#indie plush designer
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magicalshopping · 2 years ago
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♡ Toddy the Alien Friend by Two Teddies ♡
Toddy loves vanilla, and looking at fish!
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racheldrawsthis · 2 years ago
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💼 ELEVATOR HITCH X MAKESHIP PROTAG PLUSHIE PETITION ✂️
Happy 1st year anniversary of Elevator Hitch! Thank you everyone for all the love and support towards the game, it's been a one hell of a year and here's to many more! (If you don't know about the game yet, go play FOR FREE on itch.io!)
To celebrate the occasion, PROTAG PLUSHIE IS NOW REAL!!! or well that's not true . He's not technically real yet but he WILL be with YOUR HELP!
💥 If we can reach 200 PLEDGES ($2 USD=1 Pledge) in ONE WEEK (Before OCT. 5 ends), the official plushie campaign will begin! 💥
The plushie itself will be $29.99 USD, but it's just ✨ $2 USD ✨to let Makeship know how many people are interested in having a Protag Plushie and to move on to the actual production! If the campaign is successful that initial $2 will be taken out of the full price later when the plushie's actually made and sent to you!
If the petition fails you'll get a 👍 FULL REFUND 👍 so absolutely no risk for you guys!! 
HELP US BRING PROTAG TO LIFE BY PLEDGING IN THE LINK
https://www.makeship.com/petitions/protag-elevator-hitch-plush-plushie
and if you're not getting one for yourself, please help us share the news around to the people who might be interested!
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cultofgalaxy · 1 year ago
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The space and fungaian outfit.
Kinoko makeship?? 🥺
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youarebeheld · 8 months ago
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WE LIVE FOREVER: DUSK-STAR PARK OUT NOW
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spearslug-box · 1 month ago
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I love roj o
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lackadaisycats · 3 months ago
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I'm told it's Indie Animation Day. Happy Indie Animation Day! Just posted a roundup of recent Lackadaisy news/progress updates on the Little Daisy Cafe dev log!
Also, for those who've asked recently about the Viktor plush - yes, we are still working on it. We're awaiting more prototype updates currently. Sometimes it takes numerous tries to get these plush designs looking right.
Rough animation above by Sam Kessler and Adeline Kanda!
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catschimericalcreations · 1 year ago
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Did you know:
With every donation you make at https://ko-fi.com/catschimericalcreations you can unlock one fun fact about any repurposed Beanie Baby hybrid plush beast of your choosing!
Platinum the Chimera Plush by Cat's Chimerical Creations
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woeplushbeuponye · 2 months ago
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Woe Plush be Upon Ye! An indie art exhibition coming your way 24th-30th March 2025, 293 Cuba St @thistlehall_community_venue, Wellington, New Zealand.
Our exhibition is a surreal collision of the internet meme landscape and the gallery space; a fun display of mixed media artworks by twelve local and international artists that aims to celebrate internet pop culture through one viral anime plush toy!🎨✨
Three cheers to @picaflor_fineartprint for generously sponsoring us!
Poster design: @pain_tingart
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ponett · 1 year ago
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Out of curiosity, have you checked out some other indie animation besides Hazbin? (although Hazbin isn't actually independant so uh) Stuff like The Amazing Digital Circus or Big Top Burger?
I'm already watching both of those, yes. I've liked Worthikids' stuff since before Bigtop Burger, so naturally I enjoy the show. I have perhaps slightly complicated feelings on TADC as a fellow indie creator because, like... it makes me a little exhausted seeing how much they have to push merch and inspire a huge, obsessive fandom from the very start just to get the show made. You finish an episode and it's immediately like "now go buy the plush of this one-off character!" But also, the show is good and funny and very nicely animated, so it doesn't feel as cynical as it might otherwise. I'm just tired of having to play the game of capitalism to get art made, and I think about how shows that don't have that combination of marketable character designs and mysteries for fans to theorize about between episodes don't get the same support, like I said in my Hazbin review. This is less an issue with the show itself and more an issue with the state of the world around it.
Off the top of my head I'm also a big fan of Felix Colgrave's work, stuff like Double King or Donks. And I think PilotRedSun's stuff is genuinely aesthetically interesting and funny beyond its meme status - same with AC-bu. And Ed Atlin's always funny. There are just a bunch of cool animators out there whose stuff I like when I come across it on social media, too many to list. The world of "indie animation" is very broad, and it goes far beyond the handful of bigger budget shows from small studios that people tend to hype up these days.
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reveryfics · 10 days ago
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Public Debut
Jack Quaid x Male Reader
Summary: The mood of the interview, initially bright and focused on your and Jack's new film, noticeably changed when the host's questions became more sensual, particularly concerning your intimate moment on screen with Jack.
A/N: Since I've been branching out from strictly marvel fics, I figured I'd try my hand at lovely male celebrities. Requests are open for that now as well (all details on my pinned post.) This is also my first time writing anything like this, so please give feedback
TW: New relationship - Slightly suggestive - Awkwardness - Fluff
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The studio vibrated with a tangible energy, a wave of exuberant cheers washing over the set as the show's host, a genial man with a practiced smile, strode confidently onto the stage. He offered a warm, sweeping greeting to the enthusiastic audience before settling into his designated armchair. With a smooth, practiced cadence, he began to introduce the premise of the evening's show, expressing genuine gratitude to everyone who had taken the time to be part of the live taping.
A fresh surge of applause erupted as the host skillfully transitioned to the highly anticipated moment: the introduction of the night's celebrity guests. He built the anticipation with a flourish, finally announcing your name and that of your esteemed costar, the ever-charming Jack Quaid. The reason for your joint appearance was, of course, to promote your upcoming thriller, a project that had consumed the better part of the last year and was now just a month away from its theatrical release.
Behind the heavy velvet of the backstage curtains, you exhaled slowly, a breath you hadn't even realized you were holding captive in your lungs. A tremor ran through your hands, a familiar cocktail of excitement and nerves bubbling in your stomach. Just as the host finished his enthusiastic introduction, a reassuring presence materialized behind you. Jack's hands, warm and steady, gently settled on your shoulders, a grounding touch that instantly eased some of the tension coiling within you. He leaned his head down, his breath a soft whisper near your ear. "Take a deep breath," he murmured, his voice a low rumble that only you could hear. "It gets easier, I promise." A genuine, comforting smile touched his lips as he straightened. You nodded, consciously inhaling a long, steadying breath just as a backstage attendant efficiently pushed the curtain aside, revealing the brightly lit set. Jack offered you another quick, encouraging glance before stepping out first, his easy charm immediately on display as he beamed and waved at the roaring crowd while the host formally announced his name. Not even a heartbeat later, your name echoed through the studio. You plastered on your most confident smile, offering your own wave to the enthusiastic sea of faces as you stepped out onto the set, making your way to the plush couch beside Jack after a brief handshake with the host.
As the initial wave of excitement subsided, a comfortable hum settled over the studio, punctuated by a few lingering whoops and hollers from particularly enthusiastic audience members. You subtly adjusted your position on the soft cushions, a slight tug at your knitted button-up as a familiar wave of anxiety threatened to crest. While the whirlwind of the film industry wasn't entirely new territory – you'd navigated the landscape of small indie productions that often faded into the obscurity of direct-to-video releases – the current level of attention was a significant shift. Your trajectory had taken an unexpected upward turn after landing a guest role on a project where you'd first crossed paths with Jack. From there, opportunities had snowballed, leading to more prominent roles, including a memorable stint as a side character on the wildly popular "The Boys," and now, this leading role alongside Jack in a highly anticipated thriller. But it wasn't just your professional life that had undergone a rapid transformation; your relationship with Jack had also blossomed in a way neither of you had initially anticipated.
You'd be disingenuous if you didn't admit to eagerly anticipating projects that brought you and Jack together. Even outside the structured environment of film sets, your connection had deepened organically. Paparazzi had captured numerous candid moments – shared meals, casual strolls, even a slightly disastrous attempt at mini-golf where your overzealous swing resulted in a rogue ball ricocheting off a windmill and squarely into your face – all fodder for the voracious appetite of the tabloids, who consistently labeled your outings as 'romantic.'
The host, a picture of affable professionalism, smiled warmly as he straightened his perfectly tailored suit, casting a playful glance in your direction. He initiated the conversation with a casual inquiry about how the two of you were doing. You both offered simple, lighthearted responses, painting a picture of a normal, albeit slightly more glamorous, weekday. The conversation quickly segued into a series of easygoing questions, some of which elicited genuine laughter from you, a little louder than you had intended, perhaps betraying a hint of lingering nervousness.
The host then turned his attention squarely to you, his expression shifting to one of genuine curiosity. "So," he began, his voice carrying a hint of playful intrigue, "what's it like being a big shot now?" You instinctively ran a hand through your hair, taking a deliberate breath before formulating your response. "It's... different," you admitted, a wry smile playing on your lips. "In some aspects, it's still quite difficult to wrap my head around. I was so used to being that slightly odd guy who popped up in low-budget horror flicks that went straight to DVD, you know? Not exactly accustomed to people actually recognizing me for the roles I've been in over the past couple of years." You punctuated your words with a self-deprecating laugh, though a subtle undercurrent of something akin to wistfulness lingered beneath the surface humor. "It's not like I don't enjoy it," you hastened to add, "but it's definitely going to take some getting used to." You finished with a lighthearted quip, "At least now, when I get covered in fake blood, it's the premium stuff, not that thick, overly sweet corn syrup." Jack reached over and gave your shoulder a reassuring pat, a seemingly friendly gesture that played perfectly for the cameras.
"Well," the host chimed in, his tone genuinely appreciative, "I, along with many others, have thoroughly enjoyed watching your development from those early roles to where you are now." A wave of enthusiastic cheers and whistles erupted from the audience, causing a warm flush to creep up your neck and cheeks. A flurry of heartfelt "thank yous" tumbled from your lips, a genuine expression of gratitude for the unexpected show of support.
The host cleared his throat, the shift in tone subtle but noticeable as the overhead lights in the studio seemed to dim ever so slightly, creating a more intimate atmosphere. "Alright, enough with all the mushy vanilla talk," he chuckled, a mischievous glint in his eyes. "I think we're all a little curious about that particularly... sensual scene between the two of you in the trailer." He punctuated his words with a playful wiggle of his eyebrows, sending another ripple of excited murmurs through the captivated audience.
Jack shifted in his seat, a nervous energy suddenly radiating from him. His tongue flicked out to moisten his bottom lip, and he cleared his throat, a slight stammer in his voice as he glanced in your direction.
As if on cue, the aforementioned "particularly sensual scene" flickered to life on the large screen positioned just above the set. Your eyes widened, a reflexive, almost sitcom-esque expression of mock horror spreading across your face, your cheeks already burning a deeper shade of crimson. A playful shriek escaped your lips as the image of you and Jack locked in a passionate kiss filled the screen. In contrast, Jack seemed utterly transfixed, his gaze glued to the screen, watching the rather steamy scene with an almost intense focus.
Instinctively, his hand reached out, settling on your thigh in a familiar, comforting gesture – something he'd done countless times throughout various press junkets and interviews, a silent anchor in the often-turbulent waters of public appearances. He leaned in close, his lips brushing against your ear as he whispered something that made a genuine laugh bubble up from your chest, his hand remaining reassuringly on your thigh.
A flurry of questions followed, many centered around the unexpected intensity of the scene, something that seemed to have caught many viewers by surprise. You admitted to feeling incredibly nervous when the scene was first discussed and slated for inclusion in the movie's trailer, explaining the inherent awkwardness of your first fully nude scene on set. Jack sat beside you, nodding along in understanding before interjecting, almost as an afterthought, that he personally preferred you that way. The words slipped out before he seemed to fully register their implications, immediately sparking a fresh wave of questions about the palpable on-screen chemistry and how you managed to make such intimate moments appear so natural and fluid.
Jack opened his mouth to offer a diplomatic response, but you, ever the quick wit, beat him to it. "Oh, I give all credit to the extremely life-like Jack Quaid body pillow that I vigorously make out with on a nightly basis," you declared in a tone so utterly deadpan that it was genuinely difficult to discern whether you were joking or not.
Jack, never one to back down from a playful challenge, took it one step further. Reaching into his pocket, he retrieved his phone with a mischievous glint in his eyes. "You think he's joking?" he said, holding up the screen. "I have photographic proof." You knew exactly what he was referring to: a candid snapshot of the two of you sharing a kiss in a bathroom mirror, a private moment captured sometime in the past few months. You had both anticipated that the photo might eventually surface, perhaps through the relentless pursuit of a particularly invasive tabloid. The prospect of the public knowing wasn't the primary concern; you had discussed the possibility of openly acknowledging your relationship numerous times over the past eight months, and what better opportunity than now, amidst the promotion of your shared film?
Jack angled his phone, showing the image to the host, who, with a well-timed maneuver, allowed one of the strategically placed cameras to capture a clear glimpse of the picture. The studio erupted in a cacophony of surprised gasps and excited chatter. All previous questions about the film were instantly forgotten, replaced by a barrage of inquiries about the nature of your relationship.
With a comfortable smile, Jack addressed the now-frenzied audience. "We actually started dating about eight months ago," he revealed, his gaze softening as he looked at you, "after growing closer both on set and outside of work." You both elaborated on your relationship, explaining how the genuine connection you shared had, in fact, made filming the movie's particularly intimate scenes feel significantly more comfortable and authentic. The interview drew to a close shortly thereafter, both you and Jack rising from the couch, offering synchronized waves to the still-buzzing audience as you walked off the brightly lit set and back into the relative quiet of the backstage area, your hands instinctively finding each other's.
As you both passed the row of dressing rooms, Jack turned to you, that familiar, goofy grin – the one that seemed to perpetually grace his face in nearly every fan photo – spreading across his features. "So," he began, his eyes sparkling with playful anticipation, "does this mean we can finally make out in public now?"
You laughed, shaking your head with amusement. "Yeah, that's a fantastic idea. Two guys just randomly locking lips in the middle of the street. Think of the headlines." You teased, a playful lilt in your voice.
He leaned in, pressing a quick, tender kiss to your lips. "In private it is then," Jack chuckled, his arm slipping around your waist as you continued down the corridor.
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magicalshopping · 2 years ago
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♡ Clown Bucci Plushie by thewrabbithole ♡
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telekinetic-electronica · 1 year ago
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Theft King is Wrong about Indigo Park and Here's Why
Theft King is an infamous YouTuber mainly known for the Kane Carter drama and not always having the best takes. He mainly covers Five Nights at Freddy's, and recently seems to be covering a lot more of Poppy Playtime, due to chapter 3. Recently, Theft King made a video critiquing the newest indie mascot horror game, Indigo Park.
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Suffice to say, it is not good. This post will be going over why it is not good, and debunking Theft King's own points.
"Indigo Park is the least original mascot horror game ever made. Between the tired, cliched premise of returning to an abandoned children's establishment, the enemy designs, the unnervingly cute, mascot character, and multiple sequences that appear to be directly lifted from Poppy Playtime. You'd just think this was another Garten of Banban-eqsue cash in. In a lot of ways, it kind of is. But it's more complicated than that."
Through your introduction to this video, it is quite obvious that you are biased. For starters, to call Indigo Park the LEAST original mascot horror game ever made is a big claim to make. Like, seriously, out of ALL the games out there, Indigo Park is? While, yes, the concept of finding out what happened to an abandoned children's establishment isn't original, it has a unique twist to it. We have Rambley to accompany us through out the park. It actually FEELS like a place that could exist in real life. It's also obvious Geese is a fan of mascot horror and got inspired from Five Nights at Freddy's and Poppy Playtime.
Also to compare Indigo Park to Garten of Banban is literally insane to me. You are comparing the dedicated, passion, and willingly to learn with Indigo with GARTEN OF BANBAN? The POSTER child of what NOT to do with mascot horror? Also, Theft King through out the entire video compares Indigo Park to Poppy Playtime, specifically chapter 3. When Indigo Park was in production BEFORE chapter 3 came out.
Before the recent Rambley plush, Indigo Park was for free and the money came of Geese's own pocket to fund this game. To say this a "cash grab" is very dismissing the hard work and passion Geese and the Indigo Park team put into the game.
"The game begins with a really slick cinematic depicting the establishment of Indigo Park. Alongside it's founder, Isaac Indigo. Isaac Indigo?! Hold on. That's not a name that humans have. This guy's definitely a space alien. I'm calling that now"
While the last part is definitely a joke on his end, there's a lot of reasons to explain why Indigo is Isaac's last name. For one, Indigo is a REAL last name. It's just uncommon. Second, there is thing called suspension of disbelief. It is when something fantastical happens that can't happen in real life, but you suspend your disbelief because it is a work of fiction. If you can suspend your disbelief to a murderous lion and parrot, I'm pretty sure you can suspend your disbelief to this old guy's name being Indigo. And third, there is such a thing called legally changing your name. Besides, why is this even here? This is just a nitpick.
"As the game begins we find the park's main gates sealed. And upon heading into the service station next door, we encounter Rambley. The single best part of Indigo Park. Rambley is an AI, raccoon mascot that serves as our guide. Appearing on countless, conveniently placed televisions through out the game. He's fantastic. His dialogue is well written, his voice actor is great and his animation is expressive and charming. He's the single best part of the game, but, Rambley is a crutch that Indigo Park leans far too heavily on. Though, we'll get there later."
While he does say he'll get to it later, I would like to still address this point right now. Rambley is a core part of the game. Rambley is the second protagonist, and is obviously going to be very important to the plot. He's going to be accompanying us through out however many chapters there are. Chapter 1, like many introductions, are we are getting to know the characters. Rambley is in a big chunk of chapter 1 is because besides, Ed, he's our secondary protagonist, and knows the in's-and-out's of the park, and knows crucial information. This will be expanded more when Theft King gets to this part. Rambley isn't a "crutch". The game is literally setting up the characters and scene. Like, y'know, how many first chapters do.
"And enter the doors to the park and enter the Critter Corner, where we're given a Fazwatch from FNAF: Security Breach. It's useless. It's just a plot device to justify why some doors don't open until they need to."
Theft King, have you ever been to an amusement park before? Many amusement parks have bands on to indicate you are someone entering, and not sneaking in. If you did an ounce of research, the Critter Cuff is a reference to Disney's Magic Bands. Do you only get your information from indie mascot horror? Do you not think stuff like this doesn't exist in real life? While, yes it can be a reason why some doors won't open. But you clearly weren't even paying attention to the own game you are playing.
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(Disney Magic Band)
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(Indigo Park Critter Cuff)
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(FNAF Fazwatch) The Critter Cuff looks NOTHING like a Fazwatch and has difference uses. Gregory can use the Fazwatch to see the map of the Pizzaplex, get emails, communicate with Glamrock Freddy, among other things. All the Critter Cuff can do is be a pedometer, heart monitor, and mood ring. The Fazwatch and Critter Cuff doesn't even have the same functions.
The Critter Cuff also just doesn't acts like this. It's hinted the Critter Cuff can keep away the mascots. When Lloyd was about to attack Ed, it let out a frequency that made Lloyd back off. Pay attention to what's happening on the screen and story, Theft King.
"Proceeding through an awkwardly placed loading zone, we find ourselves in some sort of subway, tunnel movie theater? I don't know the area's design wasn't very coherent. Look at that Poppy Playtime ass floor. Although, something is going on with the resolution or something. I don't know."
...As he says when the ride for this area is a train. Trains are often located underground. Also, apparently, according to Theft King any colorful, floor patterns is a rip off of Poppy Playtime when the ride is a reference to Mickey and Minnie's Railway. As for the "movie posters", Theft King the ride is clearly meant to introduce the park goers to the characters and other rides to this world. Please, pay attention and think before assuming something.
"After the train ride, Rambley gives us cart blanche to go wherever we want. Though, it's at this point, I noticed the game scaling. You know, the size of everything relative to your character? It's really weird. We are very short, I have to be perfectly honest. [...] When was the last time you walked up to a kiosk, a stand and your chin was like touching the table?"
This is just a nitpick. While, yes, it can look a little jarring, but out of all of things you're critiquing is the fucking counter "being too big"? Theft King, do you have spatial awareness? The counter is at Ed's chest, not eye level. Besides, you're not even fully looking up.
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Also, for some reason, he genders nail polish for some reason? Either saying it was nail polish or a bad "fingernail texture"? Which. Okay? Men can wear nail polish too, Theft King. It isn't a gendered thing.
"The next area is probably the most visually striking in the game. A large fountain square with a strange clock tower and Ferris wheel in the distance. It's pretty cool. But there's a lot of empty sky box visible and it's fairly obvious that there's absolutely nothing beyond these buildings that we can see the illusion that this is actually outside is completely broken. And as a result, this area feels more like a sound stage or movie set than an actual place. It just needed a lot more low resolution buildings and rides and stuff in the distance. Because it's obvious behind this clock tower, is just an endless void."
Theft King, once again, have you ever been to a theme park? It's the entrance to the ACTUAL park. You don't get to see everything right off the bat, it's just a taste of the actual theme park. If Geese and co. added more buildings and rides, it would look VERY cluttered and jankily put in together. It would also be way overstimulating, and ruin the atmosphere of the decayed, left-to-rot theme park with all of these lights and colors. It is a horror game, Theft King. Atmosphere, setting, and lighting are important here. It just seems like if you aren't being entertained for more than 2 seconds you're crying out it's "boring and just looks like a set piece."
Besides, do you think all of the budget is going to be spent on the buildings, just so it be can be aesthetically pleasing? A problem Theft King (and the majority of the indie mascot horror critics I see) really need to stop expecting brand new, horror indie games to be AAA quality. Geese funded chapter one from his own pocket money. Geese is the only programmer. Geese is still a beginner and still in college. The fact he is still a beginner, and pulled this off shows that he's a fast learner, willingly to learn, and talented. Give him some slack.
"[...] But we find that the door [Jetstream Junction's] is locked. This fountain square station is huge, but there's really only one destination. Lloyd's Mane Stage Theater. [...] Check out the LOD's on this box. There's no bar code, bard code. No bar code, bar code. Indigo Park is made in Unreal Engine 5, and it's really pretty at times. Though, certain effects are obviously pretty janky. Yeah, the flashlight looks kind of like ass. The flashlight looming shadows are pretty janky. You can see them kind of wobbling and flickering around. I turned on all of the fancy features and while the game looks really moody and atmospheric when lights aren't moving, the flashlight doesn't really look well with it. The shadows flicker and jiggle all over the place and it just looks really bad."
Okay, if it certain effects are janky, how are they janky? What could they improve on to not make it less janky? For the flashlight bit, you are holding a flashlight and how it's meant to be done is suppose to be more realistic, according to Geese. Also, this is just really nitpicky. If anything, it's a a subtle thing and you get used to the flashlight feature pretty quickly. It kind of just sounds like you're picking this game apart, if it was an AAA game. The game is not perfect, by any means. But tearing and shredding to bit little, tiny, things when this project has ONE coder, who spent all of us OWN money, is still a beginner, and IS STILL in college.
When someone is a beginner and showing a willingly to learn, you have to take a different approach. It'd be one thing if Geese was doing programming for years, but he's not. You have to redirect your criticism and maybe, I don't know, give suggestions? You haven't really gone into what he could do to improve, and give examples to help him out. This is like treating someone who's a beginner drawer and expecting Michelangelo perfect details. They're drawing is still good, there's noticeable mistakes, but there's room to improve and grow. Also, Theft King, you literally have your settings maxed out. Maybe trying lowering them.
"Earlier, Rambley asked us where we wanted to go first. Implying, that we had a choice. [...] We don't. We go where exactly where Rambley says, always. That's the name of the game. Rambley tells you to go somewhere and you do it. Honestly, until the theater just now, every area in this game has been walk in, talk to Rambley, and walk out."
Theft King, asking a small, indie team to program a BUNCH of stuff you can do within an entire SECTION of an area is... a lot to ask, don't you think? Like, yes. I will admit I will agree there should be a lot more interactable with the items around that Ed can explore, I think that's a good point to bring up. But those would just be side things to do. You still have to progress the main story of chapter one. You can be patient for one minute. They are clearly building up to something. Besides, it's an abandoned theme park, I doubt any of the items inside would work. It's "walk in and walk out" to set the atmosphere of what's about to come, and let your guard down. It's not that hard to put two and two together.
Also, as I said before, to put pressure on one programmer to program so many things all at once is just not a cool thing to do. It sounds like you have to be entertained 24/7. Be patient, and wait. They're building up to something. Just wait.
"[...] Like I said before, the whole game is just kind of just walking into an area, having Rambley talk to you for a bit, and tell you where to go next. We find ourselves in Mollie's Landing Pad, which is a play pen highly reminiscent of DogDays from Poppy Playtime Chapter 3 or The Daycare from FNAF: Security Breach. This section presents itself as a puzzle, but it's really not. It's another fetch quest. Embedded in the walls, are five-colored that each can be set to one of four symbols. And throughout the area, we find paintings of shapes that correspond to the code. Again, it's not really a puzzle. It's just a slightly, contrived justification to make you wonder through this area and experience all of the scripted sequences." Rambley "tells you where to go" is because it is establishing how his game mechanic works, expanding on his personality, and him finding out the horrors of the park and what happened to everything. It's setting up how things are going to go down. Rambley is an AI park, GUIDE. Rambley is LITERALLY doing his job, GUIDING us around the park. Pay attention to what's going on.
Last time I checked, play pins are a big part of children's entertainment. Your local Chuck E. Cheese has this exact same, ball pit. Poppy Playtime and FNAF doesn't owe the rights to a colorful, play pit. See, through out his review Theft King calls Indigo Park a rip off of Poppy Playtime Chapter 3, and of Security Breach. But never goes into detail as to WHY and HOW it is. Sure, he shows via visuals, but never expands fully on his point on itself. Also, "fetch quest"? Fetch quests are something you get and return to an NPC. This, by definition is a puzzle. What are we exactly fetching, here? We're solving a puzzle to open the door. Also, wow! Scripted horror events in tight closed spaces! What a twist! Sarcasm.
"Unfortunately, by this point, the game had all but telegraphed that I wasn't in any danger and thus, I wasn't really scared."
...You literally have shown insistences of being scared? Through out when you were walking through Lloyd's maze thing, and when Mollie was peeking around the corners in the slides. You HAVE shown you were scared, or at least startled. Thus, it did it's job of being a horror game. Theft King, something doesn't need to be happening 24/7 to do it's job. Sometimes horror works better in subtle ways than just blaring red, warning signs all over the place, or having a scary chase scene.
"After pressing a button, with no visible indication of what it does."
...Look down. The fact that you couldn't even pay attention to something as something simple as this, tells me you weren't even doing a fraction or even cared to actually pay attention to what was happening, gameplay or lore wise. That's how much care was put into "reviewing" this game.
"As the leader of the FNAF community and for the former, top five greatest FNAF player in the world, I shouldn't have died to that."
Why are you running directly towards Mollie? You only died because you ran straight into the obvious "RUN NOW" part of the game.
"Yeah, it's literally the DogDays sequence from Poppy Playtime. It's literally the same thing. I criticized the DogDays chase in Chapter 3 for being boring, so, naturally, this cheap, knockoff is... even more boring. Normally, in my videos, the chase sequence is like a free 30 to 60 seconds of watch time. I just let it play because it's exciting. However, as I edit this video, I realized I have to cut this chase down, it's so boring. And I think that says a lot. [...] Then we see ourselves being chased through vents, just like Poppy Playtime Chapter 1."
Theft King, being chased down closed, liminal spaces isn't something Poppy Playtime owns. There are MANY differences. For one, in the DogsDays chase, you have to avoid the smaller creatures trying to get you, on top of the possessed DogDays chasing you, which is quite fast in the decrepit area. In Indigo Park, you're still the Landing Pad, going down slides, and jumping on things to get away from Mollie. Which leads into the Ranglers' room area. The areas look ENTIRELY different, and so do the vents in Chapter 1 of Poppy Playtime and here.
Also, you're not suppose to wait 30-60 seconds. You're suppose to be actively running away from the monsters. Y'know, the whole point of a chase sequence, and y'know, playing the game. It's "boring" because Indigo Park lets your guard down, when the chase is STILL happening until you see Rambley again.
"That was when it hit me. Despite Indigo Park being the definition of a shallow, walking simulator that that is in many ways, even less original than Garten of BanBan, I was still enjoying it. But, only thanks to Rambley. Rambley carries this game. Without him and his great dialogue and acting, Indigio Park would be entirely forgettable. For all of BanBan's faults, the game has this at least has this unique, bizarre, liminal style to it. Even if it's completely incoherent. Indigo Park's environments are generic. They're boring. There are some cool rooms and set pieces, but this doesn't really feel like an abandoned theme park. Like I said before, it feels like a sound stage. This is the video game equivalent to those haunted house rides that shepherd you through a series of rooms as scripted sequences play predictably each time. Rambley is the only thing keeps you playing because he's great. But, the longer Indigo Park goes on, the more and more obvious it becomes that he's a massive crutch that it leans on to mask the lack of any real subsite gameplay, interesting environments, or even compelling narrative.
We know that something bad happened here and it caused the park to be evacuated and closed down but once we get inside, we just see that place is trashed. There isn't much in the environment that hints at what actually happened. And without those breadcrumbs of mystery, the only real reason to keep moving forward is because Rambley tells us to. And HE IS, quite entertaining. However, I am skeptical, that this trick will work twice. Rambley kept me going for the roughly 1 hour it takes to beat Indigo Park Chapter 1, but it had started getting old. Fellow YouTuber, UniqueGeese is crowdfunding for chapter 2 right now and I think that's awesome. But they're going have to do more to have to do more for the follow up game and because chapter 1 has ZERO gameplay with which to build on, it's not really clear what a more ambitious sequel would even look like. Poppy ran into the same problem. Prior to chapter 3, the gameplay was just like... puzzles, scripted sequences and freaking Simon Says. With the latest entry, they added real gameplay mechanics and some would argue that Poppy suffered as a result. By failing to establish any actual, gameplay in chapter 1, Indigo Park either needs to introduce something totally new in chapter 2 or continue with the shallow scripted, walking simulator approach but just turn up the spectacle and fidelity." Out of all the points in this video, this one made me sigh the most.
To even COMPARE Indigo Park to Garten of BanBan is a huge insult. Garten of BanBan pumps out game after game, merch after merch, to make a quick buck and splash because right now indie, mascot horror is still popular. This game took over a YEAR to make, and had love and time, and passion, and giving a fresh, twist on it and to even say BanBan offered something better is just... really gross, in my opinion.
For the environments bit, you can see clearly where nature takes it's course through out the land with bushes and grass, and the decay of food in one of the cafes taking place. It's setting up the atmosphere of being decayed, left to rot, and feels like something's in the shadows. It's to make you unnerved that happiness used to be here, but now it's gone.
And YES! The lore IS there! You actively have to PAY ATTENTION as to what's going on. The problem with this point is that Theft King expects the game to paint the entire picture of what happened. When part of Indigo Park is it's mystery. Mollie repeats words of the workers abusing her, or the fact that Lloyd used to be the face of the brand, or the hidden cage within the arcade game, and Mollie saying "Get back in your cage, bird." Something Salem says within game. Or showing us the mascots got corrupted by something, and implying this isn't their original selves, but the actual cartoony mascots. You just have to wait, it's giving intrigue, but not painting the entire picture because it's just chapter 1. You'll probably see more of what happened later on. Be patient. A big part of Indigo Park's horror is how TERRIBLE the mascots were treated, and the abuse they suffered via the workers and people attending the park. That is interlinked with what happened to the park, 8 years ago.
With this point, it just seems like if nothing is happening 24/7, you're just bored. The phrase "walking simulator" has been done to death. We're being introduced to the basic game mechanics. Of course chapter 2 is going to be better than chapter 1. Literally all I have to say for this entire nothing burger of critique is "pay attention and let the devs cook".
"We encounter another information kiosk. Which lets us hear the dialogue for the remaining secret items we found. The mask during the chase sequence reveals a secret audio tape with objectively worse voice acting within the entire game."
How are you a FNAFTuber and not know what Dayshift at Freddy's is? It's one of the most popular parody FNAF games out there. The voice acting is bad on purpose because a.) it's mocking the text-to-voice speech the game uses b.) it's a joke.
Then near the end he says how his critiques were fair, and then states he likes the game, and says it's fun? Even though he spent the entirety of the game saying it's a boring, cheap knock off of Poppy Playtime and FNAF? I'm getting mixed signals here. All of this review was not expanding on any of his points, or if he did, it was something already within the game, and he clearly wasn't paying attention and actually looking around for secrets. You're suppose to be looking for clues, not getting handed to you.
This review was just "meh it's bad", and doesn't give any helpful criticism on how said game can improve, and even just downright insults the game multiple times. For the majority of the review, he just narrates what's going on, with spliced clips of him playing this on a stream. If anything, this just pads out the entire review, and waiting to get to an actual part of where he has a point. It, frankly, gets annoying after awhile, until he basically just sums up what he thought about the game just all at the end. It seems like Theft King really only made this video was to get clicks and views.
Now, everyone on YouTube wants this, obviously. But he really just seems likes poking the bear and making fun of people getting mad at him. Even if his critiques were not good. At all. Indigo Park isn't the best game ever or even the best indie mascot game made ever. It was entirely made out of bad faith, just to get a quick buck. A big problem I have with the video is the only harping on the "lack of gameplay."
I think people forget the games "feels sameish to Poppy Playtime and FNAF" is because they are horror games, who are first person and exploration games. Yes, you can tell there is inspiration but it does NOT copy the games at all, and just does homages to them and pays respects to them. Geese is a fan of mascot horror, and clearly respects them. It's not a "walking simulator", it's doing it's job as an EXPLORATION horror game. People have been using "walking simulator" as a critique and just have beaten that horse to DEATH. Give an actual, substance criticism or move on. Not to mention, he literally says that "they copied Fnaf Jr's death screen" when it was made by the same artist.
Also, for the obvious gotcha,
For him claiming it's "unoriginal" and a "ripoff", is coming from the guy who's VTuber avatar is just a white recolor of CatNap.
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Just wanna add:
Listen. I know it's Theft King and he just does this to piss people off at this point but to just shame, put down, and put baseless claims of Indigo Park being a rip off, when it's inspired, not a rip off, of a passion project from a team that put so much love and time into it, is just really gross and needs to be called out.
Thanks for reading!
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marbofmoorock · 3 months ago
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TADC AU: Indie Retro Game
In this Universe, Pomni is a quiet figure in the real world who has a quiet job working as a manager for a Dollar General. She works hard every day, then comes home to rest, having weekends off.
One weekend, she was downloading indie games like she always did, coming across a rather colorful looking game that stood out from her usual lineup of cute and silly games.
Since Pomni (her name being Nicole in the real world), wasn't a big fan of horror games(which flooded the website of indie games she was on (Itch.io)), she found the colorful design of this game in the list appealing.
Clicking on the link, she pulls up the Gamepage for:
The Amazing Digital Circus.
She saw a bunch of pictures overlaying the site, depicting this game as a sort of banjo Kazooie spiritual remake/spoof, with its polygraphic design, of which she admired and found to be super nostalgic. While she may have been too young to appreciate the Nintendo 64 in her early childhood, she recalled many times dusting off her cousin's old N64 that he would leave at grandma's house. It was a game changer.
She would spend hours playing that game as a teen. She found the idea of playing such a game in the modern era on a nice computer delightful. Pomni got excited and downloaded the rom, using an emulator to run it.
She didn't read the instructions or description too much (The only notable thing was that it had an optional VR add-on, she didn't own a vr headset, so she didn't care for it and moved on quickly) as she had added the AMAZING Digital Circus to a large list of other games she downloaded that weekend.
She decides, however, to give TADC a try first, running the game.
The first thing she saw was the tent, and in big puffy letters, The Amazing Digital Circus, with options to Play, View Options, Watch Credits, or Quit.
Pomni just pressed play, as she was excited to check out this cool new world, assuming it was an open world sort of take on the genre.
Upon doing so, Pomni gets to see Caine on Screen for the First time, flying into the shot out of nowhere. How cool is that!
"GOOD EVENING AND GOOD MORNING FOLKS! WELCOME ONE AND ALL TOOOOOO THE AMAZING DIGITAL CIRCUUUUUS! WE'VE GOT A LOT OF FUN AHEAD OF US! LET'S GET EXCITED, AND HAVE OURSELVES A BLAST!"
Caine explains quickly how the game works, then flies around a bit, always keeping an eye on me, as he smiles cheerfully, sort of reminded of Super Mario 64 as well.
Nicole had a choice of characters to choose from for her avatar:
+A Cute Red and Blue Jester
+A Ragdoll with A Button for one of her eyes.
+A Sly looking Rabbitoid with a big Yellow Smile
+A White Chess King Piece with a Royal Robe on
+A Black Queen Cheese Piece with a Royal Robe as well.
+A Cute Clown with a happy smile and yellow outfit.
+A Dangly roll of ribbons that somehow has the shape of a humanoid body, with a white mask for a head.
+An odd abstract character with many unique body parts, resembling a toy with interchangeable parts, kind of like Mr. Potato Head
+A Fuzzy Worm-like Toy Plush Figure
+A Cute Yellow Dog Character
Nicole chooses the Jester character in the game.
The Screen then starts the game in sort of a game world hub in the circus tent, where Nicole can walk her avatar of Pomni anywhere.
She checks out the many slides, stairs, blocks, entryway, upper floors, toys, the stage, the room her avatar was given, she even cheeks out the digital carnival and lake that Caine mentioned, as well as the open circus grounds.
This was such a well made game, Nicole thought as she played on.
She later decided that she was going to check out some of her other games, reaching the pause menu and about to click out, but when she clicked the quit button, Caine appears, his whole denture face and wide eyes between his teeth lips taking up the screen, jumpscaring Nicole.
"Waaah!"
She jumps back a little, recoiling at the moment of terror, confused at what was going on, wondering if it was secretly a horror game.
Caine was silent on screen for a moment, then subtitles appeared saying:
"Why are you leaving? You haven't even tried my adventures yet. Won't you please stay and try at least one game?"
Caine goes from a little menacing in appearance to looking like he's about to cry, leaving this moment to feel like less of a horror game and more of an added effect by the developers to Caine and his characters.
A choice appears below Caine: Two Buttons. Yes. Or. No.
Nicole clicks yes, and Caine pulls back overjoyed, closing the pause menu for us.
Nicole goes on to do 5 adventures of Caine's, because of how fun they were, and because she had the option in the game of asking Caine how he felt, following him around and asking him how he feels and how he's doing. Pomni in the game as a result, develops a crush on a Caine, and Nicole is delighted and keeps playing to see how this develops.
Pomni and Caine become more and more romantic after they confess their love for each other.
They fly together, lay in the grass to cloudwatch, dance, laugh at each other's corny jokes, go on a bike ride, have coffee and a doughnut, go to dinner, have movie nights, relax at a nice resort, go to the zoo, give each other massages, kiss and make-out, stargaze, hug, snuggle/cuddle in a blanket, and even work on building adventures together. Seeing them happy brought Nicole a smile.
Nicole eventually shuts down the game and her computer and goes to bed, resting, happy that this free game turned out to be cute and romantic on top of being colorful and imaginative. She dreams of Pomni and Caine as she sleeps.
"To think that was the Demo...Zzzzzz" Said Nicole to herself as she dozed off for the night.
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youarebeheld · 8 months ago
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WE LIVE FOREVER: DUSK-STAR PARK is a free mini-expansion for We Live Forever (and we love to live) written partially on stream during our 24 Hour Hidden library Fundraising stream!
Mascots, terrible sand wastes, even worse dinosaur ass.
Dropping for free this sunday at
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davekat-sucks · 1 year ago
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Oooh! I have my own headcanons as well!
John Egbert, movie critic and professional prankster, has a small Youtube Channel named EctoBiologist_143 that does a lot of skit based comedy reviews, think Nostalgia Critic without the scummy business practices. John also tries to code personal birthday card files for his friends, they work half the time, if unzipping the .ath file is recognized on the computer’s software.
Rose Lalonde loves to overanalyze kids media, especially squiddles as it’s a way for her to bond with Jade, and Rose notices quite a lot of references to the deep sea and hidden realms in the media.
Dave Strider, as much as he loves to remix and produce beats, he also learns the drums as a traditional instrument to play band, he made one EP with John Rose and Jade, he says he doesn’t want to publish because it “sounds too normal to be indie” bit really he wants a piece of his second family to keep as a memory. His first family was him and bro, and yeeeeeeah, he doesn’t like puppets, except Randy Feltface.
Jade Harley prefers to be a vegetarian, but her Bec side loves meat, she treats herself to black bean burgers and tofu sausages. Her mostly veggie diet comes from her gardening, making all-organic foods. Her Bec side also makes her droop when she’s near nuclear reactors, that’s why her job is reactor designer and not inspection.
Jane Crocker made an MSPFA called Professional Charlatan, an adventure about a hard-boiled prankster, an Adventuring Dandy and a Populist Ingenious work as a team with intelligensia from Master Kernel to defeat the insidious and undersea work of the MERMAID MOB. It is very obvious this is loosely based on Jane and her friends fighting the Condesce.
Jake English dabbles in the art, and takes from Pablo Picasso’s blue period. Rose has a very psychoanalytical idea for why he likes to draw so many blue landscapes, and round, wavy feminine shapes. Jake also draws Robots, a lot. He even gets commissions to draw corny 1950s sci-fi book covers!
Roxy teaches John how to make code in .ath that does not suck. She and John love to share simple code that range from ripoff arcade games to ascii gifs. She takes a lot of the wine her mom stored to be sold in a wine store she owns. Roxy likes to taste wine, but declines anything more than one glass to drink, modesty is policy!
Dirk Strider works with a lot of felt and soft fabrics. He actually makes quilts as therapy for living on his own for 16 years. He also likes to hang out with Dave, he looks up to Dave and how he turned out even with the worst Dirk in all of Paradox space. Dirk still has a manipulative streak where he tries to subtly convince Dave to binge The Muppet Show with him to grow a tolerance for non-smutty plushes. Dave still can not watch any scene with Gonzo without getting sweaty and tense.
This is a lot of text for 8 characters so if I ever do troll headcanons they are in a separate batch.
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drarreckyninja · 1 year ago
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My Thoughts & Headcanons on Agent Stone
**Some of these came from others on tumblr or ao3, while some I created on my own
His first name is Aban
His mother's name is Frankie, and his stepdad's name is Oswald
He is the stepbrother of Maddie and Rachel (whose last name is Rothwell)
Growing up, he had a family cat named Pebbles
He has extended family that doesn't treat him well [homophobic aunt and cousins Cliff, Boots, Marcus, Jamie'
He has always loved to sing (and dance)
He loves nature
He's always been rowdy/a roughhousing kid
He keeps a stormcloud plush at his bedside (and he brings it with him on away missions)
He's deceptively smart and acts as a translator
Though not fluent, he has learned conversational French, Italian, and Russian in case of emergency
He knows how to cook. Very well (and will feed Robotnik when the doctor stretches himself thin)
He makes certain designs in the coffee depending on the day's upcoming events [i.e. stars on busy days, intricate rainbows on relaxing/tinkering days, beautifully crafted flowers on field days, etc.]
He's jealous of the space porcupine
He enjoys indie music like Arctic Monkeys
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