#okay so it’s like- it’s an rpg maker game that’s making fun of rpg maker games KIND OF??
Explore tagged Tumblr posts
theshunbun · 2 days ago
Note
Hi~ I also an artist and I've been follow you for a while. Know you since the time you draw cute drawing to sexy adorable girl with positive messages >vO I love reading them, thank you for always bring on positive, happy messages on my new feed ❤️
And I surprise how can you draw 3 pieces everyday, that's so fast >o< I wish I can draw fast like that. I feel like drawing human like you draw now it's very hard (the anatomy is my weakness >^< your drawing is so good). I wonder how much time you spend in a day for drawing? Does your main job is being a fulltime artist?
Tumblr media
Hey hey! 😊 First off, thank you so much for your kind words! 💖💖💖 It really means a lot to hear that my art brings some positivity to your feed ;w; That’s exactly what I aim for, so knowing it resonates with you makes me super happy! 🥹💕
As for drawing three pieces a day, phew, it definitely took me time to build up that speed! At first, I was way slower like my energy level is very low, but with consistently getting my mind into the work mode, I found ways to streamline my process. Over time, I got better at simplifying certain details, trusting my instincts, and letting go of perfectionism when it wasn’t needed. Some days, I can knock out art fast, and other days, I take my time like if i have a commission so dont stress about speed! It naturally improves as you keep drawing fr. ✨
But I totally get you on anatomy being a challenge! It’s honestly one of those never-ending learning curves for me, and I still study and refine my approach even tho my proportions are wayyy off and make no sense. The best trick I’ve found is focusing on flow rather than stiff details, if it feels good to me then I will go ahead with it, I know ill never be 100% all the time but I do fin that gesture drawing helps a ton 💖
As for time spent drawing daily, ehh it varies, but I’d say anywhere from several hours to the whole day depending on what I’m working on. Some pieces come together quickly like within an hour (When im livestreaming my work on youtube), while others take longer. I’m always juggling that balance really
And yes, at this point, I do consider myself a full-time artist! It’s a mix of art commissions, social media content things, and other projects like the Tato TTRPG and rpg maker game that keep me going. It’s a lot of work, but I love it, and I wouldn’t trade it for anything! That said, it’s totally okay to take things at your own pace whether you’re full-time or just making art for fun, what matters most is that you enjoy the process. its a thing im still learning 💕
133 notes · View notes
askthebadkidz · 9 months ago
Note
(13 insight)
Sprak nuzzles Baron back and nips him. You’re welcome.
Baron sprints back into whatever area of the Mirror Manor Riz is in, holding what seems to be the entire grocery section of the goblin market.
I have...returned. :)
-Baron
Woah. How did you. Carry all of that here?
*Riz sinks deeper into his little blankie mountain.*
-Riz
164 notes · View notes
chongoblog · 2 months ago
Note
You mentioned in a post a while ago an RPG maker game that was so bad it inspired you to start a project that could execute some of its ideas better (iirc), I read the post and immediately recognized the game you were talking about. It's always occupied a weird space in my mind as an oddity of a game that didn't really have any reason to exist, so if you don't mind i'd love to hear more of your thoughts on it.
The project has been on hold (like my 132476 other projects) but yeah!
So first of all I won't be sharing the name of this game because I don't wanna send unnecessary hate its way. Like, making a game and putting it out there is huge, and I'd hate to send a bunch of negativity towards it, and if I find that one of my followers went to it and review-bombed it, then I hold more contempt for that person than the people who made this game.
That said, the crux of the game was you were controlling the main character of the game, but the main character was aware of the fact that you are controlling their actions and as communicating with you about what you need to do. Not a bad concept. I really liked it! The problem came with execution.
There's a lot of specific parts of it that I could point to, but it can really be summed up by the opening. The girl wakes up and does the standard "whoa! what? why did I stand up like this? I-I didn't do that!!" and then a text box appears and responds to her saying "yeah, that was me". Then when you try to leave the hospital, the mc says "wait a minute, maybe we should inspect These Three Spots first!" and then the game turns you around, followed by the text box responding "ugh...fine....".
There are two big problems here in my mind. First of all, this powerful idea of you controlling the main character and the main character being aware creates this sort of connection between the player and the main character (one that I think we'll see more of as Toby releases more of Deltarune, although this game came out a few years earlier), and the issue is that when the game itself gives the player dialogue, that really undercuts it. Like, later in the story, the player dialogue flirts with the mc, which is something I know I wouldn't do as a player. So it's not so much that you're a player controlling the main character who is aware, but you're a player controlling a ghost that is controlling the main character, and the main character is aware of the ghost, but the ghost is not the player.
The second big issue is a lot more understandable because you have to tell a story, but it's very silly to have the main character go "oh my god you have control over my every action!!" and then when you try to leave an area early, the main characters says "no don't do that yet" and then disallows you from leaving the area.
Just to gush about my ideas for this, my project idea was to make all verbal communication be one-way, while finding other ways to communicate. For example, when the main character first wakes up, they realize "oh shit I'm not controlling my body!!" and then he says "alright, well weird ghost controlling me...I don't know what to call you....so tell you what, walk me over to that desk. There's a pen and paper. Use my body to write your name" which determines the name on your file.
But here's the fun part. Let's say you decide "no, I'm not gonna do that". You can just walk out of the room. If you do, the main character just goes "um...okay? Fine then. I'm gonna call you 'Jerkface'" and the name on your file is "Jerkface", and he calls you Jerkface for the rest of the game. (And maybe if you go back, he goes "oh? what's the matter? don't like being called Jerkface? what? does that seem kinda rude? impolite maybe? almost as impolite as just TAKING CONTROL OF MY BODY WITHOUT TELLING ME YOUR NAME FIRST????")
Needless to say, I have a lot of ideas for this, I just need to execute them, and for all my complaints towards this game, I absolutely respect that they made it happen.
83 notes · View notes
leog4u · 11 months ago
Text
Tumblr media
Game Design and Porn Pt. 1
or, How To Fuck Up The Best Intrinsic Reward Ever
Hi, I'm Leo G, veteran pervert. One time while chatting in a server exclusively made of porn artists, I brought up the game design of a porn game I enjoyed. One of them laughed, saying "Who cares, it's just a porn game?" Being unwell, I never let this go. Since then, I have played many adult games and took each one as serious products made by professionals. Fast forward to today, and the demo for my porn game, Joker's Trip, is nearing completion. I also have some sci-fi erotica you should check out.
So you wanna make a porn game. You heard they make money, and hey what’s more fun than making a video game AND porn? But you don’t know where to begin! Well don’t worry, Leo’s got you covered. We’re gonna walk through the line of thinking you should have when designing your porn game. There's gonna be at least three parts to this, with part 1 focusing on how to reward your player.
Define "porn game" for me, Leo.
There are porn games, and then games with porn in them. A porn game is a game where you won’t last 5 minutes, where everything exists solely to meet and, subsequently, fuck. A game with porn in it is a game where everything exists for the purpose of the game, and also, you fuck. Fate Stay Night, for example, is a VN with a story that just so happens to have some CGs where the protagonist rails Saber, but is mainly about Shirou and the Holy Grail War. Much like how I would call Castlevania a game with horror in it, but not a horror game.
Porn games are a lot like horror games. They both get a bad rap for being cheap to make, appealing to base instincts, and generally being low quality. They're also both not actual genres of games, but genres of content. Think about it, if I asked you what a horror game is, you'd say a game that's scary. But what's the actual game part? The unfortunate answer would most likely be "walking sim," but there are a lot of examples that are FPSes, puzzles, driving sims, platformers, deck builders, the list goes on.
The most common genres of game I see for porn games these days are by far RPG Maker RPGs and VNs. I won’t be talking about VNs because they’re closer to writing than game design, which isn’t a flaw but a feature. What used to be everywhere, in days of old, were breakout games, where the more bricks and levels were cleared, the more of the sexy image would be revealed in the background. Other arcadey type deals like shoot ‘em ups and mahjong were also around, and had a similar “strip ‘em down until you have sex” gameplay loop.
Okay, so what’s an intrinsic reward?
There’s intrinsic rewards, and there're extrinsic rewards. Extrinsic rewards, generally, are the number go up rewards. Things that make your character stronger, or give you more resources to buy new gear or whatever. Intrinsic rewards in games can cover a large swathe of things. It can be the feeling of satisfaction of completing a puzzle, a piece of lore or world building, or a new dialogue option with a character you want to fuck.
I like fucking characters, are we talking about porn now?
Yes! I’m of the opinion that you literally can’t make a better intrinsic reward than pornography. On top of setting the tone for the entirety of the game., at its best it can add to a story, add to someone’s character development, or be a beautiful piece of art to look at. AND you can jack off to it! Unfortunately, that’s at its best. Let’s talk about how porn is delivered in a theoretical RPG porn game. (As a head’s up, there will be talk of “bad end” scenes, but this is under the assumption that the player is the one consenting.)
So you’re playing an RPG and get into a fight. Maybe you were underleveled or too cumbrained to remember to buy healing potions. Then your HP goes to zero, and instead of going back to the title screen, you’re getting fucked by orcs. That’s right, let’s talk about Game Over CGs.
You get to watch porn when you lose?
To someone making a porn game with a battle system, this delivery method makes sense. The characters in this world are driven primarily by lust, this is just the obvious conclusion. And it doesn’t even have to be non-consensual! Games like Future Fragments show that it can be presented as a sexy inconvenience rather than anything uncomfortable for the player or our hero. Game Over CGs even have the benefit of softening the blow of defeat, by giving the player a chance to reflect on their defeat and jerk off. Even better if losing a fight isn’t lost progress, but rather a bump in the road. However, there’s a problem here. The player is a dog, and we’re rewarding bad behavior.
Tumblr media
The porn is an intrinsic reward, so why are we giving it to the player for losing? Incentivizing losing on purpose isn’t just bad game design, but a waste of time. And to that end, a lot of porn games try to give solutions to this. One being a kill button on the keyboard or a skill that instantly KOs our hero to get to the lose screen faster. What might seem like a convenience is really just expediting failure.
What it says is that the gameplay doesn’t actually matter. You’re just here for the porn, right? In that case there’s plenty of places I can go to see a chick with huge knockers get railed by an orc, with the added bonus of not having to play forgettable and mid turn based combat!
Another solution I’ve seen is the game outright telling you, “hey don’t bother killing yourself to see the porn. Once you beat the game all of the scenes you missed will be unlocked!” At first this seems like a reasonable way to go about it, but it comes with another problem: your game better be fucking good to make me play through the entire thing before getting to see cock. Like I said earlier, porn at its best can reveal things about the world and drive character development. I uh. Just beat the game. I don’t care anymore. Showing me a scene that’s taken out of context by a factor of 5 hours or more isn’t what I’d call great game design or story telling. It’s also too little, too late.
What if we made the porn actual rewards?
Now we’re getting somewhere! Let’s make the reward…a reward! What if, every time the player beats a level, we get some porn? If we tie the CG to beating the boss, we’ll be tying the reward to game progression. That’s good right? So now, on top of the extrinsic rewards you’d normally get for beating a boss (a lot of EXP, better gear, opened areas) we also get that sweet dopamine rush of pornography! So we’re good, right?
There’s 1142 words left in this post, so I’m assuming no.
Well. It’s a start. It has the problem of predictability. If not handled properly, it comes off as lazy. As a game designer, one of your goals is to not constantly remind your player that they’re playing a video game. Get through the level, get porn. It feels a little too “mouse in a maze looking for cheese” for my taste. And much like the game over method, if the actual game itself is mid, the player will start to question if the reward is worth it, and might be afflicted with the worst condition a player could receive: boredom.
Of course there are exceptions. In puzzle or arcade type games where you don’t get extrinsic rewards, giving the player porn as another form of reward per level or whatever is perfectly reasonable (though it does have the issue of being predictable.) This is a perfectly good way of doing it if your game is short, or if the game is, y’know, good and fun to play. Bad Color’s game, Heroine Conquest, is a level based puzzle game with porn as the reward, but only when you do good. Combining the actual challenge of mastering the game, with a genuinely unique game loop makes for a feeling of accomplishment when beating a level. Pair that up with a sex cutscene, and the dopamine rush will hit.
So! Let’s combine giving the player a power trip, with a less rigid structure for giving the player porn. Instead of tying the porn to purely progression gates, let’s tie it to the progression.
Plot milestones
In Third Crisis, sex scenes are peppered throughout the regular game’s plot, starting with some lesbian bondage before introducing the protagonist, who goes through a tutorial before having their own horny encounters. It’s not just given when you win or lose, but is a natural part of the game. Beating bosses, losing to enemies, and exploring dialogue options in sidequests all lead to unlocking new CGs.
Now what’s nice about that, is that the sex isn’t placed somewhere extremely predictable. It isn’t just a reward for beating The Boss Of Forest Zone, Now Go To Ice Zone And Beat The Ice Boss For More Cock. Because that’s the biggest issue of predictable rewards, you know you’re not getting anything until that checkpoint, which will make the player weigh whether or not it’s even worth continuing. This is fine, again, for an arcade type game, not an RPG or adventure game. By sprinkling sex throughout the plot itself, the player will not only want to progress, but their curiosity will have them wondering “what else is out there?”
Rewarding exploration
By putting sex scenes behind optional side quests or encounters, the dog that is the player will scour every single corner of the map, and leave no pixel unturned. Personally, that’s more exciting to me than what you’ll get in the main progression route. In Future Fragments the player can find their rival Faye in sexual situations if they explore the map enough. These are completely optional, and don’t give any direct rewards like more HP or an item, but they’re by far what motivates me to explore the maps as thoroughly as possible, more so than the plot macguffins the game is named after!
Tumblr media
So now the player is excited. Sex can happen anywhere. Maybe that daunting off road path with stronger monsters isn’t just hiding a secret, but a sexy secret! They’ll be more likely to venture down those optional paths you painstakingly made.
If we’re using sex in game overs, boss fights, and just randos, why not put it everywhere?
So now I want to talk about the concept of a “sex stat”. It’s not a bad idea! Say, the higher the player’s sex stat is, the more opportunities you unlock for fucking. It could even be tied to the player character’s personality, and affect the story! Instead of using a sword and shield, they’ll end any conflict with sass and sex. They open their eyes to the horny world around them and stop being a hero, and instead become a succubus, and the ending is a massive cum filled orgy.
That sounds excessive
Yeah, it does, doesn’t it.
I’m not a fan of “corruption” systems in porn games. Corruption as a kink is totally fine, and having it be a part of the story lets you incorporate more sexuality into the plot. But as I alluded to, it snowballs pretty fast (and I’m not talking about spitting in someone’s mouth). It ends up being like a cheat code, where you’re bypassing parts of the game for no cost. It stops being a reward, it stops being unexpected, and it stops it from being sexy.
Tumblr media
Wait, what? Stops being sexy? What’s not sexy about a succubus orgy?
Alright, listen, we gotta rein it in for a minute. This isn’t so much about game design as it is about writing erotica, but if you have a world where everyone’s fucking and sucking 24/7, there’s no contrast to make what would normally be a hot taboo a hot taboo. If everybody’s naked, nobody’s naked. The aforementioned snowball effect of a corruption system can be seen if you play literally any game that has one. It won’t take long to not have to engage with any combat or adventuring system if you can just press the “Submit to the big dick warlock” button and watch porn to progress.
Which, now that I said that, is exactly the problem. Imagine any other rpg you’ve ever played. Now imagine if every encounter and dialogue option had an option to just watch a short cutscene to skip the encounter. That would suck ass, right? Literally no difference here.
It would. Hey, I’m sort of lost now.
Don’t worry, we’re wrapping this up.
So what did we learn? We learned game over CGs have a critical design flaw that shouldn’t be relied on. We learned that predictable rewards can lead to boredom. We learned to keep sex as a reward and not devalue it.
To summarize, here’s a neat trick to know where to put your porn scenes.
”Would I put an Xbox Live achievement here?”
It’s that easy. “Lose to Goblins for the first time,” that’s an achievement. “Beat orc commander,” that’s an achievement. “Find Hubert the Magical Dickhead,” that’s an achievement. Using that as a guideline is foolproof. Almost.
This sounds like it’d take a lot of resources
It sure does! But don’t worry. I’ll cover that in the next post talking all about how to deal with the resource management of a porn game.
(Shoutout to Taylor, my guy for editing!)
307 notes · View notes
mofa-mogu · 21 days ago
Text
Hi my name is Sid and my favorite hobbies are drawing and having fun. 🤩
I like collecting magazines, books, and miniature figurines. I also have an affinity for clowns, detectives, and noir movies.
My interests include stuff like….Madou Monogatari and Puyo Puyo, RPG Maker games, Columbo, SEGA Consoles, Sonic and Sonic Team Games, and other various stuff, there’s a lot I like heehee.
I also make my own characters and I write about them and draw them sometimes ❤️
I’ll post my sketches and fan art here every so often, mostly sketches but I WILL occasionally LOCK IN and draw a whole piece!!!
Okay that’s it 👍
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
9 notes · View notes
obscurecharactershowdown · 2 years ago
Text
Semi-Finals
Tumblr media Tumblr media
[image ID: the first image is of Stag Malinay, a young man with auburn hair and yellow-orange eyes. he's wearing a black shirt, black pants, and black, lace up knee high boots with belt straps. he's sitting on a red and gold throne. beside him is written his name, "Stag Malinay." the second image is of Granger, a girl with green eyes and short, wavy or curly black hair. in her hair is a red hat or ribbon. she's wearing a black turtleneck sweater, blue overalls, and a green coat. end ID]
Stag Malinay
Very self confident, bisexual manwhore with a troubled background he doesn't like to talk about. Said past is the cause of all his anger issues which he regularly takes out on the MC, initially. They become friends later, so it's okay. Also, he has a Tumblr account! @stagmalinay, run by me, the author. Can't really get more obscure than only selling a few copies of my entire book so far. [additional propaganda 1] [additional propaganda 2] [additional propaganda 3] [additional propaganda 4] [additional propaganda 5] [additional propaganda 6] [additional propaganda 7] [additional propaganda 8] [additional propaganda 9][additional propaganda 10] [additional propaganda 11] [additional propaganda 12]
Granger
so granger is the main character of the indie game "NeverHome" Chapter one, which is only $1 on Steam, is called NeverHome: Hall of Apathy. if ur a fan of young protags being put in RPG maker horror games, then this is the game for you!! so granger is just that… she wakes up to find herself in a strange, hostile world. she, along with the friends she makes, must solve the various puzzles before them while creatures are out to kill them… and along the way they can uncover the secrets of these never ending halls… her dynamics with the cast is also super fun… each character gets their moment or moments with granger. and what's so cute is that there's unique art for each pair that highlights the fact you cant get through these halls alone!! she also has her own theme song!! here!! https://www.youtube.com/watch?v=d_vwtmIj5cw it's called cyclical tragedy AND HERE IS AN ANALYSIS OF THE THEME!! MUSIC THEORY!!! written by my good friend @HIEMIOLA "cyclical tragedy" embodies the protagonist, granger, through the music theory behind the track and ties itself back into the main track as well. to begin with an overview of the track, the key is D minor and hte time signature is 3/4. the piece begins with a broken minor third starting from the tonic. that is, it begins on the main note and moves along the main chord, D to F. the next set of notes are C to E, which is shifted down a step. the phrase repeats again, this time D to F, then G to E, which is an inverse movement from the original sequence. even in this first part, we could tell that the protagonist begins from square 1 with a simple pattern, then tries it again when it works. however, the inverse breaks that expectation of repetition, thus showing the diverse variations of solutions she comes up with using just the tools she has (the two notes moving in thirds). just like the game, she is given a handful of objects as well as a knife to defend herself and solve the mysteries of the world she exists in. with her creative uses of the items given to her, she continues on her way through the plot. we will keep moving. the melody begins. true to the title of the track, the melody cycles around the same beginning note, D, that she always returns to at her square 1. this is a nod to the save states she is allowed to keep to make sure that we the players don't lose the game, but it also references the health bar that appears as a circle around her avatar. the melody, mapped out, is also moving in an up-down wave movement across the sheet music. granger is creative with the knife she has and the quest items she obtains throughout the story, but she is not entirely reckless. rather, she knows when it is time to return to the safe rooms to rest. to time her returns requires skill because she must run to cover without being caught by varying her path so the enemies don't corner her as she tries to return to the room. most of the time, she is successful, shown through the consistent return to the beginning note. let's keep going. i would like to turn your attention to the main theme briefly. in the bass notes, you can hear arpeggios and outlined chords. this makes up the bulk of the accompaniment in the main game theme. [mod note: the rest of the essay, and some more propaganda, is continued under a cut because tumblr will not process more text than this in an indent. sorry to split it up, please continue below for the rest of the essay and additional propaganda!]
the third variation of granger's theme also has arpeggiated chords in the accompaniment while the melody features broken chords. at this stage, the pattern switches to eigth notes instead of the quarter notes at first. with greater movement and heightened senses, she runs throughout world and befriends other people, thus interacting further with the environment. while she isn't exactly someone we would call open, she is respectful to the people she first meets and has no problems with asking them for help when she needs it. because of her openness to working together, she speeds up her progress by asking for aid at obstacles that would be too difficult for her to overcome on her own, such as asking a teammate to break things, move things, or reach into smaller holes. fusing the main theme elements with her own theme marks this step as the inciting incident that sets her on the path to escape from this world. we'll continue.
continuing the same part, we hear some secondary fifths. i'm not entirely sure if this is what you call it, but it is a nod to the parallel key, D major. depending on what theory class you take, this could also be considered the other half of the key. i dont know how else to describe it, but i digress. these are glimpses to different dialogue options she could take, glimpses to a different key or a different ending. because this game only has one chapter ending so far, we are unsure of what other paths granger will end up in; we only know that there are certainly other endings she will experience, only to begin the cycle again when the save state is loaded for players to reach another ending. both A major and G major are chords that signify different choices that may lead her elsewhere only for her to return back to the tonic or main note, D. despite this, she keeps going, as will we.
at the midpoint of the track, we see a quick shift in patterns. instead of upward leaps in the notes, the melody falls in stepwise motion. true to the plot, this is another turning point of the game when she is forced to make a choice: continue or stop. after facing the spoiler event, her once determined personality is challenged as she struggles to keep herself and her team together. despite being the headstrong protagonist who spearheaded solutions, even now she finds herself doubting and taking smaller steps, smaller risks.
even after all of this, she rises to the challenge as the melody returns to its beginning sequence. true to a protagonist she gets up again despite the events that transpired and keeps her team moving in their lowest points. the thirds return as she finds more objects to solve more puzzles to open more rooms to save more friends. this repeating part of the track only solidifies her resolve as the piece ends with a broken chord in the main key, her key, of D minor. despite everything that transpired, she stayed true to herself."
the game is also so, so charming with the art, music, and story made by the same person… its so clearly loved and full of passion!! i love listening to the game's ost on occassion!! since it's all on youtube!
ok one last thing thing!! on may 8th, the game hit 100 downloads (on both steam and itch.io). you can see the creator of the game celebrate that with this lovely drawing of granger: https://twitter.com/NeverHome_Game/status/1655761270694633472
so at most, only a bit over 100 people have played the game… id like to say that makes it obscure!!
anyways granger and neverhome!! we love to see our protagonists put in horrific situations and isn't she super cute with a lil bow on her head? she is my daughter…
[additional propaganda 1]
[additional propaganda 2]
[additional propaganda 3]
[additional propaganda 4]
[additional propaganda 5]
[additional propaganda 6]
[additional propaganda 7]
[additional propaganda 8]
99 notes · View notes
rinayeas · 1 year ago
Text
Played the ib remake heres some food 4 thot
Garry has transmasc swag. But i am open to other interpretations
I almost felt sorry for Mary but on my 2nd run i did all the endings and the together forever ending still makes me feel all the rage and discontempt as it made me feel 10 yrs ago
THE FACT THAT WHEN YOU FIRST MEET HER SHE SAYS THAT RED IS HER FAVORITE AND BLUE IS OKAY AND THEN SHE SUDDENLY HAS BLUE AS HER FAVORITE JUST TO GET GARRY'S ROSE GRRRRR
When i got to the true gallery it clicked that Garry vs Mary was supposed to be a difficult choice for the player so now im a bit dissappointed abt the fact that Mary is such a cunt in her ending and that garry is 100x more favoured by the narrative and i wish it could have gone further w the concept
In the 2012 game when something important happened or there was a cutscene the caracter party would separate to show their individual sprites and the remake doesnt do that??? Which is very weird honestly why wouldnt they do that
I still love u garry. My first anime crush....
Ib's dad is not hot anymore 💔
Honestly?? Beyond the direct support for the team + graphics overhaul, you're good playing the 2012 version honestly. If you want a diff experience with the puzzles and the chance for a whole lot more garry dialogue then play this one. But i have to say im a bit dissappointed
Not a lot bc the base game is still awesome and i love it but with the other remakes it felt very different??? Like witchs house is fun and i always love to replay it and adds a bit more lore from the ellen novels and the Sen games are the best remakes so far with better graphics, fun gameplay and completely new puzzles + the death counter for Misao so this one left me a bit empty
I hope more rpg maker remakes come soon!! I love replaying these and the more the merrier
Side note bc im never touching the topic again: the mermaid swamp remake is cool bc ooo shiny new graphics but im not a fan of the characters not having portraits (i feel like thats intentional for the atmosphere but i also really wanted some new art for rin and seitaro) and also??? The ending Cg???? Theyre better but they lack the grainyness of the og, except for the rin crying one that one was such a downgrade
ALSO URI WHY WOULD YOU POST THE SEITARO DEATH CG AND SAY YOU REGRET NOT PUTTING IT IN THE GAME BC YOU FORGOT AND THEN NOT PUT IT IN THE REMAKE AAAAA
23 notes · View notes
lunariamv · 1 year ago
Text
Tumblr media Tumblr media
its time, im in my charon era
ive made my first three rpg horror games :DDD
there's three because two of them are parodies and then there's one actual legit one
all three are in authentic charon game format: rpg maker 2000, similar art style, similar horror premise, short story
i did it for the aesthetic OKAY
⚠️ Before venturing into any of my works, please heed my disclaimer/rules;; I don't want obstructive people engaging with me or my works ⚠️
✿ warning: running these games is a gamble because rpg maker 2000 is old software that windows is trying to assassinate (i cant even run it on my computer sometimes, i have to use a virtual machine or the game editor lol) so i apologize if it doesn't work ✿
the readme has troubleshooting solutions, and easyrpg exists to combat this, but it's not perfect. for example, it changes the text a little bit, which ruins the aesthetic
if ur like me and u care about the aesthetic a lot, then use a virtual machine, otherwise if you have a laptop and not a hardcore gaming pc, the game will probably run fine.
(the one time that having low quality graphics is good xD)
windows 11 users beware, im sticking with 10-
when all else fails i have gameplays available on my youtube
Tumblr media
🌸 HERE IS THE GAME MASTERLIST 🌸 PLAY THEM HERE
✿ warning: running these games is a gamble because rpg maker 2000 is old software that windows is trying to assassinate (i cant even run it on my computer sometimes, i have to use a virtual machine or the game editor lol) so i apologize if it doesn't work ✿
!! please care and heed my content warnings when playing these games, as they contain dark subject matter; i promise ill make less edgy stuff in the future its just rn i REALLY WANNA MAKE CHARON GAMES FOR FUN !!
the first two (Akeno Delusion and Carousel) are strictly parody games on the genre, and Doom Stones is the authentic 100% serious charon game
looking back akeno delusion sucks to me but thats cuz its my first one and i gotta start somewhere, the quality only goes up from there
eventually ill stop using rpg maker 2000 and make games with the other makers for more versatility but rn im in love with the retro aesthetic im so sorry
*my art isnt that good but im getting there ok!!
Tumblr media
also just a heads up, im not 1 to 1 charon; the aesthetic, artstyle, and story elements are the same, but i dabble in male yanderes instead and i go different places with the story;
🌸 mostly male yans
🌸 protagonist is actually a character
🌸 story goes a little more in depth
🌸 more focus on the horror aspect than sexual
so basically im like a female charon right now heheheh
i plan to make more rpg games, but for sure i want to make at least three more games with similar story beats.
its because i want my own take on the concepts -- doom stones is my take on makoto mobius, but i also wanna make a "scavenger hunt a person's house" type game like makoto nikki and a yanderella equivalent (but the love triangle has more drama)
AND…. MIX ORE BUT YANDERE BUBBLE TEA??????? :DDDD
once im done ill move onto dsp era cuz i wanna make some actual rpgs; like with the cute assets and pixel art
Tumblr media
🌸 please follow and support me if you like these and want me to make more; this is just a small portion in the large list of games i wanna make <3
💮 please feel free to contact me regarding game ratings if you sincerely think they're off, im a noob when it comes to posting stuff;; and im just going off code of conduct, if it has any hint of explicit content its going to be 18+, whereas implicit would be like 17+ idk
im not taking any chances lol
🌸 I'd prefer if people don't contact me about troubleshooting problems, but if they have to, carefully go through my instructions first. even then keep in mind i might not be able to help;;
💮 I'm posting these games on tumblr only because they're short. If I make longer games, I'll crosspost them to itch.io or something.
🌸 I'll also make a website in the future, but for now I'll post the games on here. Thank you for stopping by!!
Tumblr media
18 notes · View notes
mx-pokirby · 2 months ago
Text
Okay pls listen
I keep thinking about this, and I don't have a Monolith Soft/Platinum/Atlus-size team nor budget, so making my own dream game will have to wait, and a Tumblr post will have to suffice
Breaking the 4th wall is nothing new.
Theater shows where performers speak directly to the audience. Films that emphasis the viewers' roles as voyeurs to elevate the art. Games that dissect the nature of protagonism, using the medium to create ludonarrative harmony.
All good and deserving even more be made.
Yet in that final case, I feel there's often a disconnect in assuming the level of responsibility the game expects of you in "controlling someone against their will".
The protagonist will clearly be upset at you like "How dare you be here, controlling me? This is all your fault. Fuck you." and you kinda just gotta sit there like "Damn, sorry I guess but I didn't make any of this happen, buddy. I just held W and tried my best to help. If I left then literally everything would remain still. None of this is on me."
Cuz your expected to at least suspend your disbelief hard enough to forget that the game has a Creator(s) in the first place.
It's like a long-running mystery where you're supposed to just pretend there's no Supreme Mastermind. Everything just happens to be "like this" and you + your character just both gotta cope.
What I, as a creator, want to see is more works that actually call attention to that. About dissecting the concept of the Artist's role from within the Art itself.
There's so much potential in flipping the interrogation light inwards, to ask what forces motivated the Artist to create their world the specific way they ultimately chose, and have that be a key element in what the narrative is about.
Tangent time.
In my teens, I had an RPG Maker phase. I never made enough progress to release anything, but I was familiar enough with the program. Something about the process of making a game in RPG Maker is how easily I slipped into having fun just making up Skills and Items and whatnot. Just toss in some numbers, select an Effect, and write an endearing yet informative description.
In universe, characters may have to go through life-changing struggles to earn these dangerous powers which could upend their very worlds.
Yet you, the creator, are also able to create both their challenges & rewards with the ease of a keystroke. And any limitations thereof are purely choice, because Game Balance and Plot Structure is an expectation, but importantly not a hard rule.
Your paying audience may care about sudden nonsensical bullshit, but the characters within the narrative would certainly not care about any of the above as long as they can return to living peacefully ASAP. Conflict.
Allow me to give an example that's been occupying my brainspace as of late.
Skill Target: Self Type: Heal Effect (1): Heal HP - 100% Effect (2): Remove - All Debuffs Effect (3): Apply - Omni Buff Effect (4): Gain Status - Invincible Skill Learned At: Level 1 Skill Cost: 0 MP Skill Name: Lift Finger Description: Even if you can no longer stand, as long as the fire inside is still burning, you can find the strength to keep going and face any odds
In a story self-aware of its own mechanics, anyone can effectively obtain Godhood for nothing, and characters would have to grapple with that.
Especially in a work that gives similar/the same (even if stripped down) tools or creation / customization to the player that the creator(s) made the game with. Your Mario Makers, Little Big Planets, Mugen, Cladun, Magical High School Girl (ok maybe not technically but it still deserves a shoutout), anything that runs on Source.
I think a game that wants to tell a story deconstructing / dissecting the act of creation, while using its medium to the best of its ability, would need to require player creation be a core gameplay element.
Partly because, when you're given the freedom to implement overpowered Free Win Button nonsense like the example above, what's stopping you from pushing everything to the extreme?
Only arbitrary, socially/self-enforced rules, and the blurry bounds of what's actually possible. The same limitations as the Creator.
And if the power to Create is given not only to the player, but narratively something anyone can do, then all it takes is one person who values their own self-interest above the arbitrary rules for the rules to truly stop mattering, and everything gets out of hand. A mad-dash. Where the only reason to Create is to be as Extreme as possible. To make only The Most. So you're the best, and nothing can be better than you, nothing can knock you down.
There will still be those attempting to play by the rules, but they're a small few surviving against the odds. That drive to carve a meta out of a system never intended to have one. Assigning order to the chaos.
Only by looking back at the base fundamentals which everyone has elected to ignore can you really put everything into perspective.
Like
You see the points I'm making here, right? The reflections?
There's so many angles to take this initial concept from that I'm just enamored by. And while I'm not even certain I've done an acceptable job at trying to explain / justify this potential that I've been obsessing over, (this post (and my brain) has been cooking for two days and I'm tired), I hope I've at least scratched the surface for others to be inspired by too.
And on that note, I leave with one final piece of wisdom.
There is significantly high untapped artistic potential in the concept of the Self-Insert.
Fuck we gotta rewatch Re:CREATORS
2 notes · View notes
charonarp · 1 year ago
Text
Fangame Inquiry
So...I've been trying to do some research into the logistics and legality of fangames and what is and isn't allowed, but I'm so confused because none of the examples share what I'm trying to do and doesn't help me know if what I want to do is okay or not...so...I decided to hop on here and see if anyone's able to give me a clear answer if possible.
Recently, I purchased RPG Maker (MV/MZ - got both since they share file sizes and I might like one over the other for different games), and had the idea to make 3 possible fangames: A Legend of Zelda fangame, a Curse of Strahd RPG, and a Thomas Sanders fangame.
I'll be focusing on the first two, since those are connected to large companies. I'm pretty sure I'd be in the green light with my third idea, haha :p
Starting with the Legend of Zelda one (Project Acorn - a temporary name), this is the one I'm the most confused about. With this fangame, I want to make an original story with original characters, which happen to take place in Hyrule and use the races from the game (Hylian, Gerudo, Rito, etc.)
During my research, many have stated that Nintendo is VERY unwelcoming of fangames, but from what I understand, it seems to mostly be due to games that share too much similarity and assets from their games? I plan to make a lot of the game's assets on my own: custom sprites, tiles, portraits, etc., so I don't know where my idea would lie in regards to legality.
I don't plan to call it "Legend of Zelda: ___". The main thing I'm confused about is if it'll be a problem with me using specific locations, temples and races, even if they're original characters and personally constructed. Like Kakariko Village, would I get in trouble if I had this as a location in the storyline? Would I get in trouble for using the word "Hyrule"?
I'm fairly confident that mentioning names of existing characters in the franchise would cause issues, but honestly, I don't plan to have them involved or mentioned at all in it. I genuinely want to make a fully custom story with my own characters in their own timeline/universe, in a time where there is no Hero of Courage, there's no looming threat due to the Triforce of Power or anything related to it.
I plan on making this game entirely free, should it be made. In fact, I plan on making all my fangames free, should I be able to make them long enough to publish. I am just one person after all, with no experience making custom tilesets or sprites or anything (pixel art is not my strong suit, but I'm willing to try). I just have a story in my head I'd love to see in an RPG format, that's all. I also plan to use custom or copyright free music for it as well. Even if I'm no musician, I do wish to learn.
For the second, I can see the Curse of Strahd fangame having some issues, considering the fact that I do have the idea of making an RPG fangame playing a majority of the plot from the campaign into it, but not exactly one-to-one. However, it'd use characters straight from the book, the only custom characters just being the character(s) you play and extras that may share importance to those characters.
This one I'm the most scared of because of this reason. Although I do plan on making the game free (should I be able to make it), I can definitely understand if this one in particular causes problems with wizards. I mean, it would also spoil a lot about the game...I just thought that Curse of Strahd would be a fun game in an RPG format, considering that it's a sandbox adventure that has the same plotline throughout the book, but changes drastically due to the tarot cards.
Now that I think about it, maybe I shouldn't make this game...hmmmm 🤔
Sorry for the long ramble, I'm just genuinely lost. If you tell me to "look it up", I tried. I hate looking up stuff like this because I'll find so many answers and none of them will answer my questions. There's so much information on the internet that I seriously don't know what's true or not by just one post.
Again, I plan to make these free, should I be able to publish them. I personally don't feel comfortable even charging money for anything I'd like to make in regards to games. I'm also pretty sure I'd definitely get in trouble if they costed money to play, lol.
I got inspired to try to make some games again thanks to my 14th re-watch of Markiplier playing the Hearts and Heroes fangame, haha. I tried making games before, but dropped it pretty fast due to being an inexperienced writer and not knowing how to progress at a certain point (I also didn't legally own RPG maker back them either, but that's all gone now lol).
I would probably ask this on Reddit, but I seriously don't understand that website and don't know where I'd even post this, lol. I am also very afraid of that site, so....yeah <_<'
Hope you take care! And remember to HYDRATE :D (Help idk how to tag-)
6 notes · View notes
lizzyofthelake · 7 months ago
Text
THE START TO MY NEWEST PROJECT
So I've recently had my future rattled a little bit. I won't go into details but the tldr is I suddenly have a lot of time on my hands and not a lot to do with it. Coincidentally, I also bought rpg maker MZ some time ago, and I had maybe an hour of use. So I figured I'd try and make a game, cause worst case scenarios are nobody seeing it or someone playing it and being like "I don't like this". My idea is basically is basically to do a sort of role reversal with the protagonists. They're all escaped princesses going to rescue their would be hero and saving him. They do typical protagonist stuff in the interim, finding magic items/artifacts and fighting monsters. That sort of thing has probably been done before to some extent (hell, it might even be common), but I like it and I wanna give it a shot.
First thing I did after deciding to actually go through with this was to get some assets. I wanted it to look like some older rpgs that you'd find on a gameboy (My zoomer brain doesn't really know the term, but retro is probably a good enough descriptor). I found some assets on itch by The Mighty palm (https://themightypalm.itch.io/). I'll probably still make my own art, but this def helps to actually put it all together.
I really like this princess sprite, I think I'll use her for the protagonist
Tumblr media
I think she looks like a Katja personally. Second thing on the list was some music, and I found some stock music that works okay but I think it'd be fun to make some myself. If anyone has any recommendations for a beginner friendly composing software, that'd be sick and I'd love to hear it. Something else kind of important is the effects from spells and such. I'm gonna see what I can do as far as making my own, probably using piskel or smth since it's fairly simple and free. That'll probably be the easiest thing since rpg maker doesn't really require programming (part of the reason I got it said eons ago). I'm also probably gonna need to draw the title screen and maybe some battlebacks as well, but that's it's own beast and for now I'll just use what rmmz has or find some place holder assets.
Aside from that, I don't really know what else to say. This is my first time doing anything like this and I don't really know how to end this. If you guys have tips or recommendations, please tell me. Until then, buh bye!
6 notes · View notes
mefismagnificent · 8 months ago
Text
some days, like today, i sit down, i wonder and stare at the ceiling; will i ever be able to do it? i have a lot of big dreams, big ideas, fun projects that i want to create - but will it ever come to fruition? could it ever come to frution?
im not very good at art, or game design, or music. im okay at writing, but thats about all i have. and yet, i want to do so much...
i think there is something to be said about worries like this. many times, this same worry has entered my brain: "can i actually do it?" and many times that worry has ended the project.
im still young, and ive still a lot to learn. though, one thing i have learned is that a question like "can i actually do it?" only serves to make you not do it. your project can suck, it can be great, it can be middling - whatever. ingest it, learn from it, be better.
i stare up at my ceiling and i wonder, should i finish my game? music is hard, art is hard, its being made in rpg maker so what is even th-
yes, i should. of course i should. and i will.
4 notes · View notes
loafiecat · 1 year ago
Text
DISCLAIMER! 
These reviews are my informal thoughts and opinions purely and by no means are they meant to harm the creators in any way, shape, or form.  I love OFF and I love the OFF fandom, I wish nothing but the best for these creators and I respect them for their hard work. Thank you for your understanding. 
Tumblr media
CLUELESS is one of many fangames made by Zachariecide. It is a very short game that serves as one of three sequels to another game called UNKNOWN. In it, you play as the Batter. After waking up on a monorail next to Zacharie, you are forced to solve a mystery involving a strange, horrific phenomena and many, many deaths if you are not careful. Now, one might ask why I decided to start in non-chronological order. Well, this is for a very simple reason: CLUELESS is, in fact, the first OFF fangame I've ever played. Many years ago, I was introduced to the OFF fangame community through playing this title, so it holds a special place in my heart and if it weren't for it, I wouldn't have met the wonderful friends I still talk to today.
That all being said, this game goes in....odd directions.
Due to how short the game is, it's difficult to review without spoilers so, uh- anyway I'll try not to spoil much.
Tumblr media
Clueless throws you right in after a brief warning about gory narratives. You start off on the monorail and things immediately go downhill for the Batter. Have fun, champ, go out there and solve the mystery! Oh- your friend's dead? Oh uh- okay- hey wasn't that a different room before? Ohh....oh dear...
There are so many. Deaths. In this game. The starting area alone has at least two ways you can get a game over right off the bat. To be honest, half of the enjoyment is finding how many ways to get a game over there are. It makes me think of The Witch's House a little in that regard. Thankfully, the game lets you save any time, as well as gives you prompts to save at certain points. Speaking of saves, the game comes with save files already packed in. I am not sure why these were left in.
So throughout the game, when you examine certain things or talk to npcs, you get clues. They take spaces in your inventory and you can "examine" them to get a reexplanation of the clue in question. It's like the Batter is taking notes on a pen and notepad. I actually thought this was pretty cool! I'd imagine you'd use them to solve puzzles or as "keys" to get through obstacles. Sadly, none of the clues are applied in such a way. At least, I tried where I thought it would make sense to and nothing worked, so I assume it's just a system to remind the player of certain topics but with no further application. Oh well. Game play wise, there's very few combat encounters so most of the game is spent speaking to npcs and exploring the limited areas. I personally don't mind this as I don't really care for RPG maker combat.
It's hard to talk about the story without spoiling anything, but my opinion of it is that it didn't have much room to breathe. You aren't given much time to ponder what's happening before it's revealed to you and the answers to questions I do have about much of the game simply do not exist. Why is everything trying to kill me? What is the red mansion..place...thing? And why is there a smutty fanfic and why DOES THE BATTER WANT TO KEEP IT-
Tumblr media
Overall, I feel rather neutral about it. I definitely enjoyed it more when I was much younger and played this for the first time though. I really feel that the clue mechanic was a missed opportunity.
Anywho, I hope you enjoyed my rambling! Until next time!
10 notes · View notes
gear-project · 9 months ago
Text
Fighting Games and Growing Old Part 3
So, I'm fully aware of the fact that some games just do not click with me or mesh well with my sense of taste. I've been aware of this for some time.
I've gotten in to debates with people over exactly "why" I don't like certain games, or just plain why I can't get as involved towards them as other people do.
That's not to say I don't appreciate them by themselves, it's just very difficult for me to break in to a "groove" when it comes to playing certain characters.
It's definitely a dream of mine to master every character in every fighting game I've come across, but it's still a bit of a pipe dream. And I sincerely doubt I'll be anything like the guys on Twitter/X who post their elite combos and mixups that destroy whatever poor kids they happened to come across online.
I've been sincerely feeling somewhat "guilty" (excuse the pun) that I haven't played Strive as often as I play other games lately.
It's not that I don't play Strive, but it's more along the lines of that I haven't found a sincere motive to pick up on just yet.
I see all these players playing high level and it's amazing and all, but to me that's not part of what's fun about the game.
To ME, what's part of what's fun is the interactions I have with the friends I've made, the game features that previous games have let me tinker with and explore. Boss Characters, Unlimited Tension, Roman Cancel shenanigans, Instant Kill setups, Danger Time... the spices and herbs of what made GG so appealing to me when I was younger.
When I see guys like Demonseth999 posting videos of his character mods, I know he's livin' the dream. He's making characters the way they're supposed to be: fun. No limitations on imagination, no limits on rules, certainly no BALANCE, but at the same token, who wants balance when the rules are boring?
And it's not just his character mods that people find appealing about the guy: he posts RPG-maker-esque videos of a game he's working on... he posts streams of unique games and makes the effort to goof around and interact with his fanbase and even sets up rooms for people to come hang out with him on the weekends.
He could do a little less involving drinking alcohol, but that's just MY OPINION.
No, see, when you've played games for as long as I have, you start to see that it isn't the games themselves that are fun... it's the people you're having fun WITH.
I used to spend the better part of 10 years playing Accent Core by myself... do you have ANY IDEA how unfun it was to train alone by myself? Nobody knew GG existed, it was niche... nobody knew I existed... I had nobody to play a multiplayer game with, FOR YEARS.
It would've been simple if no netplay was the only problem, but only a select few amounts of people even LIKE FIGHTING GAMES to begin with... so that struggle has always been in the back of my mind.
Like everyone wants to play sports games or Street Fighter, and they always bash "anime games" like it's some kind of curse.
Nowadays, I take to grinding and forging weapons in Soul Calibur's Libra of Souls mode... it's like a gacha, but at the same time, making good weapons turns me in to an unkillable monster on the battlefield.
I used to mess with Game Genie a lot when I was a kid... Code Breaker, GameShark, Hex Editors, Game Mods in general... Infinite Lives, Infinite Health, Immortality, games with those kind of rules in them were so much more relaxed and FUN when I didn't have to worry about time limits or dying for fast Game Overs.
I wish more game developers thought about what makes a game fun instead of making it all "hard mode" all the time... yeah okay the elitists enjoy their challenges... but what about the rest of us who just want to relax and kill things?
I just want more games that let me make my own characters and make my own rules... is that so difficult a task to achieve?
It also wouldn't hurt to be able to share my experiences of these games with my friends, too.
Even if I currently "suck at some games", if they give me enough of a reason to play them, I'll come back... Strive included.
6 notes · View notes
scrunkore · 2 years ago
Text
Scunkore Media "Thread" 2023: Part 3
Tumblr media
welcome back to the scrunko core
25) OneShot (PC, 2016)
It's not often that you fall in love with a videogame protagonist immediately, but I did just that with Niko - the little cat creature is possibly the most adorable kid I've ever seen and I did not want a single bad thing to happen to them ever. Though that's enough about them, the rest of the cast is really nice too, and the actual game itself is REALLY good. The relatively simple item-combining puzzles aren't that special, but the story and world have such a particular vibe to them that I enjoy, especially with the kinda huge extra stuff they added sometime after the initial release of this version. And that's not to mention the extra twists that do very interesting things with the medium, and I do not really want to spoil that if you don't already know about it, so go play it if that's the case. This game is honestly beautiful and I love it, and do play it on PC if you can. [5★]
26) VVVVVV (3DS, 2012)
This game's pretty simple, but it's also kind of a classic little indie joint, and it's really cool that it got a 3DS port that actually makes (admittedly not very interesting) use of the 3D effect, probably due to how early it came out. The core gameplay is just solving puzzles by rapidly flipping gravity up and down and swooping around the world map rescuing your friends, which can be done in basically any order, and it's really quite fun for the most part. Not a whole lot to it beyond that, but its simple graphics are cute and I enjoyed it a fair bit, although I did have to use the available options to make it easier when it was its most difficult - not cheating if the options are there, come on now. Anyway, it's a decent game. [3.5★]
27) Yume Nikki (PC, 2004)
Here it is, perhaps the single most well-known RPG Maker game, as well as one of the most bizarre and cryptic even to this very day. The creator is equally cryptic, and infamously elusive, only giving an interview to Toby Fox with just yes and no answers. Nobody really knows what the game is even about other than the pretty obvious yet not very descriptive answer of "shut-in girl explores a strange and often scary dream world", and it's not like it has a plot aside from the ending that was added at some point for when you get all the collectibles, which I do recommend you try to do for a somewhat complete experience. All you do in it is explore the various weird dream worlds, each one uniquely atmospheric, intricately designed and full of secrets in the most unusual of ways. I don't think it's something you can really assign a numbered score to, it's just a surreal and unsettling experience that's worth having at least once, even if you don't enjoy it. It's fuckin' Yume Nikki, you probably already know how influential it is. [?★]
28-31) BOXBOY! Series (3DS/Switch, 2015-2019)
HAL knows their stuff when it comes to puzzle games, believe it or not, and this really shows with the adventures of Qbby the funny little cube guy. In this consistently solid series, you solve a wide range of puzzles based around creating and destroying cubes to make it to the exit, with each new game introducing its own gimmick to shake up the basic formula and make it more interesting. It's kind of a deceptively simple game, as the puzzles ramp up in difficulty and end up becoming some real head-scratchers, and I appreciate that. The presentation is also charmingly simple, with pleasant audiovisuals, and even a simply story that eventually gets surprisingly interesting in the later entries. Give these games a try to finally see what that one sticker in Kirby: Planet Robobot was all about. [4★]
32) Pokémon Picross (3DS, 2015)
Pokémon and Picross feels like a pretty effortlessly winning formula for a crossover, and this one is... well, it's okay. The puzzles are decent Picross, and the gimmick of catching and using Pokémon to help you out in the trickier stages is pretty good too, but the area where it suffers is in the actual design of the game - it's one of those 3DS titles that is basically a mobile game, with stamina cooldowns and microtransactions to speed up wait times, though like Kirby Clash it does have a cap on how much money you can spend. But that spending cap doesn't make up for the core way in which it's designed. I don't find Picross too repetitive, so I want to be able to play it for hours at a time, but the damn game doesn't let me, and it just feels kinda poorly designed in general. But when I get to play the game properly, it's solid Picross. Maybe the unreleased but eventually leaked Game Boy Color game of the same name is better just for that. [3★]
33) Learn With Pokémon! Typing Adventure (DS, 2012)
This game is such a gimmick but god, I kinda really like it. It's a typing game on the DS, and so to facilitate that they made every copy come with a small Bluetooth keyboard that was pretty good for the original price at the time but of course isn't that good nowadays. But it works quite well, it's responsive enough to play this game, even if it can be kind of awkward sometimes just because of positioning. And the game is quite fun too, it's not very long but it can pose a pretty tough challenge if you're not that good at typing fast, and the typing action is actually quite intense as you get into the harder levels. It's marketed as an educational title to help you learn typing, but I don't think it really does that so much. But it's a fun game, with pretty good music and a funny computer voice reading everything you type out loud, and I am actually glad I shelled out for a complete copy of this obscure Pokémon gem. [4★]
34) Undertale (Switch, 2018)
Yeah, I didn't actually play this one until 2023 despite being a fan of it and Deltarune for quite a while, sue me. There's not much new that I can say about it, but this indie smash hit really does hold up even now that there's a similar game from the same guy that does a lot of gameplay things better. It's filled with unique and charming characters who you can either kill or spare (the latter is what you should do, but the former can be tempting), a really good and somewhat meta storyline particularly if you go for the "true" ending, and some pretty fun bullet-dodging gameplay that can be pretty difficult - though there is an option to grind for several hours and get an item that makes it much easier, no shame in doing that if you can be bothered. You probably already know everything that one should know about this game, but yeah, I liked all those things about it that much more after playing it for myself. It's definitely something you should play if you have interest in it, and I just know Deltarune is going to be way bigger and even better. [5★]
35) Animal Crossing Movie (Anime, 2006)
It's kind of an anomaly that this movie even exists at all, Nintendo rarely makes anime adaptations of their games and they're almost never full movies, plus it's based on Animal Crossing, a game series that doesn't really have much of a story and certainly didn't back in 2006. What they actually end up doing with this one is kinda fun, it's a fairly standard slice of life anime condensed into a movie decently enough, with a very comfortable atmosphere and nice interpretations of some of the characters from the games, and the narrative follows a young girl making friends and taking part in a few of the events from the earliest entries in the series - about what you would expect from it, really. It's not anything special or even particularly good, but it's really nice to see them replicate the vibe and characters of Animal Crossing in anime-movie form, and I do wonder if they'd try something like this again. [3.5★]
36) Tunic (Switch, 2022)
I don't really play very many games that aren't in a language that I understand - it's easy to find stuff in English most of the time - but this game technically counts, because it's specifically aiming for the vibe of playing a game like that, with almost all the text in a totally new language the devs came up with entirely by themselves. And honestly, I kind of love it for that, it combines with the lonely and mysterious vibe that the whole game has. Because the game doesn't tell you much, you kinda have to feel it out as you explore the top-down Zelda-like world fighting monsters and collecting pages of the literal manual while figuring out what's going on with everything. It's filled with cryptic (sometimes too cryptic) puzzles and secrets, with one even leading to a pseudo-ARG that helped people decode its language, and it's clear a lot of love went into this project. Towards the end I did look things up about it, but as it stands, this game is a wonderful adventure that might not be to everyone's tastes, but I certainly really liked it for what it does. [4.5★]
37) Hatsune Miku Logic Paint S (Switch, 2021)
Yes, another Picross game, and this time everyone's best friend Hatsune Miku is there, along with her other Vocaloid friends for good measure. And... that's about it. It's super barebones, only offering puzzles and unlockable music, but that is basically all it needs to be. It's cute, it's Picross with Miku, it does what it says on the tin. I just don't have much more to say about it other than that, it's just an average Picross game that does average Picross things, just without using the actual name Picross. It's fine, it kept me occupied for a few hours. [3★]
Next post
Last post
12 notes · View notes
digital-binary-bunny · 10 months ago
Text
Ah, I should make an intro post huh...
Uh... hi!!! You can call me Mel, or Bunny, or some other name you feel fits! I thought it would be fun to make an agere sideblog, so here it is!
[As this is a sideblog, interactions will come from @chicken-huggit!]
Some things you should know:
♡ If you are not an agere blog and are uncomfortable with me interacting with you, please let me know and I will remove your content from my blog!
♡ I am an adult (21+) [If you're curious abt my exact age, ask in a DM!]
♡ I identify most closely as a demigirl or femme nonbinary. Both she/her and they/them pronouns are cool with me!
♡ I guess I'm what you'd call a flip? Tbh I'm still pretty new to the agere community on here;;
♡ When I regress, I'd say I'm about 4 years old-ish. Other than that, I'm inclined towards older sibling mindset!
♡ I am autistic with other minor mental illnesses I'm not comfortable disclosing.
♡ I'm also a self-shipper! I have an old side blog and no I'm not telling you!!
♡ I'm either bunny or big sibs-ter, no in between with me lol
♡ I don't really have a CG at the moment, however I do have some fictional CGs!
♡ I do sometimes post about mature games. I will tag them appropriately, of course!
Please don't interact if...
♡ You meet the general DNI criteria (no -isms or -ists, etc. Nazis are KOS)
♡ You're a NSFW/Kink Blog. My content is not for you.
♡ You're just going to be a jerk! I've been on the internet longer than most, I'm just gonna block you lol
It's okay to interact if...
♡ You're gonna be chill! Yes, even if you think you're gonna annoy me!
♡ You're another SFW agere blog! I always welcome more friends!
♡ You're a Caregiver! I'm not looking, but I don't mind folks interacting and filling in lol
Things I like and will probably end up posting about at some point:
Helldivers 2
Hazbin Hotel
Stardew Valley
Sanrio
Needy Streamer Overload
Project Zomboid
Hunt: Showdown
Fallout (mostly New Vegas)
RPG Maker Games (think Yume Nikki, OFF, Ib... The "old school" stuff!)
Red Dead Redemption 2
The Owl House
Gravity Falls
Puella Magi Madoka Magica/ Magia Record
Over the Garden Wall
4 notes · View notes