#penny milliken
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Rip tiktok is dead. Time to get your ass up and do some work.
Stay sleuthy 🔍
#nancy drew#clue crew#nancy drew games#her interactive#nd#penny milliken#lol#this is a parody#nancy drew clue crew#nancy drew pc games
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I’m pretty sure Penny Milliken is just Ted Cruz in a disguise
#this is probably the dumbest thing I've ever posted#please ignore me#I'm shitposting at 1pm on a Thursday#I'm probably the only one that'll find this meme funny#penny milliken#penny milliken slander
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Where the duck did you get this image, delete it. This is supposed to be sealed.
this ad is so fucking funny to me, but i can’t explain why
#get my lawyer#we have been hacked#who unsealed those documents#nancy drew#clue crew#nancy drew games#nd#her interactive#lol#penny milliken#this is a parody#nancy drew clue crew#nancy drew pc games
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Oh nvm tiktok is not dead, time to look at Elon musk thirst traps
#nancy drew#clue crew#nancy drew games#her interactive#nd#lol#penny milliken#this is a parody#nancy drew clue crew#nancy drew pc games
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Happy New Year's Everyone!
I celebrated the new year by coming into work and working hard, unlike you slackers.
#nancy drew#clue crew#nancy drew games#nd#her interactive#lol#penny milliken#this is a parody#nancy drew clue crew#nancy drew pc games
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my term paper written in 2018 (how ND games were made and why they will never be made that way again)
hello friends, I am going to be sharing portions of a paper i wrote way back in 2018 for a college class. in it, i was researching exactly how the ND games were made, and why they would not be made that way anymore.
if you have any interest in the behind the scenes of how her interactive made their games and my theories as to why our evil overlord penny milliken made such drastic changes to the process, read on!
warning that i am splicing portions of this paper together, so you don't have to read my ramblings about the history of nancy and basic gameplay mechanics:
Use of C++, DirectX, and Bink Video
Upon completion of each game, the player can view the game’s credits. HeR states that each game was developed using C++ and DirectX, as well as Bink Video later on.
C++
C++ is a general-purpose programming language. This means that many things can be done with it, gaming programming included. It is a compiled language, which Jack Copeland explains as the “process of converting a table of instructions into a standard description or a description number” (Copeland 12). This means that written code is broken down into a set of numbers that the computer can then understand. C++ first appeared in 1985 and was first standardized in 1998. This allowed programmers to use the language more widely. It is no coincidence that 1998 is also the year that the first Nancy Drew game was released.
C++ Libraries
When there is a monetary investment to make a computer game, there are more people using and working on whatever programming language they are using. Because there was such an interest in making games in the late 1990’s and early 2000’s, there was essentially a “boom” in how much C++ and other languages were being used. With that many people using the language, they collectively added on to the language to make it simpler to use. This process ends up creating what is called “libraries.” For example:
If a programmer wants to make a function to add one, they must write out the code that does that (let’s say approximately three lines of code). To make this process faster, the programmer can define a symbol, such as + to mean add. Now, when the programmer types “+”, the language knows that equals the three lines of code previously mentioned, as opposed to typing out those three lines of code each time the programmer wants to add. This can be done for all sorts of symbols and phrases, and when they are all put together, they are called a “package” or “library.”
Libraries can be shared with other programmers, which allows everyone to do much more with the language much faster. The more libraries there are, the more that can be done with the language.
Because of the interest in the gaming industry in the early 2000’s, more people were being paid to use programming languages. This caused a fast increase in the ability of programming. This helps to explain how HeR was able to go from jerky, bobble-headed graphics in 1999 to much more fluid and realistic movements in 2003.
Microsoft DirectX
DirectX is a collection of application programming interfaces (APIs) for tasks related to multimedia, especially video game programming, on Microsoft platforms. Among many others, these APIs include Direct3D (allows the user to draw 3D graphics and render 3D animation), DirectDraw (accelerates the rendering of graphics), and DirectMusic (allows interactive control over music and sound effects). This software is crucial for the development of many games, as it includes many services that would otherwise require multiple programs to put together (which would not only take more time but also more money, which is important to consider in a small company like HeR).
Bink Video
According to the credits which I have painstakingly looked through for each game, HeR started using Bink Video in game 7, Ghost Dogs of Moon Lake (2002). Bink is a file format (.bik) developed by RAD Game Tools. This file format has to do with how much data is sent in a package to the Graphical User Interface (GUI). (The GUI essentially means that the computer user interacts with representational graphics rather than plain text. For example, we understand that a plain drawing of a person’s head and shoulders means “user.”) Bink Video structures the data sent in a package so that when it reaches the Central Processing Unit (CPU), it is processed more efficiently. This allows for more data to be transferred per second, making graphics and video look more seamless and natural. Bink Video also allows for more video sequences to be possible in a game.
Use of TransGaming Inc.
Sea of Darkness is the only title that credits a company called TransGaming Inc, though I’m pretty sure they’ve been using it for every Mac release, starting in 2010. TransGaming created a technology called Cider that allowed video game developers to run games designed for Windows on Mac OS X (https://en.wikipedia.org/wiki/Findev). As one can imagine, this was an incredibly helpful piece of software that allowed for HeR to start releasing games on Mac platforms. This was a smart way for them to increase their market.
In 2015, a portion of TransGaming was acquired by NVIDIA, and in 2016, TransGaming changed its business focus from technology to real estate financing. Though it is somewhat difficult to determine which of its formal products are still available, it can be assumed that they will not be developing anything else technology-based from 2016 on.
Though it is entirely possible that there is other software available for converting Microsoft based games to Mac platforms, the loss of TransGaming still has large consequences. For a relatively small company like Her Interactive, hiring an entire team to convert the game for Mac systems was a big deal (I know they did this because it is in the credits of SEA which you can see at the end of this video: https://www.youtube.com/watch?v=Q0gAzD7Q09Y). Without this service, HeR loses a large portion of their customers.
Switch to Unity
Unity is a game engine that is designed to work across 27 platforms, including Windows, Mac, iOS, Playstation, Xbox, Wii, and multiple Virtual Reality systems. The engine itself is written in C++, though the user of the software writes code in C#, JavaScript (also called UnityScript), or less commonly Boo. Its initial release took place in 2005, with a stable release in 2017 and another in March of 2018. Some of the most popular games released using Unity include Pokemon Go for iOS in 2016 and Cuphead in 2017.
HeR’s decision to switch to Unity makes sense on one hand but is incredibly frustrating on the other. Let’s start with how it makes sense. The software HeR was using from TransGaming Inc. will (from what I can tell) never be updated again, meaning it will become virtually useless soon, if it hasn’t already. That means that HeR needed to find another software that would allow them to convert their games onto a Mac platform so that they would not lose a large portion of their customers. This was probably seen as an opportunity to switch to something completely new that would allow them to reach even more platforms. One of the points HeR keeps harping on and on about in their updates to fans is the tablet market, as well as increasing popularity in VR. If HeR wants to survive in the modern game market, they need to branch outside of PC gaming. Unity will allow them to do that. The switch makes sense.
However, one also has to consider all of the progress made in their previous game engine. Everything discussed up to this point has taken 17 years to achieve. And, because their engine was designed by their developers specifically for their games, it is likely that after the switch, their engine will never be used again. Additionally, none of the progress HeR made previously applies to Unity, and can only be used as a reference. Plus, it’s not just the improvements made in the game engine that are being erased. It is also the staff at HeR who worked there for so long, who were so integral in building their own engine and getting the game quality to where it is in Sea of Darkness, that are being pushed aside for a new gaming engine. New engine, new staff that knows how to use it.
The only thing HeR won’t lose is Bink Video, if that means anything to anyone. Bink2 works with Unity. According to the Bink Video website, Bink supplies “pre-written plugins for both Unreal 4 and Unity” (Rad Game Tools). However, I can’t actually be sure that HeR will still use Bink in their next game since I don’t work there. It would make sense if they continued to use it, but who knows.
Conclusions and frustrations
To me, Her Interactive is the little company that could. When they set out to make the first Nancy Drew game, there was no engine to support it. Instead of changing their tactics, they said to heck with it and built their own engine. As years went on, they refined their engine using C++ and DirectX and implemented Bink Video. In 2010 they began using software from TransGaming Inc. that allowed them to convert their games to Mac format, allowing them to increase their market. However, with TransGaming Inc.’s falling apart starting in 2015, HeR was forced to rethink its strategy. Ultimately they chose to switch their engine out for Unity, essentially throwing out 17 years worth of work and laying off many of their employees. Now three years in the making, HeR is still largely secretive about the status of their newest game. The combination of these factors has added up to a fanbase that has become distrustful, frustrated, and altogether largely disappointed in what was once that little company that could.
Suggested Further Reading:
Midnight in Salem, OR Her Interactive’s Marketing Nightmare (Part 2): https://saving-face.net/2017/07/07/midnight-in-salem-or-her-interactives-marketing-nightmare-part-2/
Compilation of MID Facts: http://community.herinteractive.com/showthread.php?1320771-Compilation-of-MID-Facts
Game Building - Homebrew or Third Party Engines?: https://thementalattic.com/2016/07/29/game-building-homebrew-or-third-party-engines/
/end of essay. it is crazy to go back and read this again in 2025. mid had not come out yet when i wrote this and i genuinely did not think it would ever come out. i also had to create a whole power point to go along with this and present it to my entire class of people who barely even knew what nancy drew was, let alone that there was a whole series of pc games based on it lol
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I totally thought of this
Excuse me while I spit my drink out! 🫢 I NEVER NOTICED THIS
#nancy drew#clue crew#nd#nancy drew games#her interactive#lol#penny milliken#this is a parody#nancy drew clue crew#nancy drew pc games
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Mystery of the Seven Keys SuperJump Interview
Here is the interview that I promised to put up last week- it was published on Aug 18, 2024 by Rachel Alm.
"The HeR Interactive Team members interviewed are as follows:
Suzy O’Hara, Chief Creative and Creative Producer - Games
Cacie Desautel, Production and Project Manager
Penny Milliken, CEO
Jared Nieuwenhuis, Communications & Marketing Consultant"
When I was a child, my mother picked up a little mystery game called Nancy Drew: Treasure in a Royal Tower. That single purchase would launch a lifelong love for the wonderful mystery series and would open the door for a wider interest in mystery games, horror, travel, and history.
From halcyon nights spent beside friends, clustered around a small screen screaming gleefully at the occasional jump scare, to seeing the beautiful rendering of Nancy's story in the newest game, each time I boot up the title screen feels a lot like coming home. It's why I was ecstatic to have the chance and honor of being able to interview the creative team continuing Nancy Drew's celebrated legacy.
HeR Interactive was founded in 1995 and has produced Nancy Drew mystery games since the first release of Secrets Can Kill in 1997. The teenage detective has a storied history outside of the games, but it's in the games where many fans found a foothold. Her influence remains significant in pop culture, and Nancy's stalwart curiosity and actualization in these games continue to enchant fans. The most recent entry, Nancy Drew and the Mystery of the Seven Keys was released earlier this year.
The HeR Interactive Team members interviewed are as follows:
Suzy O’Hara, Chief Creative and Creative Producer - Games
Cacie Desautel, Production and Project Manager
Penny Milliken, CEO
Jared Nieuwenhuis, Communications & Marketing Consultant
SUPERJUMP
Nancy Drew: Mystery of the Seven Keys is your first release since 2019's Midnight in Salem. How did you approach this game's creation with the longer hiatus between?
Suzy O’Hara
When it comes to development, there is no “hiatus” for us. Our team is continuously developing, refining, and creating for the next game. The transition from inception to development and then production is seamless and ongoing. Our approach to the game’s creation early on includes the game narrative design and technical engineers working closely with the creative team running on parallel development tracks.
For instance, after completing production on our first game on the new Unity engine, Nancy Drew: Midnight in Salem (MID), we immediately began looking at what we wanted to implement in the next game. We especially considered the important fan feedback, brand elements, and the technology updates needed to improve systems. We are keeping in mind not only game 34 but also future games so we can make each new game even better while keeping those essential pillars of a Nancy Drew game at the forefront. We took time to create the new dual navigation system, develop new features, update the character production and animations, and explore ways to enhance the game's visual fidelity, making technical adjustments to the game engine along the way, all to be ready for game 34 production.
The creative team I work on has multiple stories in development as an ongoing focus. We like to have many mysteries in varying stages of development, from concept to pre-production, ready. This gives us the flexibility to select a mystery that is relevant to the timing of the release and also a location that fans have often indicated they would like to see Nancy go to for her next adventure. We consider many elements that take time to develop properly, so we select the mystery that fits perfectly with our 34 other games for the next case. Identifying story opportunities and development is an exciting part of my everyday life and what I love most about storytelling entertainment.
"As we work to adapt the Nancy Drew games for all audiences, we’re constantly looking for ways to reimagine old mechanics and design aspects in the 3D world of our new games." Cacie Desautel PRODUCTION & PROJECT MANAGER
SUPERJUMP
Mystery of the Seven Keys is a beautiful game! I love the loading screen facts, the painterly style, and the cleaner UI. I also love that you have a first-person and a Classic setting – it's how I'll always remember playing! How did you decide what to keep or/and remix in this game?
Cacie Desautel
As we work to adapt the Nancy Drew games for all audiences, we’re constantly looking for ways to reimagine old mechanics and design aspects in the 3D world of our new games. In the future, we will continue looking for these opportunities and improving on what we have already adapted, such as the classic mode. The dual navigation system is a great example of what we are doing to appeal to both our longtime fans and new fans alike!
SUPERJUMP
Obviously, times have changed since the original game came out back in 1998, but it seems the heart is ever-present. How do you stay "true" to the Drew identity?
Penny Milliken
We start from a place where we understand the significance the Nancy Drew universe has played in the lives of many of our players. Nancy Drew is an icon for a reason – because much of our fan base has found themselves in her, found strength in her, and escaped with her. Countless fans and celebrities traveling different paths in life cite Nancy as a central figure in their childhood. So, it's essential for us to maintain those core characteristics that have made Nancy Drew popular for over 90 years, such as her intelligence, courage, independence, and curiosity. These key characteristics have made Nancy Drew an enduring and beloved figure, and we work tirelessly to ensure that those characteristics are seen in our games.
SUPERJUMP
This is the franchise's first venture to Prague. How did you research the location and the stories surrounding the mystery? I've always enjoyed the cultural snapshots of the games, from ranches to ryokans, that give a little background on where we are. What is that process for story conceptualization – do you choose locale or mystery first, or do the two sort of naturally intersect?
Suzy O’Hara
It is a pleasure to know that you are a longtime fan of the Nancy Drew game series. As you know, we are one of the longest-running series games, ever-evolving and our players, as Nancy Drew, have solved over 34 cases!
As noted earlier, development for Nancy Drew’s next case is a continuous process. With the rich legacy of the Nancy Drew franchise, we have a wealth of ideas and concepts to draw from. Nancy Drew, our iconic teen detective, is true to her roots but is also ever-evolving as the famed female detective. The settings, stories, characters, and crimes in our games are adaptations from the Nancy Drew book series or are original ideas and game worlds like Nancy Drew: Mystery of the Seven Keys (KEY).
For the mystery, we like to consider current interests and unique crimes Nancy hasn’t solved yet. It could be a news story, a moment in history, or travel that sparks the idea. For KEY, the locale and mystery naturally intersected. The story is rooted in history with a modern cyber spin. It is a mystery plot that could only happen in Prague, and it was inspired by a family trip there.
While in Vienna working on MID, I visited Prague and was captivated by the Bohemian Crown Jewels and their protection by the seven keys and the key bearers. The haunted corridors and tales of royals and alchemists added intrigue. I was so excited that I called Penny, our CEO, and shared several ideas for a mystery set in Prague. Having visited Prague before, and then returning to consider it as a game story, she was equally inspired. The development of the game story, researching the crime, establishing the characters, so each is a suspect, puzzles, and experiences and how they fit into the game world were all part of the first phase of establishing the game story.
Turning the story into an immersive game experience makes it all come alive by working closely with the game design team. We had to ensure the narrative offered rich opportunities for player engagement through interactions, control, and Nancy’s signature snooping. Each story element needed to be translated into puzzles and challenges that felt organic to the history of Prague and the plot. Also designing an experience where players don’t just do things on Nancy's to-do list, but they have to think and reason like Nancy and become her. For me, working hand in hand with the design team, and our brand team to bring the iconic legacy game elements into the project is the heart of what transforms a story idea into an unforgettable game. We are so glad you enjoyed playing it!
"Nancy’s character, with her unique blend of intelligence, courage, and independence, resonates across generations." Penny Milliken CEO
SUPERJUMP
The Nancy Drew games have a thriving fanbase, and I know many of us rediscovered a love of the games during the pandemic. From bake-offs to Q&As, how do you keep up with the social aspect of the studio? And do ideas or clamor from fans ever influence the next book-based mystery or location?
Jared Nieuwenhuis
I am so proud of the creativity the social media team shows daily. They understand the brand and our audience so well, which translates into great social media content and engagement. They collaborate seamlessly, and our team is constantly sharing ideas, being inspired by our passionate fans and their survey responses, and contributing to our social media goals. Additionally, they are disciplined and organized across different departments, which leads to a holistic communications approach. This enhances our overall success, aligns with the expectations of our fans, and grows the overall awareness of our award-winning games across multiple platforms. They also take a lot of inspiration from current trends and events. From International Video Game Day to the Olympics, we’re here to celebrate and cheer on our amazing fans while tying it back to Nancy Drew games and HeR Interactive.
SUPERJUMP
One of the things I always loved most about HeR Interactive is its centering on women's stories. Nancy was one of the heroines I resonated most with as a kid, even though I had no shortage of superheroes to look up to. Why do you think she's remained such a role model to people of all ages?
Penny Milliken
Nancy Drew’s enduring relevance as a role model can probably be attributed to several factors:
Timeless Appeal: Nancy’s character, with her unique blend of intelligence, courage, and independence, resonates across generations. Her relatability makes her a timeless figure in detective fiction or video games.
Adaptability: Nancy has evolved over the years, from her original depiction in the 1930s to modern adaptations. This evolution is a testament to her ability to adapt to changing cultural norms and interests, ensuring her continued relevance.
Diverse Media: Nancy Drew has made her mark in books, movies, TV shows, and video games. This multi-platform presence not only keeps her relevant but also makes her accessible to a wide audience.
FanCommunity: We are constantly amazed by our passionate fan base who continue to celebrate Nancy Drew. Be it fan conventions, online forums, or social media, the fans are directly responsible for Nancy’s ongoing popularity.
SUPERJUMP
I know development takes a lot of different hands to move the boat, and one thing I've often overlooked is the music. The soundtrack in Mystery of the Seven Keys is as enchanting and atmospheric as the past titles. How do you craft such a smooth soundtrack for the games?
Suzy O’Hara
The music in KEY was inspired by the contrast between old-world ancient Prague with the beautiful settings, and the modern world of high-tech crimes in the story.
Our composer, Ryan Ricks, is phenomenal, starting with the narrative and setting to craft a cohesive musical experience. We provide him with detailed scenarios and examples, for feeling and tone, and he transforms them magically into layered, dynamic pieces. These tracks often allow for a variety of combinations with different instruments, enhancing the atmosphere of each scene. Cutscenes, which are critical for story progression and emotional impact, benefit greatly from his unique compositions.
We're thrilled you enjoyed how we blended the sounds of old-world Prague, local street performers, marionettes, our cozy coffee cafe, and the whimsical elements of Old Town. The cello at the museum and the cathedral’s music pay homage to Czechia’s classic music, while medieval legends and mysterious happenings bring a haunting vibe and suspense. The Aparat computer store and certain puzzles transport players to the more high-tech elements. The music is one of the game's highlights, and we hope players will enjoy each piece.
"Nancy operates in a world of reality and crimes, but to me, the stories woven in the case that tie in history, fiction, and some fantasy into the adventure add to the mystery that Nancy has to solve." Suzy O'Hara CHIEF CREATIVE & CREATIVE PRODUCER - GAMES
SUPERJUMP
Video game designs have changed a lot from the early aughts, but people still seem to like click-and-point-style adventures. Cozy games are fairly popular too. Do you have any games or game genres that you've drawn inspiration from? What about books or movies or music?
Suzy O’Hara
Inspiration from games I search out is usually very strong in story and character development. I simply love narrative mystery adventure games.
I play many fun casual games that are always inspiring for our activities and mini-games.
Those fun Nancy experiences give us the chance to develop new mechanics often played in more casual games and puzzle sim types. I like games like Monopoly, Portal 1 and 2, The Room, Countryle, and Papers Please.
Also, games rich in investigative clue-gathering and deduction. These games to me are among the best for their unique storytelling, investigative gameplay, and often innovative mechanics. Some examples that are top on my list are Return of the Obra Dinn, the Uncharted series, and Sherlock Holmes.
As far as books for inspiration, all Nancy Drew mystery books, of course!!
Also, fantasy books offer rich worlds and compelling stories, drawing on a variety of myths, legends, and folklore to create engaging fantasy elements in Nancy’s adventures.
Nancy operates in a world of reality and crimes, but to me, the stories woven in the case that tie in history, fiction, and some fantasy into the adventure add to the mystery that Nancy has to solve.
For movie inspiration for storytelling and mysteries, here is my list:
History! Drama and the classics all offer real situations told in universally appealing ways.
Spy and espionage
Classic mysteries well told: Agatha Christie's Orient Express, Glass Onion: Knives Out, and Sherlock Holmes films and series.
For Music inspiration: Music that inspired ideas for KEY drew from the classical to the mysterious and lo-fi moods, as we used in the Nancy Drew Café holiday mix that has a cozy café vibe with music from past games and as well as new tracks from KEY.
SUPERJUMP
Of course, I have to ask, what is one of the games in the franchise you consider a favorite?
Our favorite Nancy Drew games, not including Nancy Drew: Mystery of the Seven Keys:
Penny Milliken - Nancy Drew: The Silent Spy
Suzy O’Hara – Nancy Drew: Curse of Blackmoor Manor
Cacie Desautel – Nancy Drew: The Silent Spy
Jared Nieuwenhuis – Nancy Drew: Ghost of Thornton Hall
I want to sincerely thank the HeR Interactive team for taking the time to interview with us! And, of course, thanks to Nancy – who taught me to be brave, kind, and always curious.
Mystery fans old and new alike should give Mystery of the Seven Keys a spin, or any of her 34(!) other mysteries, including those mentioned as favorites by the team above. As a longtime Drew fan, my opinion may be biased, but the longevity of the brand speaks for itself – these games have always been wonderfully realized point-and-click adventures. They're charming, creative, and most of all fun; so, there's bound to be a mystery (or many) right for you.
You can keep up with all things Nancy Drew via blog, YouTube, and Facebook, and other social media channels.
#key**#mystery of the seven keys#interview#her interactive#behind the scenes#nancy drew games#nancy drew
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Might start implementing generative AI into the her interactive website. All the big companies are doing it these days
#nancy drew#clue crew#nancy drew games#her interactive#nd#lol#penny milliken#this is a parody#nancy drew clue crew#nancy drew pc games
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lord the insane amounts of “easter eggs” people are thinking they’re finding in this announcement is really assuming this company a) has the organizational skills to release another game and b) has any amount of creativity or fun puzzle thinking in their current staffing
most likely these are the same minds that ended MID with hidden tunnels under the graveyard leading you to the bathroom in the courthouse.
even in an ideal world this would be the minds that included a diary in a game referencing “Jackson” and then sent an ominous email afterwards about the reason for that inclusion only to backpedal and say that there’s no deeper meaning to it at all and we overthought it too much
in a PERFECT world this is still the gang that brought us skeleton hands with no explanation
what this is some intern working remotely sending over a concept for a fun april fool’s joke and then it briefly being read over before being OK’d by Penny Milliken and sent off to a vendor to make a rendering of it only for the final draft to get sent back again because it wasn’t converted to JPG and Penny couldn’t open it to review it in native form because she didn’t bother renewing their Adobe Photoshop license
meanwhile the intern that conceptualized this is probably getting absolutely shit faced at the Kappa Kappa Gamma spring break trip to Cabo
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What do you mean mistakes, the game works perfectly
1 hour
16 minutes
28 seconds
#midnight in salem#nancy drew clue crew#nancy drew pc games#nancy drew#nd#penny milliken#clue crew#this is a parody
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No one, I repeat, NO ONE is screaming from the rooftops “THANKS 2020” - Penny, you daft womanchild
#nancy drew games#nancy drew#clue crew#her interactive#penny milliken#back at it again with the amazing advertisements
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penny milliken
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N D L A D I E S | Penelope Penvellyn (CUR)
#Back in my HeR Board days my username was inspired by Penny#Penvellyn not Milliken lol#Nancy Drew#Curse of Blackmoor Manor#ndedit#**cur#ndladies
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😉😉
🚨🚨 THE GAME COMPANY THAT MAKES GAMES IS MAKING A GAME 🚨 🚨
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boy sure would be nice if we had any idea what those updates and advancements they’re charging two dollars extra for are
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