really don’t know. Maybe this is one “this isn’t for you” too many from a game that has been part of my life for over 20 years.
I haven’t bought a single Secret Lair, but I’m generally willing to accept that they’re a bonus product that isn’t needed by anyone but is wanted by some. Hell, if they put out Secret Lair: Snapcaster Mage with good art (at last), I could probably te tempted into picking one up. It would be against my better judgement, though. Something about all these “not necessary but also don’t miss out, aren’t they cool, spend more money please” products rubs me the wrong way. Playing Magic and hating capitalism are difficult interests to reconcile. That’s it. That’s the tagline for this article.
Oh, right, it’s just a blog. Never mind.
Oh, God. The Fornite Secret Lair is going to be the Snapcaster Mage one, isn’t it?
Then there’s Lord of The Rings. My pal Kristen will be thrilled about this, was my first thought. I’m less enthusiastic (shocker, right?), but at least LOTR makes sense as a thing to crossover with. I mean, apart from the obvious business sense. It doesn’t have any guns and it isn’t an obnoxiously ubiquitous battle royale FPS, so that already puts it ahead of two of the other three crossovers. Indeed, without LOTR, you can make a reasonable case that MTG would never exist in the first place. Personally, I view LOTR in the same way I view The Beatles – they were important, and worthy of respect, but have been surpassed in every way since.
And the movies are better than the books. There I said it.
Regardless, this one is fine, actually. I still don’t particularly care for crossovers in general, especially as the setting for a standard set, but at least it makes sense this time.
Shut up Already
Alright, I hear you. I know a lot of that was negative towards the end, but I want to reiterate that a lot of the stuff happening in standard sets next year is really exciting, if a little unoriginal. The crossover/sellout stuff and the interminable deluge of FOMO-driven products is worrying and disappointing, but I guess we just have to try and ignore the ever-increasing number of “not for you” products and focus on the stuff we do like. Seriously, Neon Destiny looks amazing, and I don’t even like anime.
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cerastes · 6 years ago
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Years ago, I wanted to make a game. It didn’t pan out due to problems in the team, but I’ve always kept the plot and details of the game dear and never really put it out there in hopes of turning it into a short story instead, some 11 to 13 chapters. However, the more I think about it, the more I realize it is impossible to do so in a direct manner, due to how Video Game the core concept is, that is, it simply wouldn’t work in a literary format, at least not with the same oopmh it’d have as the game I conceived it as. Today, I will reveal all of it, in part because I want to get it out of my chest, in part because I don’t want for this to go unshared and forever trapped in the sands of “maybe one day”. A writing prompt I have pending has to do with this, and that is still coming, but otherwise, this is all about the game I wanted to make, “Notches”, a side-scroller action-platformer game.
Big, long post under the cut. It’s a design document, after all!
This is Part 2, in which I will explain the Shattering and the Grievous Attack mechanics, gameplay mechanics exclusive to Lantern Boss Fights, which are different from the regular Boss Fights we’ve discussed so far. We’ll also get acquainted with three boss fights: The Spider-legged Doctor, Delwin, The 4th Lantern of Manjha, Mirko, and The 6th Lantern of Gemini, Cecile/Vogt. We’ll explore the boss fights themselves as well as the lore of the characters and their place in the story.
Here’s a link to Part 1!
Let’s change up the pace and introduce a Boss Fight that isn’t a dual boss fight! Doctor Delwin Pardosa shall meet you as the boss of the Anti-Soul Laboratories stage. Delwin “wields” what seems to be several small black cubes with blue “veins” that float around him, but you��d be surprised to hear that this isn’t what’s most notorious about Delwin! See, out of his right shoulder, four massive, long, thick spider legs protrude, upon which he normally stands. He looks like a regular scientist, he does, with a lab coat, some khakis, and a coffee-stained green shirt, just, with four massive spider legs protruding from his right shoulder, slicked back hair, black hands with blue veins, and long fangs that suggest that maybe there’s nothing mere about this human any longer. It seems the good doctor has been playing with things we should say “no” to, morally speaking, but would immediately say “hell yeah!” to should the chance present itself (don’t lie). In any case, Doctor Delwin opens up with saying “You’ve caused enough trouble, you little skunk. You’re coming back with us, senseless or limbless if you must. In fact, you get to choose, and I recommend the former”. Summergale simply smirks, golden smile flashing a shine, and responds with “You know, Doc, I always none too subtly wanted to throttle your pencil-pushing neck, I just really wish it wasn’t under these damn circumstances, man”. Delwin lowers his gaze just slightly, his cubes still floating around him in orderly chaos, and murmurs back, “Believe me, Summer, neither did I wish for this, but you leave us no choice”. The cutscene ends, and the fight begins. Delwin has immense mobility thanks to his mutant spider legs, being able to move fast and to stick to the walls of the arena. You must constantly stay on the move while dodging the cubes he seemingly magnetically throws at you. Whenever a cube has missed or you have shot it to deflect it, don’t get careless, because cubes then re-lock onto you and go at you again! There’s three different kinds of cubes: Small, Medium, and Big. The Big ones only go at you once before returning to Delwin, the Medium ones will go at you twice, while the Small ones will pursue you three times before going back to the good doctor. For the First Phase, he mostly just sticks to the walls and ceiling while launching cubes at you, with the occasional swipe of a big hitbox leg to catch you off guard when you’re all up in his grill, shooting the hell out of him. Of note is, if you can get close enough to him, using a Ruby Shot (point blank explosion shot) will knock him right out of the wall or ceiling, making him crash onto the floor and leaving him vulnerable for a couple of shots. Usage of the Ruby Vulture technique (using Ruby Shots to navigate mid air via the explosions, launching yourself in the opposite direction of where you shoot a Ruby Shot midair) is recommended, although in moderation, as many Ruby Shots will exhaust your Mana quickly! Once you reach 75% of his HP, Delwin’s true strategy, Phase Two, begins! Using the magnetic connection between his hands and his cubes, Delwin assembles the cubes together in different shapes, creating Weapon Formations. By combining his many cubes in different shapes, Delwin is able to create different weapons, using a rich diversity of attacks. He’ll sometimes form the cubes in a Sword Formation, always Dyed blue, swiping at you a number of times before dissolving the formation (or immediately, if you clash it thrice). There’s also the Guillotine Formation, which consists of a number of cubes swarming you quickly, colliding with you for no damage, but pushing you and trying to hold you still, while the rest of the cubes form a guillotine blade above you, which soon comes chopping down for big damage. Melee and shoot at the cubes rapidly so you can move out of the way in time, simply jumping or Quickstepping away won’t work! Delwin can also form the cubes together in a Flak Formation, forming several autocannons around him briefly before they all begin shooting a barrage of bullets at you. Keep moving or you’ll get caught! Last but not least, there’s the Prowler Formation, which assembles the cubes into many different flying pods that pursue you and open fire autonomously while the good doctor tries to bum rush you with spider kicks. Watch out for the shots and the spider leg strikes, and don’t panic! The Prowlers are Dyed red, so shoot them out of the air while timing your Quicksteps so as to not get hit by Delwin’s spider kicks and stomps. Keep dodging and responding appropriately to each Formation until you empty his life bar, making him collapse, the cubes falling helplessly, raining around him as the harmlessly hit the floor. The “STAGE COMPLETE” message begins to appear from the bottom of the screen, but as the letters ascend, Delwin knocks them away with a spider kick. “No! Not yet! You stubborn fool, you selfish imbecile! It doesn’t end like this! I’m dragging you back comatose if I have to, Summer!” As he yells, Delwin’s life bar reappears, and it fills back to 30%. This begins the Third and final Phase of Doctor Delwin. Standing up on his human legs, not his spider legs, Delwin raises an arm and assembles all of his cubes in Prowler Formation, in which they will remain for the rest of the fight, and then produces a retractable baton. Not using his big mutated spider legs, the doctor moves far less than before, but he moves around with Quicksteps now that, much like your own, have i-frames. He becomes practically impossible to hit with his Quickstep spam, and attacking too much will prompt a counterswing or leave you open to Prowler fire. His Prowlers are still Dyed red, but shooting them out just temporarily puts them out. He’ll Quickstep towards you and swipe, during which he becomes Dyed blue. You can clash with him by using melee, and you’ll enter a button mashing mini-game, in which you must press melee or space (if you don’t feel comfortable with mashing your right click too hard so as to not abuse your mouse) repeatedly as Summergale clutches the baton and tries to overpower Delwin. Be careful! Prowlers still shoot at you in this situation, not dealing damage but giving advantage to Delwin, so shoot down as many as you can before engaging in the clash. If Delwin wins the mash-out, he bashes the baton against Summergale’s head, damaging and paralyzing her before lashing out at her with all four legs, hitting her for heavy damage and blowing her away. If Summergale wins the mash-out, she throws the baton away, grabs her rifle by the barrel like a baseball bat, and swings it violently at Delwin, dealing a heavy damage and leaving him at a smidgen of HP (near 8%). After this, the player loses control of Summergale as she drops her rifle, approaches the downed Delwin and puts him in a Sleeper Hold. You must then mash Space again to slowly deplete the rest of his life bar. This is more of an ‘interactive’ cutscene at this point, with Summergale pleading for him to just give up while he keeps screaming back at her. “It’ll all be over before you know it, you dumbass! Let me do my job!” Summergale chastises as she chokes Delwin out. “You... Arc damned... Fool... You won’t surv... We can find another... Way to do this... Summer... Think of Sigrun and... The rest of...!” As he finally hits 0% HP, he’s finally out for good, unconscious, and you’ve defeated Doctor Delwin. “There’s simply no time, Delwin...” Summergale murmurs before picking up her rifle and moving on as the “Stage Complete” message pops up again. Momentum opportunities come from interacting with anything Dyed (clashing melee against his Sword Formation and shooting Prowlers), but otherwise, don’t expect much Avalanche against him; he’s a cautious man, which is reflected by how little Momentum you receive (by design, you’re expected to get one, maybe two Avalanches against him).
Haunted Tea Sets reveal that Delwin, along with Sigrun, were the ones that found Summergale in the first place. As her body was carried by the river, they were the ones that were there and hauled her out of it, immediately bringing her back to Delwin’s laboratory in Oflans, the only place remotely technological in the otherwise small town, where they tried their best to care for her. Delwin might be a doctor, but he’s not the healing kind of doctor, so it was all a process of trial and hopefully no error. Summergale was lucky that Delwin was adept enough, and when she woke up, she thanked him and introduced herself as... As... Ah, hey, sorry, do you know who I might be...? Those words came out of her mouth as Sigrun and Delwin looked at her with concern: Amnesiac and beaten up all over. No doubt whatever left her to die in the river didn’t go easy on her. She also made a rather honest and rude comment on his spider legs, but Delwin would like us to not go into that. Delwin is a magitech and physics-focused scientist who enjoys a productive partnership with Sigrun the Blacksmith: He comes up with innovative designs, and Sigrun helps him with the manufacturing process. Sigrun’s clearly much more interested in the more traditional kind of weaponry, but the techniques she’s learned from making Delwin’s ideas into reality has been an invaluable experience. While Sigrun and Summergale became fast friends, the same cannot be said about Delwin and Summergale. Their relationship was vitriolic, and not in the fun and games way, but Summergale knew he was a good man despite his crude, caustic personality, and Delwin knew she was a good woman despite her rowdy, devil-may-care attitude, so they put up with the situation and had a real, if unspoken, respect for each other. Delwin was heavily opposed to Summergale interfering with Markus when he came to squat, but following the voice of her heart, and also Sigrun’s cheering for her to break his nose, she went and beat him up. He’s also the one who cooked up a method to get in the castle: By using samples of Summergale’s blood that he took to determine her blood type in case she ever needed a blood transfusion (a thorough man, this Delwin), he made a “blood perfume” that he sprayed on himself, Sigrun, and Axehilt, riding on the hypothesis that Ceoca Castle searches for specific blood matches in order to determine who goes in and who doesn’t. Seeing as the castle let them in, it seems he was right! Or not. It’s not the blood perfume that let them in, as an out-of-the-way Haunted Tea Set will reveal. The blood perfume was a red herring crafted by the good doctor, and the castle simply recognized Delwin, as he used to work in its Research And Development division at the Anti-Soul Laboratories, where he is a boss. This is lightly hinted at because, while Sigrun and Axehilt are lost as all hell and basically wandering around having their own adventure while hoping to come across Summergale, Delwin knew more or less exactly where to go, as there IS a sense of consistency even with the spatial chaos that rends and twists the castle’s insides, and he banked on Summergale needing to go through the Laboratories. His dialogue is intended to imply that he was waiting for her there, unlike Sigrun, who runs into you. Delwin’s spider legs... Will be elaborated on later.
But that’s enough of these outliers, right? Let’s talk about the Dim Lanterns. The Dim Lanterns are Royal Operatives of Phebea that answer directly to the King and Queen of Phebea, and while they are an elite unit dispatched for important tasks, they were assembled for a very, very specific purpose, and to be able to carry out this important mission, Phebea, a small time kingdom trapped between giants, developed truly remarkable weapons: The Lanterns. The Lanterns possess great power and allow very specific manners of rending reality apart to accomplish something or emulate an ability, and nothing like them has ever been created before. Armed with these, the Dim Lanterns were loved by those who knew of them and feared by those who opposed them. When Ceoca Castle closed up, however, people stopped seeing them, and rumors immediately began popping up that, perhaps, it was them that put the chairs up, turned the lights off, and locked those doors...
The Dim Lanterns serve as the main “Boss Squad”, if you will, in the game. They are very explicitly hostile towards Summergale, and she’d REALLY love to know why this is. Let’s talk about the first Lantern you meet in battle! Mirko The 4th Lantern wields the Manjha Lantern, visually identical to a regular railroad lantern, which Mirko holds by the handle. swinging lo and forth with his every footstep. However, this Lantern endows Mirko with the ability to use razor light. Every light source in a radius around him can be controlled into tendrils of cutting light by Mirko. Mirko is actually a very early game boss, and as mentioned previously, the first Lantern you fight. The purpose of Mirko was not only to introduce the player to Lantern Bosses, but also to drive home the point that Notches is in media res, as in, things were definitely happening before the start of the game, things you can and will find out about, but that you don’t initially know, even if the characters do. When Mirko shows up, his upper torso is covered in bandages and he clearly isn’t at his best. “You ended up coming, you mongrel! Couldn’t just leave it alone, huh? Turning around and walking away just isn’t in your dictionary… And I banked on that.”. Summergale shakes her head and simply points her rifle at him. “I already mangled you once, I sure as hell can and want to do it again”. Mirko fakes a guffaw and then turns his Lantern on, a myriad of tentacles of light sprawling out of the bulbs. “Oh no, don’t get me wrong, you lowlife. We’ve already won. The party’s already going on in the Throne room, and there’s no way for you to stop the gears. I’m just here for myself. Can’t quite let you walk away after leaving me like this, now can I, mongrel!?” The fight begins and, as Mirko is an early game boss, he’s very straight forward and not too fancy. A bit of etymology! “Manjha” is cured and gummed thread covered in powdered glass used in kite fights. The Manjha Lantern takes its name from this thread, as its ability to manipulate light into something physical is used primarily, but not exclusively, to generate hundreds of light threads to cut down foes. Mirko will telegraph long range attacks and lash out with tendrils of light in different patterns: Two tendril thrust, three tendril ascending lashes, a number of tendrils raining on you from above, attempting to pincushion you to the ground, etc. He’s straight forward and attacks with his razor light as you’d expect. Hitting 75% of his HP adds a new move: Matches. Mirko will produce three matches on one hand and, by striking them against his coarse, falconer-like leather gauntlet, will light them. Mirko then flicks the lit matches at Summergale. Lit matches are a source of light, and thus, fall within the jurisdiction of his power, letting him sprawl tendrils of light from them, thus giving Mirko a lot more points of attack from which to strike at you. It all becomes a fight about managing his matches (by shooting them) and dodging appropriately. Shooting matches will award Momentum. Mirko also functions as the tutorial for the Shattering mechanic. Shattering is exclusive to Lantern Boss Fights, and it involves attacking the Lantern during a specific window of time (Shatter Moments) to inflict Shatter on the boss, and what does Shatter do? It functions as a special stun state that allow you to land a Grievous Attack on the boss, powerful attacks with special animations that deal considerable damage. Mirko’s particular Shatter Moment is when he’s striking his matches, taking attention off from his Lantern. Hitting the Lantern doesn’t deal damage to the boss (usually), but it does deplete their Lantern HP, which takes the form of icons depicting their Lantern under their HP bar. Each boss has different amounts of Lantern HP, with Mirko having 2. You hit his Shatter Moment twice, and BAM, you earn a Grievous Attack. The moment you earn a Grievous Attack, a marker will appear somewhere on the arena, such as right next to the boss, or a few character’s width away, or maybe above the boss. Move to the marker during the Shatter Stun and then use Shoot or Melee to use the Grievous Attack. In Mirko’s case, you need to stand right next to him. Using Shoot results in Summergale hitting Mirko in the stomach with three consecutive uppercuts, lifting him off the floor and then using her rifle while he’s above her to stab him in the stomach, exploding him away with a Ruby Shot. Melee, on the other hand, has Summergale thrust her hand in his bandaged injuries, draining a ton of Mana from his and then kicking him away. This deals less damage that the Shoot Grievous, but it seals away his Match attack for a while and restores your MP! That’s the general rule behind Grievous Attacks! A Shoot Grievous does a lot of damage, while a Melee Grievous recharges all of your MP and inflicts a debuff on the boss, usually locking away their most powerful attacks for a bit. Knowing whether to use Shoot G or Melee G is essential: Do I go for big damage? Or do I seal an annoying attack for a while at the cost of damage? I want the player to ask themselves this question when fighting different Lantern Bosses! Maybe you’re good at dealing with the particular attack the Melee G seals, so you go for extra damage instead! Maybe you particularly have trouble with the move, so you seal it and thus are able to deal with the fight much more easily for some time, racking up damage! It’s up to you! This continues until he drops. Simple! Very early game boss, and in fact he was designed with “First boss of the game” in mind. He’s actually the prototype of the Dim Lanterns in general, with a simplistic power compared to those of his peers. As the boss ends, Mirko curses your name and bleeds out, forcing a stiff, bitter laughter as the light abandons his eyes, reminding you that “the ball is already rolling, mongrel...!”. And so ends Mirko’s life, his Lantern shattering. Instead of her usual Stage Complete pose, Summergale instead takes out a small knife and carves another notch on the stock of her rifle.
...However, this is not the last you see of Mirko! Well, in a way, it is, but remember what I said before? That Mirko was meant to show that the narrative of Notches is in media res? Well! Let’s introduce a new gameplay mechanic! Some Haunted Tea Sets unlock boss fights that took place before the game’s start in the form of playable flashbacks. After unlocking certain Haunted Tea Sets that have to do with each other (let’s say, for example, #3, #7, and #21), the memories jostled by these associated flashbacks will unlock a new memory in Summergale, which allows her to remember or reminisce about events that took place before the game’s chronological beginning, especially fights! Mirko dies as the first boss, but MUCH later in the game, you unlock his Flashback Fight! In this fight, Mirko is much tougher. He’s not wounded and he’s at top condition, unlike the ‘first’ fight, which had him severely wounded. I had the idea of giving Mirko a pretty big HP bar in the first fight, but only filled up to around a third of its total capacity, to reflect that he was badly, badly wounded. Now, that big HP bar is full, and Mirko gets access to his full moveset! Unlike the prior fights, I will begin explaining the lore and plot of the fight, and then proceed to the boss fight per se, as it is important to know the context for Mirko’s second round (but first chronologically) to make sense of a big part of his arsenal this time around.
Mirko is the 4th Lantern of the Dim Lanterns, a hot headed young adult who’s got what it takes to talk the talk and walk the walk. Rising the ranks of the Phebean Army quickly thanks to his motivation and vim, he was hand-picked by the King to participate in the Lantern Project after winning an unsanctioned fistfight tournament the soldiers organized by themselves and that the King caught wind of. The King of Phebea, a capricious man with an intense love for the people and the things the people did for entertainment, disguised himself as a civilian and attended the tournament, cheering and jeering with the best of them. After Mirko won, some bad cats that didn’t particularly agree to his underdog victory, mostly due to losing big at the betting table, were looking to introduce Mirko to their daggers, but the King, a man with experience in the realm of rotten eggs due to his political background, immediately caught on and announced his presence, stopping them in their tracks and inducting Mirko to the good life of high society and elite guardsmanship. After a brief stint as a royal guard and tavern hero at Ceoca Castle, the King asked him if he wished to volunteer for the Lantern Project, and Mirko, eternally thankful to the King, accepted. Mirko was assigned the 4th Lantern, the Manjha Lantern, which made good use of his imagination and stamina to properly draw out the hidden potential of the otherwise simple Lantern; The Manjha Lantern was always meant to be a support Lantern to the others, not one to operate by itself. The ability to manipulate light as a hard construct might sound simple, but it is its simplicity that makes it so strong: By functioning as support to other Lanterns, he effectively can keep their Lanterns safe by erecting razor tendrils from them, as their Lanterns, being a source of light, fall under the jurisdiction of his power.
When Markus reported that someone name of ‘Summergale’ had thoroughly trounced him, Mirko immediately departed the castle and headed for this backwater village. Though he didn’t find her in Oflans, he simply asked if anyone knew where she was, and the townspeople, who admire the Dim Lanterns and Summergale, thought he came to offer her a job with them, and immediately told him her whereabouts: The Jalibu Plains, to the northwest of Oflans Town. The Jalibu Plains were known for being beautiful and full of greenery, and on that particular day, Summergale was accompanying the wheelchair-bound Benson Lomprat, aspiring mapmaker, through the plains so he could properly draw the map of the geography on his up-and-coming map. The Lomprat Family (more on them later when we tackle the plot in full!) is the household that took Summergale in initially after she was found in the river. Benson, 15 years old, the son of the household, has always been handy with ink, his dreams of drawing an accurate map of Phebea were only slightly curbed by his disability. He didn’t want to make just any old map, oh no, he wanted to make a truly dedicated, detailed map of his homeland, with illustrations and trivia of the flora and fauna, where one could find cultural heritage, the whole nine (and more!) yards. Summergale would take the passionate Benson on treks through the Oflans countryside to help him with his dream. Unfortunately, this particular outing to the Jalibu Plains would see some problem: Bugbears. Creatures native to these plains, these brutish monsters are intensely territorial, and while they usually keep to the hillside borders just outside the Plains, they sometimes intrude, and today seemed to be one day. There’s a cutscene here, where Summergale and Benson have some small talk before two Bugbears arrive and threaten them. “Alright, Benny, hang on tight, I’ll deal with these punks before the ink on your feather dries!” “...That sounded cooler in your head, didn’t it, Summer?” “I’m going to feed you to them.” The cutscene ends and you fight these two enemies. Despite their intimidating appearance, they are actually an easy fight. However, once you finish them off, a clapping is heard in the distance. It’s Mirko, and he compliments you on your fine riflemanship: “...Well, you were always pretty damn formidable with your hands.” Summergale is shocked, as that statement implies he knows her. “Wait... You know who I am? E-excellent…! Please, please tell me, who was I in the past?” It’s here that Mirko realizes she’s amnesiac, and he can only laugh. Plead as she might, however, the mysterious man refuses to divulge any information, and ultimately says “beat it out of me, if you can, you filthy dog!”.
The real boss fight with Mirko begins now. His patterns are far more complex and he plays a lot more with delays to throw off your dodge timing. Unlike before, shooting at him wildly will prompt a counterattack in the form of him catching your bullets and shooting them back at you with Light Tendrils if you overdo it. He also uses the matches from the get-go, meaning you can have to keep an eye out for his multiple sources of light and their fluid attacks at all times. Unlike the first fight, Mirko also tosses out flashbangs, which, if your are caught in the blast radius off, stun you, but even without the stun effect, they produce short-lived, VERY damaging masses of Light Tendrils. The flashbangs are Dyed red, and shooting them makes them explode. If you can shoot one in front of Mirko, he will become stunned himself, an act that awards you plenty of Momentum. His Lantern HP is now 5 instead of 2. However, the true terror of Mirko starts at 50% HP. When he hits half health, a small cutscene begins in which he yells “Every time…. Every time! You Arc damned obstinate, obscene mongrel! Even back in the castle, every time, you…!” A myriad of tendrils sprawl out of Mirko’s Lantern and start piercing the Bugbear corpses, making them rise on their feet as puppets controlled by Mirko’s threads of cruel light. The fight resumes, and now you have to fight the ever-rising Bugbears as you handle Mirko himself simultaneously. Emptying the Bugbears’ HP bars makes them collapse momentarily, but Mirko soon enough sews them back together and makes them rise and haul with his Tendrils. In addition to his prior strategies, now he organizes team attacks with the Bugbears, such as making them rush you and then attacking you right after you Quickstep with a tight timing, or making them do a grapple attack that holds you in place while he uses a powerful charge attack or throws a flashbang to deal big damage to you. Mirko’s Flashback Boss Fight is meant to be a fairly difficult micromanagement-based fight that tests you on quick decisions, but it’s still mid-game level stuff. The Bugbears are pretty fragile, and if you hit Mirko with the flashbang trick, he loses control of them, making them crumple. It’s all about finding the right timing, as there’s a lot to keep in mind, but Mirko and the Bugbears are rather slow. Keep a calm head, deal with each attack as it comes, and you should emerge victorious.
After the fight, Mirko, gravely wounded, still refuses to speak a word about Summergale’s past, claims this isn’t over, and rips open the Bugbears, spreading their blood around in a spectacular manner. Summergale is about to go at him again, but Benson cries out to Summer, warning her that they must leave immediately: Bugbear blood is pungent, and it attracts other Bugbears, enraging them. The area will soon crawl with Bugbears from all the blood spread from these two, and so Summergale gives up and takes Benson and herself out of there… But not before Mirko says one last thing: “It doesn’t matter if you have your memories or not… It’s already begun, and not even you can stop it now. Just go back to your hovel and await the great news, traitor”. Summergale didn’t quite fully understand this, but her stomach felt like a bottomless chasm when the words “It’s already begun” reached her ears: She didn’t know what that meant, but just judging from her body’s response, she knew something: It was bad, and it had to do with her.
Well… More on Mirko later, when we tackle the plot in full. He is, in a way, one of the catalysts of the story, after all. After this, they meet in the castle and Summergale kills him, as mentioned previously.
But enough about Mirko, let’s meet the last entry in this post… Or shall I say, Entries. Plural.
“Another dual boss, Dreamer?” you no doubt asked yourself. No, but at the same time, yes! That’s my answer, and this is my explanation: The 6th Lantern of Gemini, Cecile/Vogt.
In an area known as the “Numb Gaol”, the otherwise unnamed underground prison of Ceoca Castle, Summergale and the player, surrounded by torture tools and chains that have not seen sunlight in years, will do battle with Cecile. Cecile, much like Summergale, is tanned, which contrasts beautifully with her light blue hair. However, neither of these is the most striking aspect of Cecile, oh no, that’d be her crown of horns. Cecile’s eyes are completely covered by what can only be described as a crown of horns. Cecile is a Glaistan, from the Glais Commonwealth, a country in the Southern Half of the continent known for its goat-like people. Most Glaistans have a set of two long horns, but Cecile is an abnormality, possessing instead an innumerable amount of smaller horns that grew like an unkempt garden on her forehead area and around her head, covering her eyes. Cecile wields the 6th Lantern, the Pact Lantern, which looks exactly like a traffic light. Cecile wears the seemingly unwieldy pole-supported traffic light on her back without a problem, which contrasts with her purple robes with silver patterns. The Glaistan expresses her gratitude for being able to confront Summergale, telling her not to worry about the torture tools surrounding them: She plans to kill her at the first opportunity. Summergale responds with “What, you don’t want to hear how I did that in the first place?”, which is immediately shot down by Cecile with “Oh, don’t try to to get any impassioned hint from me like that. Mirko already told me you don’t remember a thing. It’s a pity you’ll die without knowing why… You won’t be able to repent in the afterlife, and the mere thought makes me ache, but it is what it is.”
“Tch… Arc damned slimy bastard made sure to let everyone know about my little memory loss problem, huh? Hey, I’ve come this far, at least talk to me a bit. You’re going to kill me, right? At least let me know what I did to you all!”
“...No,” replies Cecile, “there’s no need to te… To te… Hrrrg… YYYYYOU FLACCID BACK ALLEY WHORE, YOU’VE GOT A LOT OF NERVE SHOWING UP HERE!”
As she’s saying this, Cecile suddenly clutches her chest, and her horns begin to shift, opening the way to her eyes and accommodating themselves more orderly, on her forehead and to the side of her head, completely unlike the unkempt garden of horns she previously had. Her red eyes now visible, it seems her change was not only physical.
“You! How dare you forget about everything! How dare you just relinquish your sins as if you weren’t the one who ki-- No, shut up, Cecile, I’m letting her have it! This bitch will die regretting what she did, she doesn’t deserve a pleasant passing!” -- ‘Cecile’ convulses once anew, and her horns become an messy crown that covers her eyes again -- “You don’t get to decide that, Volg. On the off chance that she beats us, she’ll armed with more knowledge, and knowing is half the--” -- Cecile’s horns shift once again -- “BY THE ARC, yes yes, it’s half the damn fuckin’ battle, yes, you say that every time, would it KILL you to look up some new phrases or proverbs? You ok we beat her to an inch of her life, then I tell her, then we kill her, then?” -- Volg once again turns into Cecile -- “That’s acceptable, actually.”
“Well, you can tell my amnesia is particularly terrible, because there’s no way I would otherwise forget a freakshow like you,” snarks Summergale as she assumes her combat stance.
“My, how rude.” “Choke on dick and die!”
Cecile and Vogt reply in quick succession and the Lantern Boss Fight against Cecile/Vogt begins.
Cecile and Vogt are two personalities that are housed within the same body. Cecile is the more rational and calm of the two, while Vogt is rowdy and aggressive. Despite their fundamental differences, however, the two consciousnesses usually find a middle ground where they can agree to do something, for they come from the same psyche, after all. The Pact Lantern that they wield has the special power of allowing the wielder to do “intrinsic transactions”. That means they can trade aspects of themselves for other aspects, or to heighten something they already have. Cecile and Vogt, however, utilize the Lantern in a different manner: Cecile, a skilled and intelligent spellcaster, trades her physical faculties for heightened mental faculties. This manifests around her as a transparent green ‘command center’ that surrounds her (imagine keyboards, monitors, a little spinning radar, etc), with the Lantern standing tall behind her as the centerpiece. She floats around very slowly, but she is constantly bombarding the player with different spells. As she’s traded most of her physical faculties, she can only move her arms and hands, and does so to operate her ‘command center’, which is how she launches spells (it makes her own advanced spellcasting easier to comprehend to herself by associating some physical actions to it is the lore reasoning, and the design reasoning is that it looks cool). Cecile bombards the player with the Four Elements, in contrast to her otherwise technological look (intentional; she might be using the primordially technological Pact Lantern, but she is from a Southern Half nation, and an expert traditional spellcaster), all of which have a different tell before assailing Summergale. The Glaistan will shoot quick blue-Dyed Firebolts directly at Summergale, (you can melee these to absorb them; the tell is her mashing on her keyboard), splash around blobs of water that remain suspended in the air before sharpening into ice spikes that descend all at once (you can shoot attack these blobs in any manner to get rid of them, which is recommended as they are numerous and descend quickly and all at once, which might catch you off-guard as you’re dealing with other attacks; the tell is Cecile spinning a steam valve with her right hand), creating a Summergale-sized wave of earth that comes from behind you or, if used on one of the platforms in the arena, makes that platform unusable for a while (there’s nothing you can do about these other than dodge them; the tell is her yanking on a lever with her left hand), and creating delayed blasts of wind where you stand (keep moving, nothing to do about these; the tell is Cecile manually making the radar device on the command center spin faster with her hand). Cecile moves slowly across the air and doesn’t really do much to defend herself other than viciously launch attacks. Periodically, an Earth Carapace generates around her, which takes a couple of shots or melees to break, and if you hit her too many times, she’ll use a blast of wind to propel herself away, regenerating a set amount of Earth Carapace. At set intervals, however, Cecil will tag Volg in by yelling her name. When Volg is in control, she becomes a completely different boss. Volg’s usage of the Pact Lantern is to trade “perception” for “wrath” and “instinct”. In place of the ‘command center’, Volg wears a transparent red spiritual armor, and instead of using magic, she uses the Pact Lantern itself as a large polearm-club. She attacks in a variety of ways by swinging the traffic light around. Her main attacks are a warcry followed by a quick thrust with the Lantern, dragging the Lantern across the ground in an uppercut motion to launch damaging torture tools at you (Dyed red), and spinning the Lantern rapidly to deflect shots and advance towards you. Shooting at Volg is mostly useless, as she will block most bullet. All of her attacks, however, are dyed Blue, and clashing is how you mostly will defend against her. Trying to simply dodge her around is going to get you beaten to pulp, as most of her ferocious moves have follow ups with very strict timing to dodge, or frame trap you entirely if you don’t clash. Volg can also stomp hard on the ground to make torture tools near her bounce upwards, catching a cleaver between her teeth, and VERY quickly lunge at you with the Lantern, spitting the cleaver either mid-sprint or immediately after the attack. Unlike Cecile, Volg is an expert physical fighter, especially trained against ranged foes. Volg can also tag Cecile back in by yelling her name.
So, how do you even deal with this boss? Cecile is what I’d call “HP Phase” and Volg is what I’d call “Lantern Phase”. When Cecile’s out, you mostly have to dodge, Quickstep, and disable her attacks while putting damage into her. If her floating away is too annoying, use the Amethyst Shot (Chain shot) to pull yourself to surrounding platforms, to the ceiling, or, if you can, to hit her and pull her to you. Summergale’s melee attacks drain magic, remember? Chain her in and melee her to debilitate her magic powers while refilling your own Mana. Directly after meleeing Cecile, she’ll use her wind to pull herself away from you, but will fly noticeably slower, attack slower (and her magic is smaller), and generate Earth Carapace slower. Melee her a certain amount of times, and you’ll forcefully make the AI tag out. It’s important to note that Cecile will cancel out all of your Gem Shots except Amethyst Shot with her own magic, so you’ll rely mostly on normal attacks and Chain for this. While she’s Volg, shots are mostly useless, and instead of dodging, you’ll want to meet her attacks with clashes. Volg phases are mostly to deal Lantern Damage and fill Avalanche when mastered. Clashing any of her attacks builds Momentum, every third clash you land directly against the head of her traffic light Lantern will take one Lantern HP out of her total of 4. But watch out, Volg’s attacks reduce a lot of Momentum if they land! Taking out one Lantern HP from Volg stuns her momentarily, dissipating her “armor” and letting you hit her for increased damage (especially with a Ruby Shot, the explosive one). Do NOT use Amethyst Shot (Chain shot) on her, as she’ll catch the chain’s head and throw you across the screen with a special counterattack. The main advantage to use on Volg, as mana allows, is to use the expensive Topaz Shots (hitscan thunder shots that immediately travel the screen and deal good damage, but use a third of a full MP bar per pop). Volg can block bullets, but not thunder, which will electrify the metal Pact Lantern and hurt her. The optimal moment to use it, however, is when she’s preparing her Lunge attack! Once she has caught the cleaver between her teeth, get ready. The moment she starts running at you, hit her with the Topaz Shot. This will cause her to crash from the velocity and force of her sprint being broken and will send her cleaver flying, Dying it red (remember this). At this moment, you can attack her directly briefly, BUT, if you are a true Notches pro (and you are), you can wait until the cleaver is aligned with her. If you shoot the cleaver at the right moment, it will be sent hurtling towards Volg, hitting her for big damage and giving you a huge boost to Momentum. Once only 15% HP remains, whichever boss is currently active will get away from your and say something (Cecil: “That’s far enough… Volg, she cannot leave this gaol alive! Engage Blood Pact!/ Volg: “Damn you, damn you, damn you! Oi, Cecil! That’s enough shitting around! Blood Pact time!”). The active boss then sends the Pact Lantern into overdrive, changing their color to yellow and emitting a powerful aura. Cecil and Volg can now tag each other in and out extremely fast, mid-attack even, so it will become a test to everything you’ve dealt with so far. The way this works is that Volg will mostly be in command, leaping at you, and while she’s midair, she’ll tag to Cecile, who’ll let out a magic attack or infusion, and quickly tag back to Volg so she can finish the melee attack. It’s a strategy based on their perfect coordination, but you can use this against them! Remember how Cecile blocks Gem Shots and Volg blocks normal shots? Using two shots quickly followed by a Gem Shot will trick Volg into trying to block the Gem Shot as if it were a normal shot, getting hit. Likewise, using two Gem Shots followed by a normal shot with get Cecile mixed up and make her unable to block it. The advantage of the former is obvious, but why would you depend on the latter strategy? To hit the Lantern, of course, and deal Lantern Damage. Shots directly to the Lantern in this phase deal one Lantern HP. With so little HP remaining, it might be wise to do so! Keep up the mix-ups and finish them up in whatever way you wish. Grievous Attacks against Cecil are activated directly below her. Shot Grievous makes Summergale use her Chain Shot to pull her to herself, blasting her away with a point black explosion from the Ruby Shot, while Melee Grievous makes Summergale use her Chain Shot to pull herself up to Cecile, punching her square in the face and bringing her all the way to the ground with, disabling her flight, Ice Spikes, and Earth Carapace temporarily. Grievous Attacks against Volg (including the Blood Pact phase) are activated adjacent to Volg. Shot Grievous makes Summergale jump kick Volg in the chin, land behind her as she’s collapsing backwards, pressing the barrel of her rifle against her back, lifting her, and letting loose three consecutive Topaz Shots pointblank, while Melee Grievous makes Summergale give Volg a firm uppercut to the chin, followed by gripping her rifle by the barrel like a baseball bat, and smashing it against Volg’s kneecap, disabling her dash attacks and slowing her down temporarily.
After being defeated, Cecile lies midst the many torture tools. “And so, you claim another one of us, you greedy nobody… Haha…”
“...I couldn’t convince you to at least give me a hint, could I?” Summergale inquires as she looms over the dying Glaistan.
“You’re getting nothing out of m--EAT SHIT.” interrupts Volg with her usual glamour.
“Ah. The other one. Well, I don’t exactly have all the time in the world, so I have to get going.”
“Wait,” Volg hails, standing up with what little strength her broken body has left. “...I hate your guts, but I ain’t a pussy like Cecile. You fought us directly and you beat us. If nothing else, I can give you a hint -- Volg, stop right now, die with some dignity! -- I should say the same to you, Cecile. It’s over. We already played our part, we can just keel over and die, knowing those Urelian shitheads will get what’s coming to them.”
“...So you’re really targeting the Ureles Empire. Don’t you realize that this will only fan the flames of their wrath!? I hate those bastards as much as the next girl, but I also know how to not sign a death warrant for my country!” yells Summergale.
“And whose fault do you think that is!?” Volg chastises as she crumples once more, her wounds too great for her. “We had the perfect plan! We had the perfect way to exterminate all of those bastards in one fell swoop! And you ruined it all in one day, you smashed this carefully calculated clusterfuck of righteous retribution!”
“I… Did? How could I alone have done that?”
“Ask your partner over there,” Volg whispers as she points at the rifle. “The second notch holds the answer, you sick bastard.”
“The second notch?”
“Yeah… That rifle should have had two notches carved on the stock when you came by, no? Ever wondered about them?”
“Who did I kill?”
But Volg simply smiles. “See, Cecile? Someone that doesn’t know anything can’t feel any pain, but give them a little morsel… And… Suddenly… They realize just how badly… They are starving…”
With Volg’s sick smile, Cecile and Volg pass away, not before taking one last jab at Summergale: Giving her just enough information for her to realize just how little she knows. Summergale silently takes out her small knife and carves not one, but two new notches on the stock of the rifle.
As for their lore, to close up this post, Cecile used to be a single consciousness, but during the tests and development of the Pact Lantern, she grew very close to a rowdy scientist named Volg. The two became inseparable friends, if not more, who would often banter and take jabs at each other, but all in good fun. Cecile was a foreigner from the Glais Commonwealth, and while Phebea is known for its hospitality for foreigners, the ambiance in the castle was a little different. While not xenophobic, the royal guard is rather nationalistic, so Cecile, who was brought in by the King of Phebea as his Court Wizard, received a rather cold treatment. Volg, on the other hand, always treated her fairly and warmly, if not lacking at all in friendly vitriol. During research, however, a certain incident occurred in which an Ureles Empire spy found his way to the Laboratories one day, late at night. Volg, who was the only one still working there, saw him, and just as she rang the alarm, a poisoned dagger thrown by the spy pierced her neck. By the time help came, Cecile included, Volg was already dead. Consumed by her wrath, Cecile eviscerated the spy with her deadly magic, swore revenge, and volunteered for the Dim Lanterns project. The Pact Lantern’s special ability is to do “intrinsic transactions”, and so Cecile’s first transaction was to bring Volg to life. By sacrificing part of herself, Volg was revived! In her mind, at least. Rather, what Cecile did was give part of her identity away so it would become a facsimile of Volg who would live in her forever. It was the only solution she had, and ever since, Cecile and “Volg” have shared a body, a mind, and a reality submerged in denial. Cecile’s horns move way to reveal Volg’s eyes when Volg is the dominant personality because Volg’s eyes were Cecile’s favorite part of her, and the Pact Lantern’s power was so absolute due to Cecile’s conviction that she could revive her this way that her body changes to fit this ideal. In other words, it’s an unnatural metamorphosis brought by the Lantern. Change the inside enough, and changes reflect on the outside, after all.
Well, that’s that for this post! I hope you enjoyed it. The next post is more technical-minded, with stuff like controls, level design, and other such things. See you next time!
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rpgsandbox · 7 years ago
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Hollowind is a vast megalopolis that fifty years ago, thanks to Merlin’s Edict, managed to overthrow the tyranny of arcane families; since that very moment it has been fighting the remaining survivors of the Purge. The Bureaus represent the first line of defense in their daily battle against enemies within and without, observing the motto: order, reveal, and persecute. Anyone attempting to break this new balance, conquered with the blood of thousands, will have to face the Bureaus. The arcanists are always plotting, and people must remain vigilant.
The Silence of Hollowind is a Urban Fantasy role playing game, based on the Savage Worlds rules but with the addition of setting-specific mechanics to enhance gameplay (but which will also be adaptable to other systems). It is a complex and detailed setting, aesthetically reminiscent of 1930s United States but populated by Orcs, Elves, Dwarves and countless fantasy creatures living within the oppressive Hollowind, a metropolis rich with mysteries and contradictions where magic is outlawed and whoever makes use of it is hunted down as a criminal.
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The core book for “The Silence of Hollowind” will amount to about 130 pages, which might increase based on the stretch goals.
Within the book you will find:  
A deeply structured setting, filled with mysteries.
Several play styles, from purely investigative games to action-pulp adventures.
Playing the role of lowly Order agents, skilled Revealers or brave Persecutors. If stretch goals allow for it, you will be able to play as Arcanists and see things from a different perspective.
Dozens of NPCs and ideas for investigative sessions.
A variety of conversions for different rule systems. The initial project includes compatibility with Savage Worlds only, but stretch goals may unlock more. Each system conversion will be released through its own free PDF.
Layout and art direction aiming to evoke the setting and resemble dossiers from the very Bureaus.
A map of the City of Hollowind!
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You might be wondering why we didn’t simply choose a single existing system, or why we didn’t custom-make one for Hollowind. I can tell you we spent a lot of time on this decision, but in the end we realized we wanted this game to be approachable by as many people as possible, with as little effort as possible. This means relying on widespread systems, allowing every group to choose the one they are most comfortable with. Each rules conversion will provide everything you need to adapt your system to our setting in a few easy steps, keeping your focus on the game, not the conversion.  
At the same time, we will develop special rules for the Savage Worlds conversion (this is the first system we will design for) such as “Interrogation Scenes”, “Arcane Plague”, “Arcane Fogs” and several Edges dedicated to playing Hollowind. All these rules will be released within a free PDF.
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Given their power, wizards have always been considered akin to Gods. And like Gods they built Zapiri, forcing the ground itself to rise above all of Hollowind, the vast city founded by the sorcerers’ servants and submerged in the arcane mists that slowly fell from the dwelling of the Gods.  
Despite their power, they were unable to save themselves from the spreading Arcane Plague. The magical illness struck regardless of lineage or position, and the panicking populace begged their masters for salvation but received no answer. The outcry was first moved by fear, then grew ever more violent, culminating into bloodshed and repression. Only the direct intervention of the Primage Merlin was able to bring temporary peace: he promulgated the Edict, which limited the use of magic. Then, he disappeared from the pages of history.  
Sadly, Merlin’s Edict was not sufficient to protect the Arcane Families: it simply proved to all unarcanes (those without magical powers) that the use of magic was indeed the cause of Arcane Plague. Urged by the public outcries, the Families granted increasing rights to the people; part of the reason was that many wizards had already been killed by the epidemic.
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However, such a secret could not be kept for long; when the people learned the truth, a ferocious rebellion broke out. The insurgents assaulted Zapiri with the help of Giants, cornering the already weakened Arcane Families.  
In the darkest moments of the Purge, the arcane clouds over Zapiri ignited with a fire that killed thousands among insurgents, mages and monsters. That event marked the end of Magocracy and the beginning of the Government of Hollowind. Zapiri was quarantined and the Bureaus were created to prevent the mages from regaining their position. The Bureaus’ names form the motto known by every free citizen of Hollowind from their very birth: Order, Reveal, Persecute.
Forty years from that day, Hollowind is fragmented by arcane mists that split its territory into dozens of Urban Islands, safe districts swimming in a sea of magical fog. Due to the Giants’ help and the vertiginous technological evolution freed from the Mages’ yoke, the Islands can now boast towering buildings, cars, trains and firearms. The many races populating Hollowind are a true powder keg of ethnic tension, threatening to explode at any moment; fear of losing what has been so hard to earn led the Government to fight fire with fire, employing the use of manite: a mineral composed of crystallized mana acting as fuel for Hollowind’s latest technologies, making it the most advanced country in the entire world.
But at what price?
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If you want to give The Silence of Hollowind a try and discover what it has to offer, you can download the free scenario “Just a Taste”, developed in collaboration with GGstudio (Italian publisher for Savage Worlds)!  
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The core book for “The Silence of Hollowind” will allow you to play the role of agents from the three Bureaus fighting against dangers criminal and arcane. Each bureau has different goals and embodies a different approach to the game.
Bureau of Order: Officers handling everyday cases that do not involve magic and aren’t relevant to the entire megalopolis. They investigate murders, robberies, burglaries and such (apparently) non-arcane crimes. You might think of them as policemen with firefighting duties. Suggested option for those who are new to the setting or prefer low-magic investigations. Still as deadly as other choices.
Bureau of Revelation: The best detectives among all Bureaus, tasked with solving arcane or high-profile mysteries. They may deal with common crimes if these prove especially complex or unusual, such as with a serial killer or a smuggling network. You might think of them as federal agents. Suggested option for those who like magic to be involved in their investigation, and possibly to face monsters and deadly arcanists.
Bureau of Persecution: Special squads trained to fight wizards and arcane monsters. They are the hammer of the Bureaus: their duty is to forcefully annihilate threats without hesitation, since their intervention is synonymous with a desperate situation. They might also lend their support to other Bureaus if a specialist is needed to capture or locate an enemy. You might think of them as S.W.A.T. squads. Suggested option for those groups who’d rather have deadly confrontations and little investigation in their games.
Needless to say, if the crowdfunding proves successful we plan to expand the possibilities by including new races, archetypes and even the opportunity to play as Mages!
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Inspirations for this setting and its themes have been many: the concept of fear and mystery was inspired by 1984; H.P. Lovecraft, Dark Souls, The Order: 1886, Sine Requie (Italian RPG), Vampire: the Masquerade and many other detective stories across all media. The game has developed and grown in the span of several years, becoming a reality thanks to the many people who worked on it and poured themselves into their work, giving life to Hollowind.
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This kickstarter is raising funds for both English and Italian language editions.
Kickstarter campaign ends: Thu, November 23 2017 3:58 PM UTC +00:00
Website: Facebook
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koiandjelly · 5 years ago
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Bounding Beyond the Stars is the overall title for not just one story, or one world, several worlds to universes, but the entirety of my creations as a whole!
Here’s some relevant Vocabulary that I’ve devised to help with understanding BBtS and all of its funny little traits.
Domain: There is one Domain per creator irl. I’ve noticed that many authors and writers and otherwise creators of worlds will make a story in one setting within a particular universe, and then in their next work, make an entirely new one with absolutely no connections to the previous work, other than sharing a creator. Two entirely separate universes, narrowing down to the stories taking place within, connected by only the author. And for all that I’ve looked, there’s not really an exact term to describe that other than works, or creations, of the author, which I think can be a bit confusing. So at least for my purposes, I’ve made a whole new sphere of containment, to group together works in an easier to grasp term. A Domain refers to every single creation of a person, so as to give myself a limit and explanation for as to why my higher powered characters shouldn’t just be able to pop into fuckin’... Frozen, or something, and say hi to Queen Elsa (idk I watched it in like 2014, but it’s the first popular thing to come to mind), when intermultiversal travel via portal, power, or some kind of magic manipulation is a key part of many power sets— and, well, the obvious answer is that Copyright Infringement is why they can’t, but *that’s* pretty immersion breaking now, isn’t it? This is very relevant to my writing because I create and worldbuild on the macro scale above universes themselves. I work on the concept of realities being contained entities rather than ever expanding, because tbh? I read a ton about the theory that our universe is ever expanding, and I then proceeded to give myself a headache trying to comprehend what could exist *beyond* what exists. With that in mind, I’mma lead into the next essential vocabulary term.
Void: The Void is the Absence of All That Is. The Void is what never happened, what never can be, and that which has ceased to be. Flowery prose aside, the Void is the Counterpart to Reality, and it is a concept/non-entity I spent a great deal of time considering and designing. Because, I’ve noticed, that it’s very common in media such as novels to anime to webcomics that, well... 1. Dark=Bad, 2. Destruction=Bad, 3. All of those things are bad, and therefore evil, and often malicious.
As I’ve taken inspiration from shows like Madoka Magica, a bit of Evangelion— mostly what I’ve read about it as a deconstruction of Mech anime, and Worm— I really really like to use Subversions of tropes, Aversions, and basic Deconstructions of popular character archetypes to common plot devices, or even overall concepts that my brain’s refusing to give me examples of right now.
Back on topic, though, whenever I see something with a name like or exactly being The Void in a story or other such type of creative content, it... never really matches my personal understanding of what Void means, as a word with a definition. To me, and as such I’ve written it, the Void is absolute emptiness. It is nothingness incarnate, where truly, completely, not even concepts can survive before ceasing to be. This will make more sense as I move on, but to emphasize, the Void itself does not truly *exist*, but it is the absence of existence at all. It is a corruptive force, though, always gnawing at the edges of Reality. It has no agenda, no purpose, and it cannot even be compared to a single cell organism. It has no sense of self preservation, because the Void has nothing to preserve. Just as a tide erodes the cliff side stone, the Void erodes the structures of reality. I’ll mention while we’re on the topic, that this is one of the reasons why the Gods exist. I’ll elaborate on them eventually, because now it’s time to move onto Reality.
Pure Reality: Pure Reality is the canvas, the egg, the cell, the vessel in which Concepts can exist. It is the base layer of all existence, and provides structure for which anything can come to be. Pure Reality is, unlike the Void which is pure absence, pure presence. Pure Reality is, in fact, a stray fragment of an even higher entity of Creation simply dubbed True Reality, which is called so to describe its nature as a perfect structure. It will be the next term, so for now I’ll remain on the topic of Pure Reality. The Pure Reality in which BBtS takes place is, as of right now, the only existing piece of creation in the entire Domain that is not True Reality. Pure Reality is massive beyond human comprehension, beyond scale that even I can’t actually visualize on a personal scale. It envelops Three Multiverses, another term to be described later. Each Multiverse houses several Universes, all of which are related through similar conceptual structures and universal laws. The smallest is Tanzanite, home to only 10 Multiverses. Then there is Citrine, housing 12. Peridot is the largest Multiverse, home to 24 total Universes, each populated with unimaginable numbers of lifeforms and potential beyond anything you or I could imagine. Pure Reality is actually somewhat comparable to a simple Cell, actually. It is surrounded by a wall that is unique and, to Gods, Mortals, Immortals, and any entity that are neither or otherwise not— the Crystalline Wall is conceptually indestructible to all but the Void, be it the Void itself or an unfortunate replica of its forbidden effects. It is the ultimate defense of all that is known to those who exist within Pure Reality, who, I forgot to mention, has a name. Pure Reality is referred to as Etherivium by those who are aware of it— much of the true nature of the Pure Reality is largely unknown to all but the Gods, and even then, the Gods are not all knowing. They were born of it to exist as caretakers, and to maintain Etherivium’s Core Concepts and various structures.
True Reality: This is the infinite realm in which the Progenitors reside. True Reality itself is the main body of existence that Etherivium split from, an event that occurred before Time has begun its firm grasp in True Reality’s conceptual idea of Things That Could Be. Time itself is a confusing concept, as what defines it is dependent on many factors— time slows as you fall from a tree, when you can count the leaves for an age before your back hits the ground. Or it can quicken, when a pair of friends spend time together, and an hour has passed in a few blinks of enjoying a video game together. So that, for example, is how Time is perceived on a mental scale. But it can also change and warp in terms of spatial warping, too. Gravity alters the passage of time, for instance. Time can flow strangely in more ways than one, and especially so with Magic thrown into the mix. But Time may be discussed as a Concept later on. True Reality is named, similarly but more succinctly than its child, Etheri. Etheri, to a human witness, manifests as an ultimate culmination of everything powerful and stable and full of unburdened potential given form into that of an infinite landscape. It is an expanse of deep, rich black vines, intertwined with silver structures of living wood and raw mana, (which is a vague description right now, but Magic and all that it relates to is something I have a very in depth grasp on. It’s on of the most important parts of my worlds, as a force as everpresent and undeniable as Gravity, and used by my most developed worlds as an extension of ones self, a necessity to just functioning in general, as natural as oxygen.)
Everything within Etheri is, in a certain way, refracted, mutated, fused, and/or otherwise different than just one thing. Since it is a place in which Chaos exists in its most... Hmm. Well, it is in somewhat of a pure state, as it exists in unification and flawless tandem with Order. Life coexists equally and perfectly with Death. Light, or rather more accurately (Light is an inaccurate descriptor, but it is the most common term) The Existence and Presence of Energy, is equivalent with its counterpart Core Concept, Darkness, which is also an inaccurate term, as it is more accurately the concept of The Absence of Energy. Light without Darkness is stagnant, and frozen, as Light is the name of the Concept of All Forms of Energy. Any type at all, be it light itself to kinetic or friction or static— Light is all Energy, specifically Energy in its existence. Darkness, conversely, is the countering concept in which Energy is not nonexistent, but rather not present. More on how the Six Core Concepts function as foundational pillars for a Universe will be described later.
To close up, I will describe the Progenitors. There are as many Progenitors as there are different ideas, concepts, creations, and dreams in the Plasm of Reality (recall the cell comparison which I realize I got off topic from— Within the Crystalline Wall, Etherivium contains a... technically, a more conceptual structure than actually physical thing, called Reality Plasm. It can be compared to a latticework structure, or a grid, or my favorite, a sheet of cloth for which Gods may embroider their own concepts onto. Anyway, the most powerful of the Progenitors are entities based upon Concepts that occur more and more with more necessity for others to exist upon. The broadest, most basic, general Concepts are called Core Concepts. For most Universes, there are always at least the basic Six: Life, Death, Order, Chaos, Light, and Darkness. These Concepts, all together, encompass everything needed for a universe to function. The Progenitors, similar to Conceptual Gods which are, actually, born from Etherivium’s “memory” of the Progenitors— The Progenitors are the source of the Concept they are born of. There is only one entity in all of the Ashen Domain (the name will eventually be clear— it has to do with a character/entity that is still being developed.) that can damage a Progenitor— and furthermore Destroy one. They are, in terms of sapient life and characters, the ultimate Highest Tier in terms of, in general, everything. They are the true and ultimate embodiments of their Concepts, and are alive and sentient in ways incomprehensible to mortals.
All together, the Progenitors are the sources of Concepts, and Etheri works with them for a single, simple goal. An impossible one, even, but even that is uncertain. The Void must be filled in, until there is nowhere that the Void Is and Is Not. Everything, everything and all that could ever be, Etheri desires in the purest of ways to make it so that the Void has been replaced with Reality. It’s a little difficult to think about, because an infinite plane of Existence versus an infinite Absence of All should have no outcome. And maybe it will go on for the Domain’s eternity, stagnation in progress while the conceptual madness of things that could be forever evolve and refract off of each other beyond the scope of my imagination.
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ddrkirbyisq · 5 years ago
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Life has just been chugging along, it seems.  Nothing spectacular has been happening, but that's not a bad thing really at all.
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Crunchyroll Expo 2019 happened and I stopped by on Saturday to hang out, walk around, and go to some things that seemed interesting.  I got to go see the premiere of the first two episodes of Season 3 of Chihayafuru which actually ended up being a highlight of the entire thing, I had no idea I was going to enjoy it that much!  That moment near the end when _____ finished playing their match and thought to themselves _________ and the other member on their team suddenly realized _________, omg, that really really got to me for some reason.  So yeah, that was great!  Makes me want to rewatch the first two seasons at some point, especially to refresh my memory about all of the other more minor characters that I completely forgot about, haha...oh!  And I just remembered that there's a live action movie series as well...maybe I'll give that a watch too =X
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I bought and played through all of Mega Man 11!  I pulled the trigger after watching some reviews and such and since it was on sale on Steam.
I ended up enjoying it quite nicely!  It's a nice blend of old and new as far as Mega Man goes.  The thing with Mega Man is that the old tried and true formula is really just great at its core -- running and jumping and shooting.....more running and jumping and shooting....it's just good 2D platforming at its finest and I've always been a huge fan of it.  That said there ARE already a ton of classic Mega Man games out there, so as much as I'd love more games in the vein of Mega Man 9 and 10 (which were faithful to the NES series) (various fangames also exist, some of which I've played through), I will say that the fresh coat of paint that Mega Man 11 offers does make a lot of sense.
The graphics were pretty decent and I didn't mind the 2.5D much at all!  Unlike a certain other popular game pretty much everything was very readable -- just look at the screenshot above and how obvious it is that the yellow center pieces of each gear are in the foreground, while the rest of the gear is in the background.  One thing I thought looked a little odd were the "fuzziness" of the black outlines on the cel shading, but maybe I should chalk that up to me playing on a monitor with only 1280x1024 resolution?  Perhaps it looks better with a higher pixel density, but maybe rendering thin outlines is just not a strong point of the cel shaded look.
The bosses were pretty well designed -- they had a lot of personality, both in their animations and voice acting (I played only with the Japanese VA).
Maybe I was a bit biased after watching a video analyzing the level design, but I really did appreciate the designs of most of the stages and how they made for interesting progressions despite only using a few unique elements per stage.  It felt like they really made the most of many (perhaps not all, but many) of the different "gimmicks" they introduced in each stage, and that sort of clean, logical, and pleasant progression reminded me a little bit of Celeste.
The main "new mechanic" of MM11 is the "double gear system", which allows you to get a temporary limited boost to your power or slow down time for a bit.  It was an interesting concept, and actually played out pretty neatly in practice a few times -- those moments when you activate the both (double) gears at once for a last-ditch attempt to beat a miniboss and then finish the fight at low health.
However, one of my complaints about all of these "extra" 2D platforming abilities -- whether it be special weapons in mega man, additional items in shovel knight, or even magic spells in hollow knight -- is that they tend to provide a sort of frantic decision paralysis in the moment while you're in the middle of an intense fight or platforming section.
The issue is that platforming and jumping around and shooting and all of these things already occupies so much of your brainspace in terms of attention required, that it's really hard to also add in the double gear system and trying to use the different special weapons and all of those things.
Now that I'm writing about this, it really gets me thinking about 2D platformer ability design.  I know that other people might really enjoy switching between different weapons during the middle of a Mega Man level, but I've always found it to be cumbersome, and a weak point of the series for me personally -- I always Buster my way through most of the stages unless there's something particularly well suited for a particular weapon (e.g. a tricky room, a platform that I need to air-dash too, etc).
There are multiple reasons for this:
- Weapons have limited ammo available (whereas the mega buster has unlimited ammo), so you naturally want to conserve them for situations where you actually NEED them.
- In addition, the bosses at the end of each stage typically have a significant weakness to a single weapon, and you don't know what it is ahead of time.  Since the boss battle can be one of the most difficult parts of the entire stage, this incentivizes you to save all of your ammo for the boss.  Again, you don't know which weapon type you'll need, and frequently you'll need all of the ammo of that type to beat the boss.
- Switching weapons requires either opening up the menu -- which is awkward in terms of game flow -- or quick-toggling via the right analog stick or the shoulder buttons.  The right analog stick selection is actually great, but there aren't enough opportunities to really =practice= mapping each direction to a weapon in order for it to become second nature.  Because of this, switching weapons requires you to stop and think about which weapon you want to use, figure out which direction to press in order to switch, THEN go about using the weapon.
So even though I thought Mega Man 11's eight special weapons were GREAT in their variety and design (you could tell they each would be useful in very different cases), I didn't find myself using them much outside of boss and miniboss battles.
I know this is part of Mega Man's fundamental core design, so I don't really blame Capcom for not iterating on it, but I do wonder if perhaps a different mechanic for boss weapons would work a little better.
If you look at abilities in Metroidvania games, you'll see that they fall into two different groups:
Some abilities fit very naturally into gameplay and you find yourself using them again and again very naturally.
The most common way for abilities to fall into this category is for them to just be upgrades to your existing powers.  Get a main weapon upgrade?  You're automatically using it all the time.
Note that some abilities are not "direct" upgrades but natural and very obvious extensions of existing powers.  A doublejump ability, for example, is very straightforward to grok.  The speed booster upgrade in Super Metroid is the same way -- there's nothing complicated about how to activate it, you just keep running.
Another common way for abilities to fall into this category is for them to be required to be used very very commonly.  The morph ball in Metroid falls into this category -- you use it soooooo often that it becomes second nature for you to use it again and again and again.
Other abilities don't really become part of your regular rotation.  They're either too situational, difficult to use, have a cost associated with them, etc.
The X-Ray scope in super metroid sort of falls into this.  Not only does the X-Ray scope stop all of your momentum, but you often don't really =know= when and where you need to use it.  So oftentimes your only choice is to go through the entire world pausing every so often to x-ray scope......but nobody does that because that would take foreeevvverr.
Most of the attack spells in Hollow Knight tend to fall into this category.  Not only do they require mana to use (mana which could be used for healing instead!), but there aren't a lot of enemies where using a certain magic attack is required or even significantly recommended over just using your sword.
The good thing about the offensive spells in Hollow Knight, though, is that they're very easy to execute, like the special moves in the Smash Bros series: Button press gives you a fireball.  Up + button press gives you an upwards attack.  Down + button press gives you a dive.  Very intuitive.  So even though I never really ended up using most of these most of the time, they're still easy to remember.
Perhaps that's really the key -- the control scheme associated with the abilities.  The WORST way to add a new ability is to simply add a new button or key for every single ability you gain.  There are some games where at the end of the game literally every button on the controller performs a different action: Jump, Attack, Sprint, Dash, Glide, Special Move 1, Teleport, ....
So maybe =intuitive button combos= and =contextual actions= are the way to go.  That still doesn't fix the problem of having limited ammo though.
What about something like this?
Every time you beat a robot master, you unlock a new ability.  These abilities have various intuitive input commands, for example:
Jump + Attack (while in the air): Performs a mid-air forward dash with a sword slice.
Special button + no direction: Creates an energy shield around you that absorbs enemy projectiles.  The next time you press the special button, the shield fires in the direction that you are holding (or facing)
Special button + either side: Shoots a boomerang in the direction that you're facing.  It has some tracking ability, which means you can direct it upwards or downwards by jumping before or after the shot.
Special button + down: Sends an energy bolt downwards.  When it reaches the ground, it splits into two energy balls that travel along the ground until hitting an enemy.
Special button (while mega buster is fully charged): 
Button combinations and contextual actions are used to help your muscle memory instead of forcing the player to memorize the arbitrary position of each of 8 different weapons.
These abilities all draw from a =shared ammo pool=, encouraging you to choose the ability that best fits the situation.
The shared ammo pool replenishes every time you die.  Normally Mega Man weapons encourage you to AVOID using them carelessly, because if you use up ammo on a boss and then die, you're left in a worse situation than you started with -- having to face the same boss battle, but with less ammo available.
In addition, the shared ammo pool also replenishes through normal gameplay, via something like:
- Gradual replenishment over time
- Replenishes with each enemy destroyed
- Replenishes via random pickups from enemies and scattered around the level.  There's also a large pickup before each boss.
The point is to encourage the regular use of these weapons as the situation demands, rather than incentivize saving ammo for the very end.  You need the player to become comfortable with using each of these abilities and the only way to really do this is to incentivize them to use them repeatedly.
So I dunno, maybe that's not a perfect solution.  But I do feel like there is a lot of room for experimentation and iteration here.
One thing that Mega Man 11 DID do right was giving rush coil/rush jet it's own button.  Woo!!!
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Have been continuing to drill puyo transitions -- I've gotten sort of comfortable with the sandwich transition and am now trying to wrap my head around GTR.  Building the GTR core is ok, but I find myself having trouble finding the right forms to work on both the first and second floor simultaneously with GTR since it's only 3 tall and I don't yet have a handle on managing color conflicts.
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Final Presentation Script
Kia Ora
Hey team how’s it going? I hope everyone's had a  good day so far. My name is Jack and today I am here to talk to you about an issue that has been on my mind and in my heart for the past 12 months. Before we crack into things, I would like to thank everyone for coming out, sit back, relax and enjoy.
My name is Jack
I am a one-eyed Cantabrian now residing in Welly, I like to make people laugh and I am a huge fan of practising positivity in my everyday life.
I am here today because I am passionate about a cause, creativity flows through my veins and also I am bad at maths and science etc. Anyway lets get on to what you guys are all here for today, my major project.
Introduction to Project
With rugby being a key passion of mine, I really wanted to explore it this year through this project. With me also being a fan of positivity I wondered how I could combine these two passions of mine. So I flipped positivity for negativity and instantly it hit me harder than a Sonny-Bill Williams right shoulder, I had found my subject.
I wanted to set out to raise awareness of some of the horrible behaviours and actions that were occuring around our nations rugby sidelines every Saturday. I actually discovered a shocking fact that New Zealand’s rugby referee retention is at only 78%, which means for every 10 referees who start the year only just under 8 of them will return for the next season, with the rest hanging up their boots due to sideline abuse. We aren't gaining new referees, we are losing them and the game can not be played with no match officials.
The key thing I wanted to do is to get conversations started as if I could get people talking about the issue I believed that behaviours would begin to change later on.
The tone of the project needed to reflect me as a person, I didn't want to produce something really official looking and not enjoyable for me to make. Therefore I had three core values I wanted everything I did this year to stick too, Firstly it had to be relaxed, I am not a fan of stress so this was a huge one for me. Secondly it needed to be fun, I wanted to have a good, memorable time creating this project. Finally I wanted it to be a little bit spontaneous, this is to reflect me in how I don’t really like to plan things out, and have been known to wing things quite a lot. With these three core values in mind, I set out to do some research.
Research
What better way to research this than to head along to as many games as possible. For i’d say the entirety of the project I was out on the fields each Saturday, writing down notes, scribbling images and observing. I felt this was very beneficial to build some backing to what I was doing. When I got to a stage that I was comfortable with how things were I started to reach out to local clubs and unions. However I didn’t get the best response from this.
Another form of research was spending a bit of time on my laptop looking at articles, I swear there would be a new article every weekend about something bad that had happened. I also looked into sports psychology which was quite interesting too.
Crafting the Research Question
Now having a ruckload of research behind me I needed to craft my research question. I thought about what I wanted my project to do. I wanted it to most importantly raise awareness of the issue, I wanted to work alongside the communities and focus on positivity not negativity.
Then I thought about what I didn’t want my project to do, I didn’t want to go out there and force this down people's throats and change the way everyone was acting off the bat. I knew that I wasn’t going to fix the problem straight away. I also didn’t want to just look at the behaviours that were happening, I knew I wanted to focus on more than this.
So I came up with my research question.
Research Question
How can design create awareness in the behaviours and mindsets of people in New Zealand rugby communities, in regard to negativity on the sidelines?
Aim
With the Sideline Culture Change campaign it needed multiple creative outputs, I wanted to primarily focus on videography as that was what I found the most fun to do, I also believed this would be the most effective way to relate to my target audience.
Creating awareness of the issue would be the major goal of the campaign, it needed to do this through conversation. Sideline Culture Change needed to not only touch the minds of people, but it needed to inhabit people’s hearts to really have an impact and be well known throughout the rugby communities.
With a couple of already made initiatives and campaigns already out there, the campaign needed to build on from what is already there. It needed to look at the frameworks and previous research from the NZRU.
Finally the aim was to collaborate with local clubs and give them an opportunity to get involved. A key moment established was when the Wellington Rugby Football Club sat down to talk to me about the campaign and even lent me some of their gear to use in the videos.
Campaign Videos
With the videos the goal was to have one major video to let people know what was going on, this was the video that you have just seen. This video would set the tone for the campaign. Then there was the idea to show the issue through the eyes of the coach, the parent and the player, so that people from all different backgrounds would be able to relate to it.
Website
It was all well and good having these videos out but I needed something else for people to either get involved with the campaign or who just wanted to know a bit more on what I was doing with Sideline Culture Change. The website makes use of the crisp photography which was taken through the research process and also showcases all the videos as banners on the home page. The website is live right now, so feel free to check it out later on when you head home.
Gameday Flyers
I also thought that it would be quite necessary to have another way to direct people to the website and create more conversation. So I thought that flyers could be handed out on the sidelines. People love reading things whilst on the sidelines, this is proven as rugby programs are still a huge hit and many people even collect them. The flyers would showcase a hero image with a few facts about what was going on, in order to get people thinking.
Whakatinatina
With the core concept behind this project being whakatinatina, I really wanted to briefly touch on this and what is meant for me during my creative process. One of the big things was responsibility, I needed to be responsible for not only the amount of work I was putting in but how much love and heart I was putting in to the work I was doing. I would never outsource people for acting as I needed to showcase myself in my work, when it came to experiments I would always use my whanau as I have a huge sense of trust in my relationship with them.
Next I will show you a video of the user journey of Sideline Culture Change.
Design Approach
When designing Sideline Culture Change I absolutely needed to stay keen to my core values. By showcasing myself I believed the campaign would be a roaring success, unlike the Hurricanes Super Rugby franchise in the past few years.
Feedback from the first studio response was when I was given the idea of Kiwi drink driving ads, this type of humour i thought would be cool to implement when making the videos.
Feedback from the supercrit meant that I really just needed to focus on awareness, rather than correcting the behaviours entirely. I thought that this moment was a key time during the creative process.
Justifications
Two things that are probably still sticking out to you, Why no storyboard and why no other actors.
Firstly with the storyboard, it goes back to how I am a really spontaneous dude, with no plan for the videos my humour and mana would really come out of me, they say diamonds are formed under pressure and I always kept this in mind when creating video content.
And with no other actors I could do everything I wanted how i wanted. Another example of this style of videography is Chris Lilley from Summer Heights High. I also really just love myself so what better way to have fun and show myself off than to dress up as heaps of different people.
Challenges Faced
Obviously there were a few challenges that Sideline Culture Change faced along the way, the main one being how the NZRU were quite apprehensive towards the campaign, I would hear from them saying they were quite keen to know more, then I would get ghosted. In times like this the campaign would just have to move on and rise above it.
TImeline
Up here is a timeline of where Sideline Culture Change has been, where it is now and where it is headed if picked up. With the end goal of reversing the referee and young player stats, I am really keen to see something like this campaign happen.
Full Time Analysis
The whistle is about to be blown, its 7-5 to France in the 2018 CoCa 4 VCD final but Stephen Donald isn’t around to kick the winner..
Luckily The Sideline Culture Change campaign has stepped up to the tee.
Sideline culture change will encourage more players to play the game and make people think about their actions on the sideline.
Sideline Culture Change will create conversation and make our referees want to officiate.
Sideline Culture Change is the Stephen Donald to the rugby community and will kick that final goal.
And it's over
Thanks for your time today, I appreciate any further comments and questions.
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inventors-fair · 4 years ago
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Lyrical Poets
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There was a pretty diverse set of musical interests represented in this competition - a wide variety of artists and genres, which definitely kept things from getting dull on my end. Without further ado, let’s jump on in!
@antmations​ - Erissa, Bog Witch
Flavour: Spooky big bog witch makes everybody feel like dying. I'm not sure it communicates why I'm better off that way, but I'm sure she knows what she's talking about. Mechanics: A deathtouch creature is already a pretty significant deterrant to attacking, so adding extra downsides makes it especially unattractive. Be careful with effects like this because they often put the opponent in a position where they feel they can't progress the game without dying, which just makes the gameplay grind to a halt. Templating/Nitpicks: Nope, nothin'. Overall: Bog Big witch energy.
Charmera - Bad Moon Risen
Flavour: I respect how literally you played into this, especially the references to old card names. Kudos. Mechanics: Obviously with taking things as literally as you did, the design kinda has to wind up all over the place. My biggest takeaway from this one is that it feels like it should be a Saga that just ticks up through the lines you're referencing. Templating/Nitpicks: On MTG.design, you can use asterisks (*) to drop bullet points into your modal effects. It's super convenient. Overall: The chorus of this song is commonly misheard as "There's a bathroom on the right." That would probably be harder to design. 
@corporalotherbear​ - Tranquility, the Trickster
Flavour: You chose a very simple effect which gave lots of room for flavour text. Just with the lines included I still don't totally understand the why, but it definitely conveys what's going on. Mechanics: This is repeatable removal, and pretty strong removal at that. Red is supposed to be weak against creatures with high toughness, but besides actual-factual walls this will generally circumvent that. Templating/Nitpicks: While a creature technically can fight itself, if you asked players what that means probably 9 out of 10 would get it wrong. The correct way to template this would probably be to just write out, "deals damage to itself equal to twice its power." Overall: It is a heck of a trick, tho.
@dabudder​ - Unbounded Truth
Flavour: The lyric you chose is really wholesome and pleasant. Revealing cards feels like "saying what we mean", though it fights the theme a bit that only our opponents get in on that action. Mechanics: Peek with some incidental lifegain tacked on sounds reasonable, I suppose. Control decks probably wouldn't mind knowing what answers they need to dig for while giving themselves more time to do so. Templating/Nitpicks: You're looking for "card", not "spell", and converted mana costs are "high" rather than "great". It probably comes out, "You gain life equal to the highest converted mana cost among cards revealed this way." Overall: Thanks for going to the trouble of submitting it until it went through. I expect next week to go a little smoother for you. 
@dim3trodon​ - Paladin of Silence
Flavour: The lyrics are pretty evocative, and I can imagine a paladin saying (or explicitly not saying?) exactly that line. Good choice to lean on the spell Silence to define what exactly that means. Mechanics: I'm not sure what's Blue about this one. Perhaps it was for the Flash, but it's worth noting that every color has access to Flash for effects that genuinely require it to work - this would be one of those. Templating/Nitpicks: Kudos on being careful around flicker effects, though also be wary when you have to do that. It can be a sign that the core effect isn't very fun. Overall: 
@dimestoretajic​ - Kawejitch, the Unrestrained
Flavour: Thanks for putting a face to the lyric that's been stuck in my head since my childhood. Only a little surprised that face has a trunk. Mechanics: This is functionally unblockable, but Mardu probably adds up to that. The rate could probably use some attention, as an 8/5 unblockable for six is better than anything that's been printed. Putting combat keywords on a creature that's nearly impossible to block feels like a miss; I think it's to really stick the "couldn't hold me back" thing, but I feel like super-menace delivered on that well enough. Templating/Nitpicks: I hope I'm not the only that gets unreasonably happy reading lines of text like this. Overall: I've been talking to myself out loud the whole time I've been typing this. 
@emmypupcake - Burden of Despair
Flavour: Between the art and the flavour text, I can certainly feel the despondency of the situation. Mood. Mechanics: This is reasonably flexible removal, getting rid of little dorks entirely and mosty disabling bigger ones. The power drop feels pretty irrelevant since the creature can't attack or block anymore, but I suspect it's just there for symmetry. Templating/Nitpicks: Yours is one of only a couple submissions that correctly represented both title and artist in the flavour text. I'll be clearer about it in the future, but gold star for you in the meantime. Overall: Bog Big mood.
@fractured-infinity​ - Erase From Time
Flavour: I'm not sure what the art is showing me, but the flavour text does more than enough to set the tone. Gone for good. Mechanics: This is quite the clever little innovation, a variation on White's more permanent exile removal that is relevant in multiplayer. I'm a little curious why it phases instead of exiling, since the nonlegendary clause means it wouldn't hit Commanders either way, and the two are equivalent in most other cases. Templating/Nitpicks: No need for hyphens in "nonland" and "nonlegendary". Overall: This is one of those moments where you come up with a cool concept, you develop an awesome design around it...and somehow that design just no longer fits that concept. The biggest thing keeping you out of the winner's circle this week was that your innovation played in the opposite direction of your theme by making the removal less permanent. Solid design work, though.
@gollumni​ - Guildless Anarchist
Flavour: I assume the flavour text is mostly connecting with the first ability. Some designs just need the added context of a set or cycle to really make sense, and that's okay. Mechanics: Part of me suspects the first ability is a little overcosted, because it doesn't actually net you a card - see Haunted Crossroads for reference. That said, the repeatable removal and/or Lava Axe of the third ability seems pretty strong to make up for it. Templating/Nitpicks: Magic is picky, so you only "return" cards to the battlefield or your hand; you'll just "put" this one where it goes. Also, you'll want to include "untapped" in the cost of the third ability; the rules don't strictly require it, but templating praxis does. Overall: "Slaughtermatic" is my new word of the day.
@hypexion​ - Ravenous Extraction
Flavour: I've never heard it, but even just reading it that flavour text seems catchy. It has a clear message, and the Treasure tokens have added meaning thanks to the "inheritance" line. Mechanics: This hearkens back to Squandered Resources, both mechanically and thematically. Moving it to Red is probably correct in the modern color pie, though admittedly I'm not sure at what rate either of these effects would be fair. Nyxbloom Ancient triples your mana more permanently for seven, so...maybe five is fine? Templating/Nitpicks: For poetry, line breaks are as much a part of the writing as the words. If it's not possible to fit with line breaks intact, you'll want to include slashes to indicate where they should be. Geist of the Moors is an example of what that looks like. Overall: I'm going to have to look up this song to see how close it sounds to how I'm reading it.
@ignorantturtlegaming​ - Angel's Song
Flavour: An angel's song is definitely magic-appropriate flavour, and has a lot of room for interpretation. "Eternal life" as doubling your life total makes sense, though the burn part feels more like punishing the gathering than calling it. Mechanics: Moving Sphinx's Revelation to sorcery speed does hurt its power level, though I'm not sure it does it enough to compensate for all the upsides this has. Having the option of using it as a sweeper is huge, and the life doubling on top of the first mode seems like it gets out of hand quickly. Templating/Nitpicks: Modal spells only really have their modes. If you want the conditional part to occur regardless of which mode you pick, the correct way to do that is to include it in both modes. I agree this feels weird. Overall: A song called The Gathering was such an apt choice, kudos.
@illharg-the-rave-boar​ - The Key and the Gate
Flavour: I'm definitely picking up the "thrall to Yog-Sothoth" feel. And the card is powerful enough that it communicates a sense of powerlessness against cosmic forces. Mechanics: This card is quite the beating, but I suppose three-color, seven-mana spells generally should be. This is a pretty clear 'game over' in most cases - unless your opponents have another source of cards, the fact you're stealing one each turn and doming them for 7 every time they whiff should end the game pretty quickly. Templating/Nitpicks: There are enough details of the lyrics that lend themselves to Magic vocabulary (rainbow, cascade, even walls) that I wish the design were a little more explicit, but I understand there's only so much room. Overall: Songs these days really have nothing on great old ones.
@khyrberos​ - Neutral Physician 
Flavour: Few things make me happier than "deniability" on a card that  literally denies an ability. This has a few different things going on, but they're all pulled reasonably well from the text you're referencing. Mechanics: All the different pieces of this card kinda drag it in different directions. While they're clearly pulled from the lyrics, they don't really create a unified mechanical identity, which makes it hard to imagine how a card like this should be used. Templating/Nitpicks: If you want it to counter death triggers, you can actually just do that. "Counter target triggered ability if a creature dying caused it to trigger" does what you want without the weird timing restriction. Overall: I think there's actually something here, it just needs a little polish.
@macaroni-and-squeez​ - Rising Form-Claimer
Flavour: Using the untap trigger to show the creature "woke up" that way is really clever. Mechanics: The delayed trigger feels a little hard to track, and I can't help but think there must be a simpler way to achieve a similar feel. I do like the fact that the tap in the cost of the ability sets up the untap trigger, which makes the design feel internally consistent. Templating/Nitpicks: There's a comma missing between your costs, and you probably mean to say "When CARDNAME becomes untapped during your next untap step," otherwise the trigger hangs around indefinitely and goes off every time it untaps. Overall: Is this thing skinless until you activate the ability? Oh no.
@machine-elf-paladin​ - Goblin Firework Festival
Flavour: This line feels so much like a goblin rhyme, I'm really pleased that you felt that in it too. The unpredictability of the end result, and flavour of blowing up your friends and fireworks feels very resonant. Mechanics: This is a finisher, with a pretty clear multiplayer leaning. I think in practice this would generally kill whichever player is at the lowest life total, encouraging them to sacrifice everything they have, in turn possibly killing another player and encouraging them to do likewise. While the effect feels fun to read, I'm not convined the actual gameplay would feel interesting most of the time. Templating/Nitpicks: Gold star for the use of slashes to indicate line breaks in your flavour text. Overall: I hope this song is as fun as this design implies it is.
@martian-june - Blood Pact
Flavour: Combining a group hug effect with a group slug effect to convey "friends who bleed" is pretty clever. Mechanics: This is an interesting combination of 'White' and Black effects. The card draw is something that Black can do at this rate, and the opponents drawing cards probably covers any cost of the life loss. I'm not sure precisely what deck is looking for the combination of these effects, but it's neat to see them done together. Templating/Nitpicks: I don't think there's any strong reason for the "if" clause, there are very few effects that would prevent that from happening anyway. Overall: I like centered cards too.
@milkandraspberry​ - Taunting Slander
Flavour: I can see how "stupid butt" might get one's hackles up. Them's fightin' words. Mechanics: A fight effect with a little extra reach seems sensible enough. You'll often lose your creature along with theirs, so it's a little bit like a Heartfire. Templating/Nitpicks: "...each get +1/-1..." is the template you're looking for. Apart from that, I'd just like to see the flavour and reminder text italicised - it subtly communicates that I should be reading it differently, which is surprisingly helpful. Overall: Not too strong, not too bad.
@misswamyn​ - Bardic Inspiration 
Flavour: I can definitely imagine how a great song could get your troops a-movin'. I do wish there was a little more to make me feel why this song has this effect, but the overall effect definitely makes sense. Mechanics: The biggest miss is that there's nothing particularly White about it. Otherwise, perfectly solid. Templating/Nitpicks: This is a really simple line of text that has apparently never appeared on a Magic card before. Those are always a treat. Overall: Makes me wonder what the actual greatest song ever would do.
@mistershinyobject​ - Ghastly Grasp
Flavour: Drain is definitely a classically Black way to illustrate the concept of touch. The impression I get is that the creature is the one overwhelmed by your touch, though I'm not sure I immediately connect with the "almost convinced me I'm real" line. That part seems especially poignant, so I'd love to see it show through in the mechanics. Mechanics: You expressed some concern over whether this was allowed in Black - personally, I don't think it's even a bend. Because Black can get full drain at roughly this rate, it certainly wouldn't be a break for it to get only half of that. Dealing damage without any lifegain would have to be a bend then, but this sets itself up to gain life almost every time it's used. I think you're fine. Templating/Nitpicks: Power seems like an odd choice over toughness, just because it feels like it's operating on an entirely different axis. Overall: Killing a Rampaging Ferocidon with this would be so satisfying.
@misterstingyjack​ - Keeper of the Fourth Mystery 
Flavour: I wouldn't have picked up on what this card's flavour text was saying without your explanation, though with the explanation I can pretty clearly see what motivated your decisions. Mechanics: Expanding your tutor effects is an interesting space to play in, I wonder if there's a good way to make it work. Templating/Nitpicks: Unfortunately, this template probably doesn't do it. I don't believe an effect can really look forward to see where the searched card is going to be put, and I'm not sure the search replacement would work as intended anyway. This is a tough templating challenge though, so I think this was a valiant effort. Overall: A honestly hope to see a more polished version of this in the future.
@morbidlyqueerious​ - Lethal Prominence 
Flavour: It works a little hard to convey its theme, but I think it gets there. Mechanics: You're right that it came out a little wordy, and I suspect there's probably a more elegant way to deliver on the notes this is trying to hit. I think it gets dragged in too many directions trying to incentivise everyone (the counters, the Gold, the attack requirement). That said, I do like where it's aiming. Templating/Nitpicks: Nothing stands out, which is good. Overall: This is exactly the kind of lyric I had in mind when I created this challenge.
@nine-effing-hells​ - The First Home of Crafters 
Flavour: It does do the work of tying Dwarves, Artifacts, and Artificers together thematically. Mechanics: Lands that tap for multiple mana are often a problem, and there are enough cheap artifacts that I would expect the other two types to be largey irrelevant. That deckbuilding restriction is a limitation, but history has shown that cheap artifacts tend to be good together without a lot of extra help. Templating/Nitpicks: You noted that the wording on the trigger is hard to follow, and I have to agree. I think it does function correctly though, so points for that. Overall: It's definitely a song.
@quillpaw​ - Mercury in Retrograde 
Flavour: It's hard for me to connect what the flavour text is telling me to the resulting effect, which is unfortunate because each of them seems cool on its own. Mechanics: This is definitely a variant of Kruphix that feels Red. I think it feels a bit bad that it costs so much, because by the time you can start holding onto your mana it's going to kill you pretty quickly trying to do so. I think the downside feels appropriate though. Templating/Nitpicks: Those are two different abilities, so they should be spaced a little differently. And generally you'll want quoted flavour text inside quotations marks. Overall: I still can't figure out if it's a friend or not.
@real-aspen-hours​ - South Wind 
Flavour: Cute to evoke the spell Hurricane for a song of the same name. The second half is...Shatterstorm, which I suppose is on the storm theme? Mechanics: Suspend is something we probably won't see much of soon, and this isn't the kind of effect that plays especially nicely with that mechanic. When your opponent knows a sweeper is coming, they just know not to play into it. Templating/Nitpicks: I put the card image together for you. I think I do good work. Overall: You've got at least three more winds to design now.
@reaperfromtheabyss​ - Question to the World 
Flavour: The design itself asks questions without answering them, which is kind of an interesting place for this to be. Mechanics: The coolest part of this design is that it asks your opponent whether they want to bother dealing with it (and giving you cards) or just letting it live as a minor inconvenience. This came close to winning, and my only problem with this design is that the combination of evasion and hexproof takes most of your opponent's ability to interact with it away, leaving that one interesting question pretty moot. Templating/Nitpicks: Cards would be exiled "with" it, not "by" it. Overall: Did they ever get an answer?
@scavenger98​ - Horizon's Turn 
Flavour: I definitely get the sensation of leaving the surface world behind and taking to the skies, which is a neat story. Mechanics: This a tough one. It's a six-mana (twelve, if you count the skipped untap) sorcery that can often do actual nothing depending on your opponent's deck. The frustrating part is that there's no real way to build around it, because it relies entirely on your opponent's things. Also, skipping untap steps is just rough. Templating/Nitpicks: Nope, nothing in particular. Overall: I feel like there's more story to this than I'm picking up on, and it genuinely makes me want to know more.
@shakeszx - Leave Breathless 
Flavour: The "doesn't untap" clause is normally used for ice effects, but I can see it being used for breathlessness. Adding the activated ability bit certainly sells it as something different. Mechanics: Split second isn't a favourite of mine, but I suppose it's there to make sure the activated ability line gets to do its thing. This is only moderately better than normal freeze effects, so I'm not sure the color-intensive cost is really necessary. Templating/Nitpicks: It's a little weird that the effects last for different periods. I'd probably just attach the activated ability limitation to "until it becomes untapped", as many activated abilities won't be usable until then anyway. Overall: That line is a pretty good choice, I gotta say.
@snugz​ - Caught in the Act 
Flavour: A song as well-known as this one is a bold choice because it comes with so many preconceptions. I'm not sure I'm picking up where all the different parts are fitting together thematically, and that could be part of it. Mechanics: This is some nifty little soft removal. It feels a bit like a Blue Stab Wound - most often, this will be used to immediately kill small opposing creatures (by leaving up a blocker big enough to eat it in combat), but occasionally it’ll be stuck on something harmless to achieve the recurring effect. In most cases, mill two each turn is not going to be too scary (and is even an upside at times), but in a mill deck every recurring source of mill is key. Templating/Nitpicks: Reimagining the artist of the song as a character was an interesting little addition. Overall: I would not be at all surprised to see something like this printed in an upcoming set.
@sorustyitshines - Fire-Forged Bond 
Flavour: This definitely conveys the theme of two creatures fighting and enduring hardships together. I feel like you have the space to do a little more to really sell the theme, but it's certainly clear from what you've got. Mechanics: This is an effect that doesn't exist yet, which means it's got that much going for it. I think the theme gives you space for a little more innovation than what you took advantage of; something like "those creatures gain indestructible for as long as you control both of them" is a slightly more unique space that leans a little harder into the story you're trying to tell. Templating/Nitpicks: The effect wants "each of two target creatures", otherwise it sounds like you're splitting the one counter between them. Overall: It probably doesn't need to be rare, but otherwise this is a very printable card.
@teaxch​ - Sink and Drown and Die 
Flavour: I had to actually listen to the song to piece together what was going on, as the flavour text only went so far. That said, aligning the three effects with the three verbs was really cleverly done. Mechanics: My only real qualm here is that your opponent makes all the decisions. This would probably be in the winners’ circle if you picked the three permanents and they picked what to do with them (a kind of Kiss, Marry, Kill effect). Templating/Nitpicks: The existing templating looks perfect, so instead let's imagine the Kiss, Marry, Kill version: "Choose three nonland permanents controlled by the same player. That player returns one of them to its owners hand, puts another on top of its owner library, and sacrifices the rest." Overall: Just hoping the flavour text wasn't aimed at me.
@tmstage​ - The Lone Digger Club
Flavour: You were correct in assuming I'd seen the video, so I did have a sense of what was going on here. That said, I warned that the card was the context I was most interested in, and it doesn't serve to communicate all of that itself. Mechanics: This is a really cute way to evoke the effect you were going for. Forced blocks (and attacks, for that matter) can be done within Blue, and the aggressive feeling definitely justifies the Red inclusion. Templating/Nitpicks: Nowadays attack restrictions refer to "combat" rather than "turn", so that it's clear how they interact with multiple combat phases. Overall: The purple art on a Blue-Red card is so satisfying.
@whuh-oh​ - The Demon Within 
Flavour: I can see how each of part of the lyric is supposed to correspond to one of the activated abilities, though it's not immediately obvious which effect is which line. Mechanics: Free mana is often very strong, and being able to turn 2 life into three mana each turn feels strong - I suppose it's only a turn sooner than Gilded Lotus with a higher color requirement, but it's also a lot more flexible than that. The fact that the third ability doesn't seem to interact with the other two makes it feel a little out-of-place, especially since three abilities and the activation restriction means you could pretty easily have them work cyclically (i.e., have the last ability read "BBB: You gain 2 life."). Templating/Nitpicks: You'll want it to read "only once each turn", because templates. Overall: Form of the Demon is a pretty neat idea.
@wolkemesser​ - Memnarch's Manic Plan 
Flavour: The strongest flavour points for this card go to the fact that it makes you think like the character; you immediately start to imagine the payoffs for doing the thing, and the costs just become an afterthought. I think that was really cleverly done. Mechanics: The biggest obstacle is that this is a bit of a one-card combo. As long as your deck has any game-winning combo somewhere in it, you just build up a lot of permanents and play this, hoping to draw into your combo and immediately have the mana to play it out. Either you succeed and win on the spot, or you don't and your opponent picks you apart while you try to piece things back together. It's possible this gives you enough resources when it works not to immediately fold to pressure, but if that's the case there's just not much risk to playing it after all. Templating/Nitpicks: Looks like you missed the word "cards" after "draw X", otherwise you're golden. Overall: I was really pleased to see Memnarch show up on this, thanks for that.
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That’s our feedback this week - I wanted to get it out of the way so that you all could focus on @teaxch​‘s challenge starting today. Thank you all again for letting me share one of my favourite design exercises with you, and I hope that some of you will keep it in mind the next time you’re struggling to nail an idea down.
Until next time,
~Mod [ @3smuth​ ]
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