#wocean
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flaccidbugs · 3 months ago
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poetofexploration · 2 months ago
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Heard a rumor that there were gonna be guns added soon (not sure if they have been added yet with version 9.5 since I haven't picked up my game file in a hot minute) - but in case they are eventually added, here are some funny lil guys with guns.
Do what you will with them - except putting them in gen AI - I will hunt you down myself if I find out so please DO NOT.
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mansion1of7 · 5 months ago
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Wooden Ocean & games as entities
For the last 41 days I've been obsessed with Wooden Ocean, cause this project speaks to me on so many levels and is an extremely interesting, ever evolving piece of art that I think should be studied and paid attention to, so, here's a rant that'll probably end up way too long w/ heavy autistic overtones!!
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Warning: There will be light spoilers, but this post will not be about lore. I will make reference to story elements at times, but I will be examining more the creation of it, the magic of it, or maybe more accurately what it makes me feel and some mentally ill ramblings about how games are complex and beautiful art
Part 1: A Wocean of Content
Wooden Ocean takes place in, well, a sprawling "ocean" of forests (as well as some actual ocean too). This Wooden Ocean is ridiculously densely packed with content. It's an extremely big game to the point I doubt anyone will ever see everything in it with a single playthrough. That's cause this game has been getting constant work and updates almost every month for the last 9yrs, and is designed in a very open "find your own path" kinda way, making it easy to just stuff and expand every corner of the map with new things and introduce new sets of enemies, loot, quests, stories, dungeons, etc.
I was introduced to this game, like most of the recent fans, when a small YouTuber, Worm Girl, dropped an almost two hour long video covering it. I watched about 5min and decided to stop watching and delve into it myself, and I don't regret that for a second (though I highly recommend the video too, it's amazing)
I'm an indie nerd for sure, and I love unique takes and invention in the (J)RPG genre specifically. Probably cause my brain got infected by Undertale as a kid, but there's always something so special about the stories these solo/small team devs tell. I'm a massive Indivisible defender despite the fact ik these kinda projects ain't for everyone, but there's a very unique kinda passion and soul you can find in these type games, so obviously when this absolute gem and constantly evolving work of love and dedication was just handed to me on my feed I felt genuinely blessed
Cracking open and exploring this game is a fucking experience. It's definitely overwhelming, but despite how much stuff there is and how many systems and mechanics there are, the game is still very simple. It's a JRPG. You walk around, you talk, you fight, you loot, you get stronger, you probably fight some deities at some points, and you get attached to the characters you're traveling with. Sure, the text on your starting skill might be something like:
[Magic x 1.5 + Luck x 3 - Enemy Luck x 5]
But that just means "if you have more luck and magic, skill do more damage", so it's one of those things that can look intimidating, but is actually very simple and even helpful. A lot of the game at a glance might seem difficult to get into, but through different difficulties and a big variety of play styles, you can kinda choose if you wanna push yourself to the absolute limits, or if you wanna make damn near every fight end after 2 button presses and fully focus on the exploration and story instead. It's a game you can approach in so many ways, so let me get into that, cause this will be important to the overall point of this chaos
Part 1.1: Variety in Wocean, Elements, Expression
15 elements
8 weapon types + shields
Armours and other equippables with effects ranging from giving you access to new elements, buffing certain stats, trading stats for others, resistances, etc, etc
You choose two elements for the main character (Violet) when starting a new game, and you get to choose one element for each party member (2 by default after the prologue, 2 optional unlockable ones). All these elements are surprisingly distinct and unique. While they follow a formula of "x amount of attack spells, x amount of buffs, x amount of healing spells, x amount of debuffs" that are unlockable, they still all serve different purposes (which is helped a lot by the fact different elements are tied to different stats) and are good at different things with very distinct themes, like "Carbon" which is themed around using flesh and blood magic to make your body stronger or give your enemies an aneurysm, or "Gravity" which is themed around using the defense stats of both you and your target offensively against them
The weapons are all distinct as well, all serving different roles and with different upgrade paths you can go for with it's own synergies and gimmicks. Like great swords that have a lot of attacks that hit multiple enemies, some with different elemental damages (like fire or lightning) attached to them, and self-buffs to make those hit harder, or bows which reduce your chance of being targeted, are great at debuffing single targets in various ways and can spend a turn taking aim for higher damage and critical chances
So combining these things, especially when taking into consideration that you can find weapons and equipment that give you access to extra elements when worn and weapons that got the skill sets of multiple different weapon types + accessories that can have a massive impact on your build, suddenly you have crazy amounts of customisation and options for super personalised builds
Due to the ever changing nature of the games combat with the constant balance patches and updates adding new content and the dev taking player feedback very seriously and acting based on it sometimes the very same day the feedback is given, and the extreme variation, the builds you end up with are an expression of your personal journey through the game, your adaptation to this ever changing and never fully knowable meta, and probably also just something you made cause it's just what spoke to you the most
Despite the game being like an exploration of this one passionate artists mind across years and years, it's still a game where you can heavily express yourself through how you approach it and interact with this world and it's simple at a surface level but complex mechanics, OR you could just buy some very big, infinitely reusable bombs and play the game how the proffesionals do it
Part 1.2: Murda Mentality
So that brings us to Amelia "Murda" Baker and the concept of murda as a lifestyle, spiritual practice and political identity
Amelia is one of those 2 initial party members, the other one being her brother, Alex. They make for an interesting and engaging dynamic with Violet, cause while Violet, a highly skilled witch, is very powerful in her own right, she knows very little about the true nature of the world she exists within, most likely less than the player. But these siblings in contrast have knowledge way beyond what the player does, but not necessarily the desire to sit the player or Violet down and lore dump all at once. This leads to storytelling that kinda naturally lets the player in on things about the world through dialogue, slowly peeling back layers of the mysteries and hinting at new aspects as you explore the game, talk to NPCs, play through quest lines, etc
The writing is also just genuinely hilarious. Dialogue is often written in a way that feels very authentic and natural, despite how absolutely unhinged some of the shit said in this game is, and I think based on having spent time in the community that most players would agree the funniest character in this game, if there was a vote had, would be: Amelia "Murda" Baker
She's a character who treats the game like, well, the game that it is. While she has genuine and emotional moments, a lot of the time she just responds to most situations with the word "murda" with varying tone and facial expressions, and sometimes also with the action of "murda"
You could call her just a comedy character, but I think that'd be unfair as this character and characterisation perfectly represents the kinda attitude you should have towards this experience. Don't take it overly serious, have fun with it, fuck around and find out, kill shit, get loot, explore, murder symbols of authority for being shitty people representing and upholding shitty systems
Now, I'm not saying Amelia "Murda" Baker is The Anarchist Messiah, she can't exactly be said to care too much about the good of the people, in the sense that she eats people, and her catch phrase is "murda", cause she does that to people. A lot. But what I am saying is that she's like a constant reminder to not be taking this world too seriously and have fun first and foremost, without diving fully into a nihilistic "nothing matters" mentality as there are genuine stakes, things and people to be cared about, interesting topics explored and working classes to protect (or alternatively fascist police states to be established if you're a fucking weirdo ig, personally I have nobody working at my town's pig pen and I'm keeping it that way)
Taking things not too seriously, fucking around, experimenting, having fun, enjoying this vast, layered world however you feel like in the moment, is core to keep in mind for:
Part 1.3: Layers Beneath a Vast Wocean
The Wooden Ocean, as I've mentioned, is massive. It's the kind of thing where even going into it expecting it to be big, you'll still be shocked at the size of it. Even if I tell you that the game starts you off on a huge landmass stretching every direction, with multiple layers of interconnected dungeons, caves and sewers all forming a sprawling underground network, and multiple islands and other places to travel I haven't even talked about yet (and I probably haven't found all of myself yet), I would still confidently bet the amount of areas in this game would surprise you if you played it
So far, the only real detailed maps of this game that are available are the ones showcased in the Poetry of Exploration series of guides by the incredible Inky (aka. The Crime Boy), which covers the overworld of the game and is being actively worked on by them with the help of other community members to have more area covered and more detailed information for those areas
In addition to everything I said already, this dev shortly after the recent boost has implemented and will be actively working on a mega dungeon, the most difficult area in the game, that he will develop on a one floor per year schedule, adding to, refining and expanding that one floor throughout the year until it's time for the next one. A dungeon so high level and challenging that it's set to not reset upon entering New Game+ so you can work your way through it over multiple playthroughs
Oh, and that's not even mentioning the couple places you can go in the world where there very clearly will be a lot of stuff, but gives you the message "future content" when interacting, so, as you can see, this game is constantly expanding in every direction at an honestly concerning rate (please take care of yourself too man goddamn)
Now this might again sound overwhelming, but if you apply some Murda Mentality you'll find an experience in some regards reminiscent of Yume Nikki or LSD: Dream Emulator. While this does in some ways have a more coherent world as well as progression systems, clear goals and all that, it's still a very dreamlike, entrancing, free form exploration that's easy to get lost in, with plenty of weird and beautiful visuals to admire and different concepts and ideas explored in a variety of different ways
Now though we're starting to get into the topic of
Part 2: Magic is Real; Art as Spellcrafting
It's not just witches and warlocks!! You too could be eligible for magic!! Find out today, or at your own pace I guess, whatever, idc..
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You've probably noticed by now that I might fall within some people's definition of "pretentious", but if I had a great sense of self importance I wouldn't be writing an entire essay on Tumblr about an RPG Maker game at 4am or admit within it that after years of being nameless after coming out, this game is what introduced me to the name that's now me
So, clearly this game has left a very big impression on me and resonates with me on a deeper level than most things. These qualities can be found in all art though, and that's part of the broader point I'm making with this. Emotion is magic, art is made with, inflicts and inspires emotion, you have magic in your veins!! The beautiful chaos at display in The Greatest Expression will force you to face these truths!!
Okay nevermind! Not at your own pace! Not at any sane humans pace! Calm tf down man...
Part 2.1: The Basics of Spellcrafting
Expression is a form of magic that's to an extent innate in humans. While every craft takes practice, even a toddler will have ways in which it expresses itself. Expression is emotions channeled into something that can affect other people, and the most common way humans express emotions, aside from basic communication, is through art
From placing words in specific ways to draw out emotion in text or verbal form, translating the (inherently abstract) images, concepts and ideas in your head into real life using lines on paper, combinations of sounds, movements, personas, working of fabrics or materials, using tools or machines in specific ways, personal fashion, all of this is art, all of this is expression, you all do magic to some degree in your life (even if you're not classified as a witch, warlock, wizard or other similar entity!!)
And now its stealing my lines too... I'm done, I'm leaving, I don't need this rn...
Not all expression is art, but all art is expression, and whether it's corporate copy-paste shit or boundary pushing, inventive indie shit, the creation of art is a form of spellcrafting
There's an endless variety of ways people choose to craft their spells, often combining several of the forms of expression I mentioned (among plenty other ones!!) and often honing their skills at and learning new things about the art(s) involved in crafting that spell during the process. A painter will have a deeper understanding of a brush than anyone without that experience can fathom, the language of it integrates and becomes part of their instincts, the minute movements of it registering in their subconscious which acts accordingly, as extensions of themselves
Now of course that don't mean every painter can use, wants to use or even likes every brush, but just the fact that they can often tell those things just by holding (or even just looking at) a brush shows how this spellcrafting process has become natural to them. Their preferences in tools and the ways they use their tools might change over time, or they might stick to something super specific, but regardless it will become more and more a part of them. Their craft, understanding of it and methods for it will evolve and change as long as they continue to express themselves
Part 2.2: Vessel of the Gods
One of the most important tools in the process of crafting a game, is the engine it's made in. Different engines have different languages, quirks, strengths and weaknesses, so what engine is used and how you modify and alter it is something that will affect the entire work. The engine and how it's used determines what boundaries and restrictions you're working within during the process of turning these smaller pieces of art into a cohesive, interactable realm
It's the vessel through which you get to be the creator of this interactable art piece, so obviously we need to talk about this developers game engine of choice, the legendary:
RPG Maker VX Ace
RPG Maker is a series of game engines designed for making JRPG style games, and are designed specifically to be easily accessible, with little to no programming needed to make a JRPG. They're both beloved and infamous at the same time. On one hand they're the easiest way to make a JRPG thanks to having all the basics already in place for you, and plenty of hit games (at least within gaming spheres) have been made using these engines, proving they can produce great results and that there'd be an audience for the result. On the other hand though, due to being so specialised for that specific purpose, they got a lot of limitations on what's possible to do within them, and due to the engines having such a "low skill floor" so to speak some people have an inherent bias towards games made with them, in some way putting a limitation on the size of the audience too
RPG Maker VX Ace, the 33rd engine in the "RPGツクール" franchise, is the engine this man has been spending so many years of his life learning, working with and using as his main spellcrafting tool while creating The Wooden Ocean. I won't pretend to have a deep understanding of it, cause I really don't. I've played around a little with RPG Maker MV before, but just my knowledge on that one is extremely basic, I couldn't even tell you a single one of the differences between them
While I might be ignorant, after a conversation with Errantstar, an active community member who's been delving into and documenting the inner workings of Wocean (as well as showcasing a whole bunch of obscure games on Twitch), I've become somewhat educated, and the knowledge it provided me during our talk will be woven into things moving forward
The same way an artist shapes their work with their tools, the tools shape the work just as much. While a spell cannot exist without a caster, a caster cannot cast without it's spellcrafting tools. It's a symbiotic, or maybe more accurately a codependent, relationship. Spellcrafting requires metaphysics of a mind merging with the physics of a tool, coming together and forming
Part 2.3: The Shape of Expression
An author writing a novel for publication is restricted in their craft to placing letters within the confines of pages. Those restrictions contribute heavily to the shape of that work. Those restrictions are what make it a novel. An author can use those letters however they want though, and the pages can have variations and alterations to them, like the controlled chaos of the formatting in House of Leaves
So, you remember how big, open, dense and interconnected Wooden Ocean is, yh? And the varied and unique combat system? Well, that combat and the game as a whole has a bunch of complex systems and mechanics I haven't even mentioned, and as we know, RPG Maker VX Ace isn't exactly made for all that
In order to create Wooden Ocean, this developer has had to modify the engine, push and expand it's limits, work within the restrictions while challenging them. In order to follow his vision he had to create makeshift solutions for increasingly more problems, but the further the engine gets from it's inteded purpose, the more volatile it becomes, and suddenly every change he makes or thing he adds could have uninteded consequences affecting other aspects of it
There's been plenty of things he's had to solve, things he's had to just roll with, and there's several upcoming challenges on the horizon. One of those being that he's nearing the maximum amount of things (everything from items to rooms to enemies, etc) the engine allows you to put into a game. Everything he adds comes with something the engine added in a sense, his actions cause both predictable and unpredictable reactions from it, which he in turn has to respond to
This back and forth between this caster and his tools is what gives Wooden Ocean it's shape
Magic is real, art is spellcrafting, and the story of a spells creation can be felt within it
With everything from the beginning to now in mind, let's enter the final stages of this chaos
Part 3: The Greatest Expression
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The Wooden Ocean is sometimes referred to by the inhabitants within as The Greatest Expression
How couldn't it be if it's all you know?
But this piece of expression being great wouldn't be incorrect. Despite the chaotic process projects like this go through it's a (mostly) very smooth and engaging experience that clearly has something to say and is one of the most unique and refreshing things I've played in recent memory. The passion on display revealing itself more and more for every step of every cycle across such a vast and intricate journey is an amazing thing to witness and why I love this expression
Something core to every spell is the caster, something core to every world is the creator, so it's time we talk about the deity of this realm
Part 3.1: God
Leif Ian Anderson is the mad god behind this beautiful chaos known as Wocean. A being that can be spotted in places like the Steam forums talking about "murdas" and "blood altars", who shows no semblance of sanity in the inhuman speeds he works at and how he fills the game with characters like this
Fr though, this man deserves his flowers. His dedication is more than paying off. Call it recency bias if you want, but after over a month of playing it almost every day, after having beaten it, I'm still just as excited and filled with wonder jumping back in. Thank you for this expression, thank you for this experience, and thank you for my name Sincerely
Now, I won't pretend to know much about the guy. He got a Scandinavian name and lives in Florida, he makes Wooden Ocean, he probably still works a regular job and that's about all I'm aware of. His presence is very heavily felt throughout all of this game though, naturally, as it's his expression. A display of concepts, ideas and views in the form of a digital museum with an addictive gameplay loop
Despite the heavy use of altered free assets his creativity is on constant display in every corner of the world, in every line of text, in every mechanic. In fact the altered free assets and how he uses them is a big part of what gives it such a unique aesthetic, and even ties into and heightens the narrative and concepts at the core of the experience
This is a god who cares a lot about his world and the people who interact with it. He will respond to (and if possible fix) any problem or bug reported. Almost to a fault as he's known for sometimes over correcting too much, like when a complaint about gravity attack spells being too strong resulted in gravity now being one of the weakest elements in the game. To me though, this is a big part of the charm of this game. It's unpredictable, and everything in it has a story behind it
Despite being the god of this world, his work has a lot of humanity in it. A lot of soul. He might joyfully make some sadistic design decisions from time to time, but simultaneously he will do anything in his power to make this experience accessible to as many people as possible
A merciless and mysterious god
A merciful and transparent god
Part 3.2: Mezra
Mezra is a lot of things in the Wooden Ocean
Mezra is a religion, and also a chara- or, well, several characters. We got Mezra (the witch), Mezra (the architect), Mezra (the angel), Mezra (the artist), and then there's some Mezras not explicitly named Mezra but their names are definitely Mezra, you got an Ezra in there as well for good measure, oh and then there's also Mezra (the author) and, shit, even my name is Mezra!!
Now I won't get into the lore on any of these characters, but I want you to note the hilariously excessive amount of Mezra there is in this game. The game is very self aware of this ofc, with some characters in the game drawing attention to it and finding it just as confusing as anyone would. While it's a good bit, it's also a lot more than that in several ways. The most relevant one to this topic being the theme of self-observation
While these may be different characters, there's always a Mezra observing a Mezra. Deity Mezra is always watching down upon the mortal Mezras, the mortal Mezras are ofc aware of the religion of Mezra, a Mezra might interact with a Mezra, you get the picture. Mezras on every layer, with different viewpoints, observing eachother
If we were to view the different Mezras as one, if we were to think of them as a collective, then the idea of "Mezra" is a perfect representation of Leifs role in this world. He is a deity, a creator, but also an observer to this game. In many aspects he has knowledge way beyond anyone else about his artwork, but in some regards he might know less than a player would about something within it
The unpredictable nature of the spellcrafting process and vast amount of content with so many ways of interacting with it leaves him in a space where he's both a deity and mortal within
Part 3.3: The Entity Known as Wocean
Expansive, ever changing, unpredictable, filled with magic, expression, never fully knowable even to the artist, caster, creator, god of this realm, The Greatest Expression, Wooden Ocean is an entity more than it is a static interactable artwork
Expression is done through it, both by the player and the developer, but it also expresses itself back in a sense. Not to say it's alive or has a mind, but conceptualising it as it's own entity gives a clearer picture of what this work feels like to interact with
It's got a personality that goes beyond what deities and mortals intentionally imbue it with. It's a creation participating in it's own creation. Forever changing itself for as long as the process continues, forever having left an impact on itself whenever it comes time for the process to end
Wooden Ocean isn't the only game with these characteristics, but it's a perfect example, no?
Never before have I seen a game that exists as an entity to this degree, never before have I seen a game that exists as an entity where that fact ties so beautifully into the intended expression
This has been my first love letter to and one of many reasons why I'm so obsessed with
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Final Words (Process & Credits)
That number you see in the very first sentence of this post was originally 26. Partially due to being a slow writer, but also due to feeling it would be in the spirit of this expression, I been taking my time with this. 15 days to be exact. Which, like, this shit's extremely excessive ngl lol, but spending my spare time the last two weeks exploring the game further and interacting with and learning from the community while occasionally opening this up in the drafts and putting down some words has honestly been super fun!! I hadn't even beaten the game or watched any Wocean content yet during the writing of anything before Part 2.2, while now I'm fucking around in NG+ and on higher difficulties, still constantly discovering new things, places, quirks, mechanics, etc
Cause of this, in some parts, there might be some small inaccuracies or things left out (like the talent system I never mentioned) and in the latter half some lore nerds might feel a bit peeved with parts of 3.2 for example, but I have it like this intentionally. I've gone over this whole thing and made little edits here and there throughout the entire process, but this ain't a review or a lore discussion, so I decided against being neurotic or adding new info and am embracing the chaos and quirks left over from the process instead of making it just a knowledge dumping post
I wouldn't have nearly as much knowledge of this game as I do if it wasn't for the incredible and welcoming community it has though. Talking about and shitposting about this game with the people over on the Discord has definitely deepened my obsession with and heightened my enjoyment of this experience. Y'all are great, and I'll continue delving into the Wocean with y'all at the very least for the foreseeable future. So, while I'd like to put a spotlight on each individual person I've been interacting with, for my own health and the health of the community I'll stick to just crediting and linking to the people who's contributions I've linked/referenced throughout this somewhat controlled chaos:
Worm Girl as I mentioned is an amazing YouTuber and the one who started this current Wocean wave. Very much recommend her videos on Fear & Hunger and various LISA fangames too
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Rilks wrote the weapon and element overviews/guides I linked, and has a good little YouTube channel dedicated to Wocean content!! Its also the owner of the current Discord and shows a lot of genuine care for the people in the community. He's almost at 400 subscribers, so go check her out and subscribe pussy!!
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Deesppumb tbh idk much about, haven't seen em around a lot, but seems very chill and has made some very good funnies (like the one displaying how the proffesionals do it) and got a couple more funnies on this YouTube channel, so, check it out!!
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Inko, again, is the legend who's been (and still is) putting in work mapping out this chaotic realm, and they been really sweet and helpful in my experience, so go further the Woceanisation of Tumblr by following them on here pls 🙏🙏
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Ster was very kind for taking the time to answer several questions (most requiring long answers) just to indulge this bullshit, and does so much to help out the community by dissecting the game and being the closest thing to a Wocean wiki. They also stream very regularly, both Wocean and a bunch of other interesting and barely known RPGs, so go watch and follow you fuck!!
Twitch
Then, of course, Leif Ian Anderson. I've already said a lot there, but fr, like, show this guy some love. He's made something extremely special with this project and it's impossible not to respect his unrelenting dedication to this entity, so, obviously, play the game or at the very least check him out Wooden Ocean is on -25% sale rn until July 19th, so, perfect time to be getting into it now!!
Wooden Ocean | Twitch | SoundCloud | Patreon
Ty for reading!!
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nameimpending · 4 days ago
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a little violet wocean drawing to test some digital painting stuff, drastically different from anything i usually do but was fun to make
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soup-mother · 1 month ago
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I really like that chapter 7 of wooden ocean added woceans equivalent of evangelical christian music about how artists are destroying our country and god
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airbenderedacted · 3 years ago
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TRYNA KIN ASSIGN ME LIL BITS
ON MY KINNIES BIRTHDAY OF ALL DAYS
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tetrabytesol · 8 years ago
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Wocean
Uncle: how far removed are tortillas for crepes? Mom: not far Mom: about the distance of the Atlantic Wocean. Me: *laughing so hard I'm crying*
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guayabaenjoyer3000 · 5 years ago
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o-wOCEAN MA-AN
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badwittleboy · 8 years ago
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Like....for real tho??.. my nightmare about taako and merle and magnus getting electrocuted in water was the most jarring and realistic one besides the boat sinking nightmare....so i can only conclude that im afraid of th wocean
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electroswingg · 6 years ago
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"I roll to seduce the whole bar"
"I attempt to call upon the gods to smite him with fruit"
"Go to the wocean"
"he is the most fabulous flesh golum"
"the wolf sneezed"
Reblog with inside jokes in your D&D campaign.
- Dem rats got hops.
- It’s a Dwarvish thing.
- I’m a medium sized creature just like you.
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rage7egy · 7 years ago
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https://soundcloud.com/rituvls/s-u-n-s-e-t-p-a-r-a-d-i-s-e-wocean-jams
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moeostar · 8 years ago
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In a Quite State by Wocean Ease You Body Feel The Sun Free Your Mind Let Yourself Go
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poetofexploration · 2 months ago
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Finally have the energy to muster up the Hollows. Been going through it with very low mental energy, but I have been taking some doodle breaks here and there. Here is to hoping I can get a POE (Poetry of Exploration) put together this week.
btw - I use Krita (art program) to put together bigger maps like these. I had used Krita in the past prior to getting Procreate but now that I am an adult with money I decided to support them and bought this version on Steam for like $10. Ofc they have one free to download but I like supporting true artists
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nameimpending · 14 days ago
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play wooden ocean today
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xrotaeche · 8 years ago
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https://soundcloud.com/rituvls/s-u-n-s-e-t-p-a-r-a-d-i-s-e-wocean-jams
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poetofexploration · 2 months ago
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Alex Baker from “The Wooden Ocean”.
What can he be concerned about? Who knows? There are many things to be concerned about in the Wooden Ocean.
*Do not repost or AI gen my doodles or I will come out of the depths for your throat
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