#writing these as actual novels so not a sim story
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meet eldon, cyrus, fianna, cymbeline, puff, grizelda, & fenris !!
#final line up of main cast characters for the fantasy series im working on!#writing these as actual novels so not a sim story#buttt i will definitely be making edits and such and i’ll post those here :)#and thank u to everyone who voted and helped me name cyrus#sim: eldon#sim: cyrus#sim: fianna#sim: cymbeline#sim: puff#sim: grizelda#sim: fenris#ts4#s4#sims4#thesims#the sims 4#my sims#ts4 screenshots#tol
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To elaborate more on the Pesterquest stuff -
Alternia is a hell world. It's shitty to live in, even if you're a highblood, unless you fit a very specific mold of person AND are lucky enough to be born of a high caste. Every troll character we care about is, in some way, fucked over by their relationship to their society; Eridan and Vriska get it the worst, having been forced to participate in the murdering side of things since they were young, but every lowblood is screwed and every highblood is made worse even just by their passive participation. Kanaya becomes less sympathetic because she seems completely at peace with the society she grew up in, and Feferi wants to enforce casteism, even if it's of a different flavor. Gamzee and Equius both hold genuinely casteist beliefs and attitudes, which slip out and alienate them from the people they care about.
Putting a friendship simulator into the middle of all this is... a choice, I guess. I'm not going to begrudge anyone for wanting that or liking that, but it's going to be inherently at odds with what Alternia is and is meant to represent, and thus, fundamentally at odds with many of the characters' arcs and even basic personality traits, so heavily are they influenced by the shit society they grew up in.
For a non-Eridan example, Karkat loathes himself in massive part because his society loathes him. He's kill-on-sight and lives in daily terror of death. He wears a symbol at all because not having one marks him as even more of a freak, even though he knows that that symbol is connected to the empire's biggest rebel, whose footsteps he is expected to follow. The reason he's so obsessed with being leader-y and earning his teammates' reapect, or the respect of anybody, is because he's so deeply insecure about whether or not he even deserves to exist.
If you soften Alternia to the point you can write a lighthearted friendship simulator in it, then that characterization... goes away. Karkat is no longer motivated by deep, overwhelming insecurities, which drive him to idolize the society that deems him unworthy, mistakenly believing that if he can find validation in that society, he'll feel less bad about himself. Instead, Karkat is just kind of an asshole!
It's the same way with Eridan. He and Karkat are equal and opposite in this way - while Karkat is marked for death by his society, Eridan belongs to the extremely privileged caste of sea dweller royalty - even moreso than Feferi, as Feferi is slated to be murdered by the Condesce as soon as she comes of age (and her ridiculous optimism is likely something she cultivated in outright defiance of this fate). But it turns out that being a sea dweller sucks shit, too, if you aren't the extremely niche type of person that society deems "correct."
Eridan is not actually casteist and genuinely likes his land dweller friends - and this is unacceptible. Not only that, but smaller "unacceptible" offenses are wrapped up in big ones - despite not liking murder and feeling guilty about it, murder is objectively the correct thing for Eridan to be doing, constantly, to the point of it being "all [he's] ever done practically," because if he doesn't fulfil the duty of his bloodline to be murdering lusii (and by extension, their charges, who are culled when their lusii die), EVERYBODY dies. The constant push-pull of trauma, societal expectations and obligations, the fate of the species, and the fact that he is inherently not the "right" kind of person for his society, are pretty much his entire character. He's basically a walking ball of anxiety and emotional turmoil.
So, again, if you soften Alternia to the point where you can write a story about Eridan wanting to see Shrek in a public theater (something he would not actually be able to peacefully do in canon Alternia - at least not without taking off his cape, hiding his fins, and going anonblood - as sea dwellers are considered ridiculously hostile to the point even Gamzee's nervous about being on the beach for too long), Eridan ends up being just kind of an asshole!
Pesterquest!Eridan is, and I cannot stress this enough, fundamentally not the same guy as canon Eridan. They have practically nothing in common, from the fact that PQ!Eridan is willing to do something for leisure, to the fact that he isn't widely feared and the movie theater doesn't empty out in a panic when he turns up, even down to the fact that he likes femme fashion (canon Eridan goes to Lengths to lean into masc fashion) and Shrek (canon Eridan is a hipster). Hell, even the fact that PQ!Eridan SMILES is a massive deviation from canon!Eridan, who has never once been depicted smiling, and probably hasn't for many sweeps.
Also that he has that much beef with Sollux when, canonically, the two had a lukewarm mutual dislike and didn't even bother interacting until Feferi was added to the mix and Eridan became mad that Sollux was dating her. He wasn't even casteist about him until then, and after, even Sollux and Feferi don't think he's casteist, they just think he's ashenflirting so he can get into a quad with Feferi. Like come on, if you're going to feature another troll in Eridan's route, 1) make it be Karkat, and 2) have Eridan cheat on you the whole time with Karkat like he does to Feferi.
Eridan is just overall a wild choice in a friendship sim - I can't even blame them for just writing an OC and putting an Eridan skin on top - because societally, Eridan isn't even supposed to have non-sea dweller friends. The sea dweller/land dweller race war is something the Condesce deliberately put into place in order to keep land dwelling nobility in line, and Equius cites it as one of the reasons he never got along with Eridan. Like, the very fact that Eridan talks to two land dwellers on friendly terms (Kanaya and Karkat) is a MASSIVE deviation from what he's "supposed" to be like, and a huge hint that he's not as casteist as he'd like to appear. You are genuinely hundreds, if not thousands, of times likelier to end an encounter with Eridan either orphaned or dead than as his friend. He's an unstable maniac, and there's a reason so many members of his team don't like him even though he's legitimately not casteist and they mostly seem aware of it (nobody really complains about or even notices Eridan's casteism by the time they're on the meteor - his contradictions are really obvious, and it's likely that they've more or less realized that he's full of shit).
Again, I don't begrudge anybody for wanting or liking PQ. Who cares, really. I'm just saying that as a canon discussion blog, there's not really any place for PQ because it's so far removed from canon that, like, there's not really anything meaningful to discuss about it. The setting and characters in PQ are fundamentally divested from canon, and not even in an AU way. And it's totally fine if that's what you like, but, yeah, like.
Was Eridan written well (where "well" = accurate to canon): no. Maybe he's fine as an OC with an Eridan Minecraft skin slapped on, but that's not my beautiful son, that's not my baby boy.
What did they get wrong about Eridan (where "wrong" = inaccurate to canon): all.
What route would I have written for Eridan: he shoots you with a gun and you die. And then maybe cheats on you with Karkat
#not tagging bc its technically a hate post but i CANNOT STRESS ENOUGH#its ok to like pq its ok to enjoy pq#it is like not a big deal? who cares#end of the day it's all fake stories that arent real like who gives a shit#im just never going to have anything interesting to say because pq is just like#not really my thing? haha#i dont particularly like fluffy feel good stories#or visual novel/dating sim style gameplay#so i don't engage with it beyond skimming recaps of each route#thus i cant judge the actual quality of the writing#for all i know it's troll goddamn shakespeare all up in there#i looked at eridan's route and assumed that if that was how fast and loose they wanted to play with canon#then there wasn't really anything in there for me that i'd enjoy#totally just guessing that they deboned karkat's character too#maybe because he's a 'main character' and people like him more he didnt get as mangled as poor eridan#but also i dont really care#lmao
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✨COOL THINGS I PLAYED/SAW/READ THIS YEAR, 2024!!!!!!!✨
✨MOVIS✨
Knight of Fortune was such a delight. karl's wife is dead-- he has to go to the morgue. to see her one last time. SURPRISINGLY funny given the theme, and incredibly sweet. AND you can watch it in its entirety on youtube
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american fiction! incredible movie that made me think. what does it mean to tell "our stories"? what does it mean to show "representation"? how authentic can you truly be about your own lived experience? funny as hell too
youtube
if you havent seen Monkey Man, quite frankly i dont want to talk to you. dev patel i will watch whatever you make for the rest of time
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the rest under the cut because this list got long
playtime by jacques tati. just slapstick. oh my god this was so goddamn funny
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yeah you know it. i was very strong the whole time and then the credits hit and i started sobbing uncontrollably in the theater
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challengers and i saw the tv glow are tied in first place for my favorite movie this year. incredibly funny and SO WELL EDITED. highly recommend watching it with friends so you can scream "OH NO HE DIDN'T" together
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✨TV SHOWS✨
SHOGUN!!!!!! oh my god there is so much to praise in this show. the costumes! the actors! the story! how they integrated both english and japanese speakers in a realistic way! so good
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korean reality shows are not fucking playing around. the editing and sets are truly top notch
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✨BUUKS✨
-Friday Black by Nana Kwame Adjei-Brenyah! what if black mirror was actually good. AND centered the stories of black people. highly recommend
-Character Limit: How Elon Musk Destroyed Twitter by Kate Conger and Ryan Mac! you probably were on twitter when The Whole Thing happened. maybe you dont know the exact details like i do. what if the details were worse i also dont read non-fiction very often, surprised at how fun this was to read!
-The Chromatic Fantasy by H.A.! I've been following their work since forever, and this was a delight to read as always! THE COLORS…………. BITES BITES BITES BITES
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-sad girl space lizard. hell yeah (18+ only!)
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-Gritli - The Moth Diaries by Sophie Florian und Hanako Emden! this one was just so strange and fascinating. per words of the authors: "Taking on the voices of anthropomorphic animals, the authors write about labour, companionship and crushing."
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✨VIDY GAMES✨
skipping balatro, splatoon side order, fields of mistria and webfishing, because you probably know about those. uuuuh
i am too stupid for Void Stranger, but My God if you're smart this game will become your favorite game ever. 2D sokoban with so many secrets
marchen line!!! nth circle never misses. the visuals here are so fun!!! the UI! the plot! the almost-automatic-censoring when you see gore, as if your mecha body took a second to load!! hell fucking yeah
"adrienne, of the devil was this year" OH WORD? THEN EVERYONE SHOULD PLAY OF THE DEVIL'S FIRST EPISODE WHAT ARE YOU WAITING FOR
life after magic! magical girls are now adults, and magic is disappearing. what now? the art is so cute, and the story was very engaging. thank you for the additional episode with [spoilers]
i started nine sols and i think i might be enough of a gamer to beat it
shadow generations game of the year no contest. thank you for your time
you can also look at my massive list of stuff i played/watched/etc here. i am not posting this whole dang thing
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Dazai Osamu and the Dark Era: the visual novel (a fan project)
On a whim, I've decided to finally just publicly release this project that I've had laying around for two years at this point, for Dazai's birthday today. It was originally made for my very dear friend @letmereachforthestars , when I first introduced her to the series and wanted her to be able to read my favorite BSD light novel in an easier-to-read format. You need a computer to be able to play. The details and links are under the cut:
If you've never played a visual novel before, it's basically a novel in the form of a video game. Text will appear line by line, one a time on the screen, and it will be accompanied by relevant background visuals, music, and sound effects, to make the reading experience more immersive, and more stimulating than just reading from a book. Some visual novels have actual gameplay elements to them, and some are just books and nothing else (oftentimes dating sims/choose-your-own-adventure novels), the latter of which this is. If you've played the mobile game Bungou Tales/Mayoi, the story sections of that game are basically mini visual novels.
This game was made with screenshots and music from the anime, sound effects from the anime and Bungou Tales and free sound effect online sources, as well as graphics and fonts and other assets from Bungou Tales and other official BSD art (particularly the official anime soundtrack cd covers). The script is taken entirely from the official Yen Press translation of Dark Era, with the exception of about two or three iconic lines that I used different translations of because I felt like they had more impact. Additionally, at the very, very end, I added on the original ending scene from the Dark Era stage play and wrote a few fanfic lines of my own to accompany it you can tell because they are very cringe and don't match Asagiri's writing style.
Before playing the game, there are a few very important things to keep in mind; PLEASE read all this:
I am not a professional in the slightest. I took some coding classes in high school, and have some photoshop skills (when it comes to the design elements of the menus), but for the most part the former wasn't much help here; this was my very first time ever using the Renpy engine, and I made this entirely from scratch. I used my knowledge of playing other visual novels to emulate the kinds of effects and timing that is typical for these games, and I think it turned out pretty well all things considered, but it's still very amateur. This is most evident in the sound effects. The sound effects have no volume consistency between them, and some of them, particularly the gun/battle sfx, can come on very suddenly and be loud. I highly, HIGHLY encourage going into the settings and turning down the sound effects volume (the music should be fine), so that you're not startled by certain sounds when they happen, and for a lengthy time. I wouldn't blame you if you decide to turn the sfx off entirely if's too distracting, honestly 🫠 I am no expert in sound files equalizing and making sound files loop seamlessly, so this was by far the most tedious and frustrating part of the process of making this for me. Hopefully it doesn't ruin the game or break immersion too much if you decide to leave them on (I hope you do, for the rain and clock sounds at least, but again I wouldn't blame you if you can't).
Dark Era is the most faithful light novel adaptation in the anime, but there are still a handful of scenes, mostly fight scenes, that got shaved down significantly. Because of this, there are numerous occasions where I had to simply linger on a black screen or the same screenshot for a long period of time, while tons and tons of narration happens, because there's simply nothing I can show to accompany said narration. This is not ideal, but unfortunately I didn't have much else of a choice in those instances, so I hope it's not too distracting. There are also a few instances of straight-up inconsistencies between the novel and the anime (ex. the fight between Oda and Akutagawa happens in the woods in the novel, but in the anime it's still right outside the art museum), so sometimes what you're reading won't quite match the screenshots I use. Fortunately it's never anything major, but it does happen.
There will sometimes be long, unchanging black screens. Don't worry, the game isn't broken; just wait long enough and it will continue.
Sometimes, a character will get cut off when speaking, and when that happens the dialogue will auto-force to the next line. If you didn't get a chance to see what was said before, check the text backlog/history (in the menu or the H key).
Last but not least, this game was made with the default text speed in mind. Meaning, that when it comes to certain specific scenes, the mood/tone of them, made up of the timing of music, transitions, sound effects, etc, all of it was arranged around the speed at which things progress when using the default text speed. I completely understand if you can't, but if at all possible, please try not to change the text to go too much faster or slower, especially faster, because certain scenes will lose a lot of impact otherwise. If you already know Dark Era, you probably have an idea of some of the scenes I'm referring to. At the very least, during the more high-stakes/intense scenes, please try to play through those all at once without stopping, for the greatest impact based on how I designed the game, and only pause/quit during the slower scenes. There are specific moments that I'm really proud of how they came out, and I'd like for them to have the maximum impact that I intended :') (also note that if you make the text appear instantly, the cut-off dialogue mentioned above simply will not appear at all, and you won't even know to look back for them, so please refrain from making the text instant at the very least)
Ignore the cringe sappy final message
...I think that's everything. With all that out of the way, here are the links for both PC and Mac:
Download the PC version
Download the Mac version
This was a passion project for me for a good many months back in 2022. It started out just as a gift for my friend, but in the end I was really satisfied with how it turned out, despite how tedious and frustrating it was to work on. I've been hesitant to share it with the fandom for all this time because I kinda doubt anyone would really be interested in something like this especially since it's not stormbringer or beast, but someone on discord who tried it told me that I should share it, so here it is. I'm sharing it not just because I'm proud of my work, but because Dark Era is a truly amazing light novel — underrated, in my opinion (yes, I said what I said) — and far better than the anime adaptation, as good as that is, and I want more people to read it. If reading the books is hard for you and you've never read Dark Era before, if I can help just one more person to read it with this, I'll be happy, and consider my job done. 💖
I so desperately want to make more of these visual novels for the other light novels, but sadly, some of them simply aren't possible thanks to how many scenes are missing from the anime, like with Entrance Exam in particular. I've also been waiting with vain, thin hope that Bungou Tales will eventually reach seasons 3 and 4, so I can use their Fifteen and Untold Origins title screens like I did here, if those ever exist. However, I'm also held back thinking about certain scenes that would require some redrawing/drawing additional details to match what's written in the novels. If anyone has any ideas on things I could do to possibly get around these issues, or just thoughts in general about how the other light novels might be tackled, or if you're an artist who can recreate the anime's style and takes commissions/knows someone who does, I'd absolutely love to hear from you! As well as any advice/help on how I can smooth out/improve this project here!
Anyway, sorry for the long wall of text. Thank you for reading all this, if you did, and if you do try the game, please let me know your thoughts; I crave any and all feedback. 💙✨
#bungou stray dogs#bsd#dazai osamu#osamu dazai and the dark era#dazai osamu and the dark era#stomach is turning upside down as i post this OTLLLLLLLLL#not ready for it to get absolutely no attention just like i expected lmfao#can you blame me for waiting so long :' )#if even just one person plays it and enjoys it though........ just one........ i will love you#it's really amateur and rough but i'm really proud of it still orzzzzz#i hope the love comes through....... i just want more people to love and appreciate dark era....... and oda and dazai and ango......... :'
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It's a bit late, but I figure I have to touch on the big news from today, which is that for an (early) April Fools celebration Sega went and released a free visual novel about Sonic getting murdered
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Here's a thing you should know about me: I am deathly allergic to ironic visual novels, and the related trend of announcing dating sims (which are synonymous with the medium of visual novels as a whole to many people) on April Fools
Aside from an incredibly small selection of titles that have seen wider success, it feels like much of the game industry is only willing to acknowledge visual novels as a punchline. And said jokes about dating sim stereotypes have been done a million fucking times by now. They're parodies of parodies of parodies. Even when these prank dating sims actually go and get made rather than just being a few fake screenshots, it feels like it's just because VNs are seen as cheap, disposable entertainment compared to "real" games. Companies can afford to commission some bullshit like the KFC dating sim and write it off as a marketing stunt. And it works. These games will get widely reported on for being so ~wacky~, while devs pouring their hearts into doing sincere, interesting work with the medium of visual novels are usually out of fucking luck. It's so, so tiring. The fact that this happens like clockwork every year has made me come to dread April Fools Day
So imagine my surprise when The Murder of Sonic the Hedgehog drops out of nowhere and it's actually one of my favorite Sonic games in years
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Aside from the intentionally tongue-in-cheek, attention-grabbing title (and Sonic doing the Family Guy Death Pose), there isn't an ounce of irony here. It's just a straight up whodunnit VN set on a train, albeit a lighthearted and pretty easy one. It's still a Sonic game, after all, and Sonic games are for kids. But it's so clearly made out of a place of love, both for the characters and for murder mysteries, rather than being a parody that's constantly winking at the camera and going "haha, isn't this absurd that this even exists at all?" Forget that. This wants to tell a genuinely good little Sonic story. Not to mention how gorgeous all of the artwork is throughout, with character illustrations from IDW cover artist Min Ho Kim (AKA deegeemin)
Like, for real. I've wanted the Sonic games to explore the supporting cast more for years, and I can't believe the game to finally do it is a murder mystery visual novel released for April Fools. This might be one of the best showcases of the cast... ever, in the games? The script from Ian Mutchler is so, so great, with fun and cute moments for everyone involved. And, smartly, you see the cast through the eyes of a new character (I named them "Blorbo") who isn't necessarily familiar with things like Blaze being a princess from another dimension, making this a surprisingly valid way to introduce people to the supporting cast. I'd say more, but it's a short game, so I think everyone should just go out and play it if you haven't already
There is still part of me that wishes a Sonic visual novel like this could've been greenlit for release any other day of the year, rather than being yet another April Fools visual novel. But regardless of the excuse they used to make it, I'm extremely happy that this exists
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Game Idea - now a novel
Well... an idea that will stay an idea because I don't have any programmation skills nor the money to pay some developpers, but I like it and got lots of ideas for it so let's just share it.
If you want to make a OC and/or your MC from it, then have fun, I would love it ^-^
It's a dating sim, mix between "Twisted Wonderland" and "Obey me!"
This is mostly ideas thrown like this in a messy way. But you can now read my test for the novel version here:
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 -All other chapters will only be on the other plateforms, always free to read
Or on my Tapas, Toyhouse, Ao3 or wattpad
I also introduce all the characters on Toyhouse or Deviantart and regularly post here on tumblr about it
everything under the cut
As a new student at Fablewood Academy, you are mysteriously invited after stumbling upon an ancient storybook. Among peers who resonate with legendary characters from fables and folklore, you stand apart—unable to resonate with any historical figure. Instead, you uncover a profound connection to the mysterious Writers.
Navigating the competitive dorm dynamics and building relationships with students and teachers, you begin to unravel the secrets of Scriptoria, the world of stories. With your unique bond to the Writers, you hold the key to saving it from an ancient force threatening to rewrite history itself.
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World
"Scriptoria" A magical world shaped by the memories and writings of the legendary Writers, who recorded the lives and deeds of its inhabitants.
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The Writers :
The authors of fairytales we knows, they are called the "Writers" (always with a cap W) not because they have wrote the tales (since it's supposed to be all real stories in this world) but because they were keeper of memories, noting everything that was happening in the world, which permitted the actual characters to knows all about the stories.
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Locations
Austreim: Inspired by European fairytales (Germany, France, Scandinavia). A realm of picturesque forests, cobblestone towns, and grand castles. Home to tales like "Cinderella" and "Little Red Riding Hood."
Beasthaven: A country inspired by La Fontaine’s animal fables. Predominantly inhabited by beastmen. Features different biomes in different part of the land, from lush forests and rolling meadows to savannah or thundra. The country is known for their lively markets in every biome.
Seafoam Dominion: An underwater kingdom of mermen and aquatic fae. Draws inspiration from Andersen's stories. Has shimmering underwater cities and shores dotted with mythical artifacts.
Ebony Sands: Inspired by African folktales such as "The Man Who Never Lied." A sun-drenched land of deserts, savannahs, river deltas and ancient temples.
Celestial Plains: Based on East Asian folktales, blending Chinese, korean, Japanese stories among others. Features rolling hills of bamboo, cherry blossoms, and mystical shrines guarded by spirits.
Myrcadawn: A borderland filled with ancient ruins, magical storms, and creatures from forgotten tales. Mostly inhabited by faes.
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"Fablewood Academy" An all-boy institution dedicated to preserving the legacy of the writers and their stories. Located at the heart of Scriptoria, blending all cultural styles. Where the Writers’ legacies are studied and the world's future is shaped.
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The Resonance Ceremony
When a student enters the school, they undergo a Resonance Ceremony, a deeply symbolic ritual that determines their connection to an Historical Character (a character from fairytales and myths).
Ceremony Description:
The Setting: The ceremony takes place in a grand, mystical chamber called the Hall of Echoes, a circular room lined with glowing murals of countless legendary figures. In the center, on the ground like a pond, is the Ethereal Mirror, which shimmers like water and reflects not the student’s image, but fragments of their potential resonance.
The Ritual:
The student steps up to the mirror, guided by a faculty member.
The mirror reacts to their essence, glowing brighter as it identifies the Historical Character whose moral compass and essence most closely align with the student’s.
The chosen figure materializes as a spectral image above the mirror, accompanied by a brief vision of their story, morals, and defining characteristics.
The student receives an Artefact Sigil, a magical mark on their hand, symbolizing their connection. The sigil also acts as a key to their dormitory.
Outcomes:
The character determines the student’s dorm assignment. Dorms represent shared principles or traits rather than region or story type, which creates unique diversity within each house.
The student begins to develop their Legacy Arte, influenced by their resonance.
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Dorm Names & Founders
Astraquartz (Inspired by Cinderella, Charles Perrault): Represents perseverance, humility, and transformation.
Scarletfang (Inspired by Little Red Riding Hood, Grimm Brothers): Represents courage and cunning.
Everswell (Inspired by The Little Mermaid, Hans Christian Andersen): Represents sacrifice and curiosity.
Mousetrail (Inspired by The Lion and the Mouse, La Fontaine): Represents cleverness and loyalty.
Obsidianspire (Inspired by Mamad in "The Man Who Never Lied", unknown Writer (African tale)): Represents honesty and wisdom.
Verdance (Inspired by "The Tale of the Bamboo Cutter", Minamoto no Shitagō): Represents grace and adaptability.
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Resonance Dynamics
Living By Their Resonance: Students are expected to uphold the values and morals of their Resonance Character. Deviating too far from these principles leads to a Resonance Crisis, where the bond becomes unstable.
Resonance Crises: In a crisis, a student’s personality and abilities are warped by the unresolved conflict. They might embody the antithesisof their Historical Character, becoming a distorted, corrupted version of their story’s ideals.
Example: A student resonating with The Happy Prince may hoard wealth selfishly, spiraling into greed, causing their Legacy Arte to malfunction.
Resolution: To restore balance, the student must confront their choices and find a way to realign with their character’s core principles, often with the help of peers or the protagonist.
The Nature of Resonance
Resonance is not a rigid set of rules that dictate a person’s every thought or action. Instead, it represents a core essence—a reflection of the Resonance Character’s archetype, personality, and values. When a student resonates with a character, it means they share a similar foundation, but they are free to interpret and act on that foundation in their own unique way.
Core Principles of Resonance
Guiding Influence, Not Control: The Resonance doesn't force someone to behave exactly like their historical counterpart. Instead, it provides a general blueprint of traits, preferences, and tendencies that align with the character’s essence.
Example: Coach Garrick’s Resonance with the Big Bad Wolf doesn’t mean he must terrorize pigs—it means he shares the wolf’s gruff, bold, and predatory nature. How he channels those traits is entirely up to him. For Garrick, they manifest as a tough love coaching style.
Freedom to Choose Actions: While Resonance shapes a student's instincts and inclinations, their choices define their character. They can act in harmony with their Resonance without being confined to it.
Example: Elric, resonating with Cinderella's Stepmother, naturally enjoys luxury and attention. However, he can choose to respect others while enjoying these things, rather than mistreating them like the original stepmother did. If he strays too far—say, by shunning luxury entirely—it might destabilize his Resonance, but small acts of kindness wouldn’t harm it.
Resonance Crisis Is About Extremes: A Resonance Crisis occurs when a student goes against their core nature to an extreme degree, causing an inner conflict. This doesn’t happen because of minor deviations but because of a deep misalignment.
Example: If Elric started wearing rags and actively rejecting his love of luxury, his Resonance would destabilize. But respecting servants or treating them kindly, while still enjoying the finer things, would maintain balance.
Explaining Resonance Through Examples
Here are clear, narrative-driven examples to help clarify how Resonance works without feeling restrictive:
Garrick “Grizz” Wolfin (Big Bad Wolf): Garrick’s Resonance gives him traits like gruffness, strength, and an intimidating aura. He embodies the archetype of the wolf, but how he uses those traits is his choice. He could easily become a bully, but instead, he channels his gruff demeanor into being a demanding yet caring PE teacher. His choices define him, not the wolf.
Elric Briarthorne (Cinderella’s Stepmother): Elric shares the stepmother’s love for luxury, beauty, and a touch of laziness. However, he is not bound to repeat her cruelty. Elric can enjoy being pampered and commanding attention without mistreating others. If he rejects his natural affinity for elegance entirely, he risks a Resonance Crisis, but respecting a servant while maintaining his love for luxury keeps him in balance.
More Examples :
Maestro Lino Minuet (Thumbelina)
Resonance Traits: Thumbelina’s story revolves around grace, adaptability, and finding beauty in unexpected places. Similarly, Lino is elegant, deeply connected to music, and focused on making small yet meaningful impacts.
Free Will: Lino can express his elegance and passion for beauty in various ways without being forced into the hardships of Thumbelina’s journey. For example, he might love creating miniature music boxes but won’t feel compelled to live a nomadic life.
Deviations: If Lino rejects his natural inclination for grace and refuses to use his talents to create beauty, he could face a Resonance Crisis. However, his actions—whether to teach music to others or focus on personal performance—are entirely his choice.
Healer Eamon Wellspring (The Golden Goose)
Resonance Traits: The Golden Goose embodies abundance and generosity. Eamon shares these values by dedicating himself to healing and holistic care. His Legacy Arte, generating golden feathers to heal, reflects this generosity.
Free Will: Eamon can express his nurturing nature in different ways—through medicine, kind words, or even tough love. He’s not bound to share indiscriminately like the goose in the tale.
Deviations: If Eamon became selfish or withheld his healing abilities out of greed, he could experience a Resonance Crisis. However, setting boundaries to protect his own health wouldn’t destabilize him—it’s a choice aligned with self-care.
Cygnus Downwood (The Ugly Duckling)
Resonance Traits: Cygnus mirrors the Ugly Duckling’s journey of self-doubt and eventual self-discovery. His shy and uncertain personality naturally aligns with this story. His Legacy Arte, Swan’s Rebirth, symbolizes personal growth through adversity.
Free Will: Cygnus isn’t destined to remain shy forever—his Resonance encourages him to grow and embrace his potential. He could achieve this through art, friendships, or even by becoming a leader in his own way.
Deviations: Avoiding challenges or rejecting his own strengths might cause a Resonance Crisis. However, he doesn’t need to overcome his doubts overnight—his journey is a gradual one.
Chester Marroway (The Cheshire Cat)
Resonance Traits: Chester reflects the Cheshire Cat’s playful, enigmatic nature. His tendency to tease and love of puzzles align naturally with his Resonance. His Legacy Arte allows him to vanish and reappear, reinforcing his cryptic persona.
Free Will: Chester doesn’t need to be chaotic or untrustworthy like the Cheshire Cat in "Alice in Wonderland." He can use his cleverness to help others solve problems or to entertain his friends with riddles.
Deviations: If Chester abandoned his love of puzzles or became overly serious, his Resonance might falter. However, he’s free to decide how mischievous or helpful he wants to be.
Tressari Manarah (Rapunzel)
Resonance Traits: Like Rapunzel, Tressari is kind-hearted but often isolated. His longing to grow and connect with the world around him drives his personality. His Legacy Arte, Golden Touch, embodies his potential to transform and heal.
Free Will: Tressari can seek connection and growth in his own way—through gardening, alchemy, or meaningful relationships. He doesn’t need to literally escape from a tower.
Deviations: Turning away from opportunities to learn or grow might destabilize his Resonance. However, he doesn’t need to pursue every opportunity; he can choose his path as long as it aligns with his core longing for transformation.
Kadar Serpenscale (The Snake)
Resonance Traits: The snake in the story symbolizes wisdom and calculated action, qualities that align with Kadar’s observant and strategic nature. His Legacy Arte, Whispered Venom, emphasizes his subtlety and precision.
Free Will: Kadar doesn’t need to be cold-blooded or treacherous like a stereotypical snake. He can use his intellect and cunning to solve problems or protect others. His Resonance emphasizes sharp thinking, not malice.
Deviations: Acting impulsively or ignoring his strategic instincts might create inner conflict. However, choosing to use his wisdom for good or selfish purposes is up to him.
~~~~
Resonance Crisis: The Fractured Legacy
What Happens?
When a mage’s bond with their Resonance Character destabilizes, their Artefact Sigil fractures, and their inner conflict manifests as a dangerous, externalized force called a Fractured Legacy. The Fractured Legacy represents the mage's core identity spiraling out of control, with tangible consequences for the individual and their surroundings.
Mechanics of a Resonance Crisis
Stages of the Crisis:
Warning Phase: The Artefact Sigil dims or cracks subtly, signaling instability. The mage exhibits heightened emotional extremes or behaviors contrary to their Resonance Character.
Example: A Cinderella Resonance becoming tyrannical and dismissive, echoing the stepmother’s cruelty.
Threshold Event: A traumatic or critical moment causes the bond to fully destabilize. The mage’s Artefact Sigil shatters, triggering the Crisis.
Transformation:
The mage transforms into an Echoed Antithesis of their Resonance Character—a distorted, exaggerated version of their worst traits.
Example: A Little Red Riding Hood Resonance becomes a wolf-like beast, embodying predation and fear instead of courage.
The environment around them twists to reflect their turmoil—spreading corruption, illusions, or chaotic phenomena tied to the Resonance.
Manifestation:
The Fractured Legacy takes a physical or semi-physical form—either merging with the student or manifesting as external entities they must face.
Example: The transformed mage might summon spectral versions of antagonists, or their minions, from their Resonance Character’s tale, or their surroundings could morph into a warped, nightmarish version of their story.
Consequences
Prolonged Crisis states can cause lasting damage to the mage—mental, physical, or magical.
If unresolved, the bond with their Resonance Character could sever entirely, leaving them vulnerable to permanent loss of their Arte and magical abilities.
Resolving a Resonance Crisis
Core Resolution:
The mage must confront the internal conflict driving their instability.
Example: A Happy Prince Resonance consumed by greed might need to realize that hoarding wealth doesn’t bring joy or fulfill their true essence.
This confrontation often requires the help of others, especially the protagonist, who serves as a mediator or guide.
Reformation:
The Artefact Sigil repairs itself, often evolving into a stronger form, symbolizing the student’s personal growth.
The Legacy Arte might gain new abilities tied to the lessons learned during the Crisis.
Designing the Fractured Legacy
Visuals:
The Crisis should have a haunting yet poetic visual style that reflects the student’s Resonance Character.
Example: A Cinderella Resonance would look more like a deformed version of the stepmother or the stepsisters, surrounded by jagged shards of broken glass and spectral pumpkin monsters.
Themes:
Each Crisis explores the darker side of the Resonance Character’s traits.
Example: A Little Mermaid Resonance, consumed by jealousy, might suffocate others in waves of magical water, symbolizing their suppressed longing for acceptance.
Combat Dynamics in Resonance Crises
Fractured Legacy Boss Fights:
The mage undergoing the Crisis transforms into a formidable, story-inspired boss.
Example: A Big Bad Wolf Resonance could manifest as a towering wolf-like monster with powerful wind attacks, symbolic of their huffing and puffing.
Emotional Mechanics:
Incorporate dialogue or cutscenes mid-fight to remind players this isn’t just a battle—it’s an attempt to reach someone in pain.
Example: As the protagonist deals damage, the Fractured Legacy might shout distorted lines from their tale or reveal their inner turmoil through flashes of memory.
Combat Objective:
The goal isn’t necessarily to defeat the character in a traditional sense but to weaken their Fractured Legacy enough to restore clarity.
Player Options in Combat
Artefact Sigil Powers:
The characters used can use their own Legacy Arte abilities, which align with their Resonance Characters, to counteract the Fractured Legacy’s powers.
Example: A character resonating with the Little Mermaid might summon tidal waves to neutralize a fire-based Fractured Legacy attack.
Special Techniques:
Introduce a Breakthrough Strike mechanic where players can charge a special attack tied to the Resonance Character of the opponent.
Example: Against a Red Riding Hood Resonance, a teammate resonating with the Woodsman could unleash an axe-cleaving move that counters the wolf-like powers.
Group Synergy:
Peers with similar values or with a character from the same story to the Resonance Character in Crisis might deal bonus damage or have abilities to calm the Crisis state.
Emotional Impact of Combat
Hitting Hard With Purpose:
The protagonist struggles with the morality of fighting a friend or peer. Dialogue options or animations could reflect hesitation and determination.
Example: “I don’t want to hurt you, but I can’t let you destroy yourself!”
Each successful attack might shatter parts of the Fractured Legacy’s appearance, revealing glimpses of the real student underneath.
Dynamic Reactions:
As the player weakens the Fractured Legacy, they could start to show signs of clarity—stammering, pleading, or showing flashes of regret mid-battle.
Example: A Cinderella Resonance Crisis might sob, “Why am I acting like this? This isn’t me!” as their Fractured Legacy starts to crumble.
Gameplay Rewards
Stronger Bonds:
The mage recovering from the Crisis could form a deeper relationship with the protagonist and any involved peers, acknowledging their shared struggle. This get the intimacy level way higher, either in friendship or romance.
~~~~
Legacy Arte
Each Legacy Arte is tied to the unique essence of the resonated Historical Character. These are not static powers—they grow and evolve as the student’s connection deepens. It can be an offensive or defensive ability, a practical one for everyday or even a constant unseen ability (enhancing strenght, magic powers or anything else)
For example:
A student resonating with Princess Kaguya might have an Arte called Moonlit Grace, allowing them to summon moonlight to shield themselves and others. As they grow, the Arte might evolve into Celestial Radiance, granting healing and offense.
~~~~
Artefact Sigil
The Artefact Sigil serves as both a resonance stabilizer and a channel for magic, directly tied to the student's connection with their Resonance Character. It appears on the student's hand during the Resonance Ceremony.
Key Features of the Artefact Sigil
Appearance:
A glowing, dynamic symbol or glyph that reflects the essence of the Resonance Character. Its design evolves as the bond deepens, becoming more intricate and vibrant.
Example:
Astraquartz: A delicate glass slipper.
Scarletfang: A bold wolf’s paw print, with thorny vines wrapping around it.
Everswell: A flowing wave, centered with a small pearl-like dot.
Mousetrail: A small mouse.
Obsidianspire: A tall spire with rays of light radiating from its top.
Verdance: A crescent moon embraced by bamboo leaves.
Functionality:
Magic Channeling: The Sigil channels the student’s magic, focusing and amplifying their spells. It glows or pulses during use, with colors and intensity varying based on the magic type.
Legacy Arte Activation: The Artefact Sigil is the key to unlocking and evolving Legacy Arte abilities. As the student grows, the Sigil adapts to better support these powers.
Resonance Stabilization: The Sigil detects and moderates Resonance Crises. If a student strays too far from their Resonance Character’s core ideals, the Sigil dims or cracks slightly, serving as a warning. It also emits calming energy to help realign the connection.
Personal Connection: The Sigil is an inseparable part of the student, growing and changing with them. This deep connection makes magic feel more instinctive and intimate, as it’s literally a part of their body.
~~~~~~~~
Lore Tie-In
Origins: The Artefact Sigil was created by the Writers, using fragments of their own memories as the foundation. This ensures that every Sigil is a direct link to the archives of Scriptoria.
The Resonance Bond: The Sigil embodies the merging of the student’s essence with their Resonance Character. Its visible state reflects the health of this bond, making it both a tool and a representation of their inner journey.
~~~~
Scriptos Currency System
Coins (for smaller transactions):
1 Scripto:Copper coin
5 Scriptos: Bronze coin
10 Scriptos:Silver coin
50 Scriptos:Gold coin
Bills (for larger transactions):
100 Scriptos
200 Scriptos
500 Scriptos
1,000 Scriptos
10,000 Scriptos
Design Details
Coins:
Each coin feature an emblem of a quill or an open book to symbolize creativity and storytelling.
The coins shimmer faintly or show shifting patterns when exposed to light.
Bills:
The bills have holographic text or illustrations that animate briefly (e.g., a bird flying off a quill or ink drops forming a picture).
They feature famous Scriptoria figures, mostly the Writers, with each having different possible figures. -the 100 could feature Pu Songling or D. O. Fagunwa, -200 feature Don Juan Manuel, Alexander Pushkin or Giovanni Francesco Straparola -500 feature Charles Perrault, the brother Grimm or La Fontaine, -1000 feature Al-Jahiz, Hans Christian Andersen or Valmiki, -10 000 feature Joseph Jacobs or Alexander Afanasyev …)
The bills and coins are waterproof. Coin will not get rusty if used by merpeoples.
Practical Conversion
1 Scripto = 0.01 USD
100 Scriptos = 1 USD
The School Farm:
Purpose:
Self-Sufficiency: Provides fresh produce and farm-to-table ingredients for the cafeteria.
Community Spirit: Encourages students to bond and learn teamwork through shared responsibilities.
Practical Skills: Offers hands-on experience in agriculture, animal care, and commerce.
Earning Opportunities: Students can earn pocket money by working on the farm, in the cafeteria, or at the shop.
Animals on the Farm:
Poultry: Chickens/hens/roosdters, ducks, geese, turkeys, quails, guinea fowl, pheasants, maybe pigeons and even a few peacocks
Dairy Animals: A couple of cattle, buffaloes, goats, sheep and camels for milk production (and maybe cheese or yogurt). Other less common milk animals are yaks, horses, reindeers and donkeys. (the farm would include the stables for horse riding club... and horse riding club could be about riding other type of animals)
Companion Animals: Perhaps a farm dog or cat that the students adore.
Fields and Crops:
Vegetables and Herbs: A variety of seasonal vegetables and herbs used in the cafeteria.
Orchard: A small orchard with fruit trees like apples, pears, or peaches.
Flowers: Some fields could grow flowers for decorative purposes or events.
Farm Activities:
Animal Care: Feeding, cleaning stalls, gathering eggs, milking cows, etc.
Crop Maintenance: Planting, weeding, harvesting, and learning about sustainable farming practices.
Event Preparation: Preparing products like jams, baked goods, or decorations for events.
Market Days: Selling fresh produce and handmade goods at school fairs or town markets.
How It Benefits Students:
Pocket Money Opportunities:
Students can earn wages working on the farm, at the cafeteria, or in the school store. They can also work in exchange of products instead of money.
Wages could be small, but enough for personal expenses or extracurricular activities.
Skill Development:
Responsibility: Managing shifts and caring for animals.
Practical Knowledge: Learning about agriculture, cooking, and business.
Teamwork: Collaborating with peers to keep things running smoothly.
Cultural Exchange:
Students from different homelands can share farming techniques or recipes.
Characters with unique Resonances could find ways to incorporate their powers into the farm (e.g., enhancing crop growth, making food preparation more efficient, etc.).
Integration with the School’s Themes:
Character Development:
Working on the farm could help shy or isolated characters open up and feel a sense of purpose (e.g., someone like Cygnus could bond with animals).
Ambitious or overconfident students could learn humility through manual labor.
Narrative Opportunities:
Events like harvest festivals, cooking competitions, or fundraisers could revolve around farm activities.
Farm responsibilities could create moments for character interaction, conflict, or bonding.
The farm could become a place of solace or reflection for students facing challenges.
Magic and Resonance Use:
Some students might creatively use their Resonances on the farm
Potential Challenges (For Story Conflict):
Mishaps:
Animals escaping, crop failures, or pranks leading to chaos on the farm.
Competition:
Students might compete for the highest sales during events, leading to friendly rivalries.
Misuse of Magic:
A student using magic irresponsibly on the farm could result in humorous or serious consequences.
~~~~~~~~~~~~~~~~~
Maps and infos about the world:
Seafoam Dominion's infos are not especially true, because the site don't let me place a kingdom on water, so it's on a super small island with some burgs in the other states.
Also I didn't changed the number of people by burg, so this don#t count either.
~~~~~~~~~~~~~~~~~~
The magical sport of Scriptoria:
Color Clash
Teams and Gameplay
Number of Teams: While six teams (one for each dorm) could add unique dynamics, it might be chaotic if everyone plays simultaneously. A good compromise might be:
Rotating matches with two teams battling at a time during recurring events.
A six-team free-for-all for larger, more chaotic rare events or tournaments.
Team Members: Teams could consist of 5(six teams) to 7(two teams) players. This allows for strategic play while keeping the matches manageable.
Playing Area: The sport could take place in a dedicated arena designed to resemble various terrains and obstacles, such as forests, caves, open fields, and ruins. Alternatively, for special events, the entire campus could be used for a massive "battle royale" version.
Rules and Objectives
Objective: "Paint" members of opposing teams with arrows (colored magical powder). Each successful hit earns points for the team.
Scoring System: Players are assigned point values based on their skill level. Before each match or tournament, players are ranked based on their performance in trainings and skill tests. This ensures fairness and adds an extra layer of strategy as teams must protect high-value players.
1 Point - Squire: Absolute beginners, bad or first-time players. Could be a player that is really good at shooting his arrow but bad at dodging the opponent’s.
2-10 Points - Adept : Average players, ranked incrementally based on skill and experience, with tiers such as Adept II, Adept V, Adept VIII ...
50 Points - Elite: Highly skilled players with notable achievements during training. Usually the captain if there is no Champion.
100 Points - Champion: The best player, often the team’s captain or standout star. Each team can only have one Champion.
It is mandatory for each team to have at least one Elite or Champion, but both at the same time are not always necessary, as not all team always have a Champion.
Points are calculated at the end of the game, and the team with the highest total wins.
Rank Titles :
Instead of saying, “That’s a 100-point player,” you’d say, “They’re the team’s Champion.”
The ranking titles could also play into the strategy:
Teams could call out, “Focus on their Elite!” or “The Champion is exposed!”
Elimination (Optional): Players could be "eliminated" when hit a certain number of times (10). This adds an extra layer of strategy, as players would have to decide whether to go on the offensive or protect high-value teammates.
Strategic Importance
Protecting High-Value Players: Teams will need to strategize to keep their Elite and Champions safe while using lower-point players to distract or disrupt the opposing team.
Not focusing too much : The lower rank players could think they are less important, but if they are eliminated, or permit the opponent to mark lots of points by touching them multiple time, they could makes the team loose even if the high-rank are safe.
Risk vs. Reward: Opposing teams may focus on targeting high-value players, leaving them vulnerable to counters.
Dynamic Rankings
Rankings could shift between matches or seasons based on performance. For example:
A player in the Adept X tier who performs exceptionally well could move up to Elite in the next game. The number of points earned in a match can play a huge part in the promotion.
Conversely, underperforming high-tier players might drop to a lower point value. (not after a one-time fail, of course, only after repeated defeats)
A player reaching the Champion rank will automatically take the captain place. But a Elite don’t necessarely become captain, except if there is no other Elite (and no Champion either)
A player reaching the Champion rank while there is already a Champion in the team will have to either decide to leave the team, change team, or the other player will have to make this choice, as no team should have more than one Champion.
A Champion or Elite disguised as a lower rank will lead to the immediate disqualification of the team. (in the situation of the others players are perfectly award of his real skill. If a Champion or Elite pretend to be lower to his own team, his teamate not knowing, then only the guilty player will be disqualified and forbbiden to join another team.)
Scoring System (Extra Points)
Player Elimination Bonus:
Every time a player is eliminated (hit 10 times), the opponent who lands the 10th shot earns 50 extra points.
If multiple players contribute to the 10 hits, only the final player earns the elimination bonus.
Chain Elimination Bonus:
For every consecutive opponent eliminated by the same player, the elimination bonus increases:
1st elimination: +50 points.
2nd elimination: +75 points.
3rd elimination: +100 points.
4th elimination and beyond: +150 points per elimination.
Entire Team Elimination Bonus:
If one player manages to eliminate an entire team (all members), they earn an extraordinary bonus of 500 points, in addition to the chain bonuses.
Last Player Standing Bonus:
If a team has only one player left, and this player wins the match (survives or eliminates all opponents), they earn an extra 300 points for their victory.
If the last-standing player of a team is eliminated, the player who lands the final hit earns 200 extra points, regardless of who dealt the previous hits.
Why extra points ?
Encourages Team Play: Collaboration is still critical for securing eliminations.
Rewards Exceptional Skill: Outstanding feats like eliminating entire teams or clutching a win alone are significantly rewarded.
High-Stakes Showdowns: The final moments of a game become more tense, as eliminating or saving the last player has huge scoring implications.
Magic and Special Elements
Magic Use: Magic could be allowed with restrictions, such as:
Spells must be harmless and non-lethal (e.g., creating distractions, shields, or minor obstacles).
Magic usage is tied to a temporary power-up system.
Power-Up Spheres : These floating objects can grant random temporary bonuses, such as:
Allowing harmless magic use for a limited time (depend of the power-up).
Shielding the player from one arrow.
Granting a "stealth" mode (invisibility for 10 seconds).
Doubling points for a short period.
Speed boost for a short period.
Freezes all opponents or arrows in place for 5 seconds
Emits a shockwave that knocks back opponents or clears arrows in the immediate vicinity.
Restores one "life". (Allow to be touched once more before getting eliminated)
Grants the ability to jump to high platforms or hover for 10 seconds
Allows instant teleportation to another part of the map, chosen randomly or directed by the player. (depend on the power-up)
Creates an illusory double of the player that moves randomly
Allows the player to place a one-time trap on the map that immobilizes or slows opponents who step into it.
Nullifies the effect of traps or hazards for a limited time
Temporarily causes all incoming arrows to change direction and return to the sender.
Randomizes everyone's positions on the map by teleportation, creating confusion and disrupting strategies.
Permit a one-shoot elimination (very rare)
Equipment and Mechanics
Bow and Arrow:
The bow transforms into a bracelet when not in use, making it easy to carry.
The arrows are tipped with harmless "pompoms" filled with colored magical powder.
Type of game :
Standard Matches: Two teams face off in a timed match.
Battle Royale: Six teams compete simultaneously until one team remains or the time runs out.
Infection Mode : One team starts as "infected," trying to tag players on the opposing team. This mode don’t use bows and arrow but gloves soaked in the magical powder. Tagged players become infected and switch sides. The game ends when all players are infected or time runs out.
Mystic Duel : Head-to-head duel with only two players of two different team or even the same team. The arena transforms into a smaller battlefield where they must outshoot each other. Often used when two players on the same team fight for the captain place or the Champion rank.
This sport is a traditional practice for students to sharpen their focus, strategy, and teamwork.
The power-up spheres are said to channel ancient magic from the Writers, rewarding clever players with bonuses.
Each dorm's strategy reflects their core values (e.g., Scarletfang play aggressively, while Verdance focus on defense and teamwork).
Additions or Clarifications
Audience Engagement
Magical displays show player stats, power-up activations, or instant replays during matches to entertain onlookers.
Spectator areas with enchantments allowing a "first-person view" of any player could immerse viewers.
Tiebreakers
In case of a tied score, there is a "sudden-death" shootout where each team selects one player of the same level of a Mystic Duel.
Seasonal Variants
Seasonal power-ups or obstacles (e.g., icy surfaces in winter, blooming vines in spring) to keep the sport fresh and tie it to the fantasy world’s calendar.
~~~~~~~~~~~~~~
Clubs :
Litterature Club : Cygnus Downwood, Mahdi Alclaris
Horse Riding Club : Minwoo Kinsei
Swordmanship Club : Lupin Vardred, Jin Haruto
Gardening Club : Tsuki Laito, Porcus Huffsbrick
Music & Dance Club : Lyricis Farahdein,
Drama Club : Imperius Wovengale, Éponine D’Orveil, Elric Briarthorne
Exploration Club : Marinus Tideshade, Gael Lumespring
Art Club : Faylen Charmwright, Rune Spindlewick
Cooking Club : Ambrosine Forrant
Chess Club : Archer Verdain, Khamari Duneshade
Science Club : Noel D'Orveil, Hatterick Marchhare
Photography Club : Ren Chisora
Cheering : Chester Marroway, Tressari Manarah
Color Clash Club : Thatcher Squeakefield, Lazlo Quickstride
Basket Club : /
Baseball Club : Imran Frosham
Racing Club : Caspian Willorun
Gymnastic Club : Kadar Serpenscale
~~~~~~~~~~~~~~~
Classes and Seats :
First Years
1-A 05 – Tsuki Laito 1-A 09 – Rune Spindlewick 1-A ?? – MC 1-B 02 – Hatterick Marchhare 1-B 04 – Lyricis Farahdein 1-B 07 – Imperius Wovengale 1-B 08 – Elric Briarthorne 1-C 10 – Archer Verdain 1-D 02 – Kadar Serpenscale 2-D 07 – Ren Chisora 1-E 01 – Imran Frosham
Second Years
2-A 06 – Marinus Tideshade 2-A 08 – Minwoo Kinsei 2-B 06 – Tressari Manarah 2-B 08 – Cygnus Downwood 2-B 11 – Noel D'Orveil 2-C 03 – Porcus Huffsbrick 2-C 05 – Thatcher Squeakefield 2-D 03 – Mahdi Alclaris 2-D 17 – Éponine D’Orveil 2-E 04 – Caspian Willorun
Third Years
3-A 02 – Faylen Charmwright 3-A 16 – Khamari Duneshade 3-B 03 – Lupin Vardred 3-B 04 – Ambrosine Forrant 3-D 07 – Chester Marroway 3-D 15 – Jin Haruto 3-E 05 – Lazlo Quickstride
Fourth Years
4-A / 4-B / 4-C 02 – Gael Lumespring 4-D 08 – Kael Thornweald 4-E /
Fifth Years
Intership
~~~~~~~~~~~~~
#game idea#game project#I NEED TO TURN OFF MY BRAIN HELP!!!#fablewood academy#Legends of the Written Realms#isekai
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The State Of The Iggleverse 2025
The Iggleverse, a term I've used since starting my tumblr to simply explain my style of play. That is, everything I post is connected, from one sim to the next. The first iggleverse, that dated back to my first sim, Lourdes, went on for a few years and everything was connected.
I soft relaunched that iggleverse, which was easily done since, little did the reader know (since I never got that far) Telah had become the holder of the Watcher's Key (something I referenced then every now and then) and since I was literally the Watcher (well who else could it be!?) I used that little device to restart it even again. Dalton, Telah's son, who was the main heir in one of my darkest runs, had battled with Lovecraftian monsters and ancient deities and it had destroyed his universe...which was sort of explained by the introduction of his daughter who said she had escaped a destroyed universe...
Long story short, I still had connections to the first Iggleverse in even this latest one. For example, Gracelyn's mother was explained to be from another universe and her father was a traveller of different planes of existence...and her mother was a blood witch. Did this get mentioned? It might be mentioned in a post I have queued...but the term blood witch brings it all back to Dalton's story and a certain evil spellcaster that had summoned an ancient deity into his world...
All this to say. The iggleverse is kind of complex. I like that. But I try to tell a story with the intention of someone diving in at any moment and sort of getting right into it. It's why I always tell new readers, oh just jump in. To me, a story can be as complex as rocket science as long as the reader is focused on one thing at a time and is not overwhelmed. The past is a reference and the future is unknown.
After all, the beginning of any story is where you decide it is, but the ending, well, that's a lot more final.
The truth is, Frida, Zer, Gracelyn, and Teresa (who was cursed being 4th because of my fascination with odd numbers) have run their short course.
I hate doing this again but I only do it because it must be done. I realize that the way I was producing them and the past few set of heirs was completely wrong.
It took too long to even play one day of their gameplay because of how much I over thought things, over planned things, and then what made it worse is that I was still playing the game and so every time a sim did something different it meant rewriting the present and changing the future. For anyone that's tried to write a novel you know how much changing one thing can just cause a domino effect of you having to rewrite the whole thing...and this is what was constantly happening.
Example...I had a heir named Kyoko. Some of you may remember her, she was in Sulani and she had once met a sim that was supposed to be her romantic interest, don't remember his name, but they go out on a date and it was going well until one argument flipped her relationship with the guy. I was like well that sucks, I had like so much planned for this couple! But, I do not force my sims relationships, that would be boring! In the end, she end up becoming a mermaid and bleh...
Long story short, this is what was going on with my latest heirs and has been going on since maybe...I forget the last time I completed an actual heir maybe like 2021 or something?!?!
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What Now?
Well, I do this for the love of the game! So, I still enjoy doing sim legacies and you will meet THREE new heirs very very very soon. Today, actually!
The Iggleverse must be made new and whole and beautiful and I hope these three heirs are the ones to bring it home and actually have a 2nd generations.
But who is to say you won't just do this again a few months from now?
Well, no one is to say, not even I know that! But, one of the big issues I had with the past one is how slow things were going. I was playing Frida for most of 2024 and she just now had a child! Like I mentioned, the production of my recent legacy attempts has been so slow. A whole episode was a lot of hours of work and then it'd just be like 3-5 days.
Back then I would have had multiple generations in a year like 2 or 3 and daily posting was easily done because I was usually sitting on like 70+ posts. I want to get back to that and the best part, I think I know how!
How?
I must put the legacy ahead of the story, for the longest I was putting story before legacy. It took some enjoyment out of the game because what was happening is I was planning out days for my sims for whatever the story I had planned for them.
Okay, but why not just do all the above and bring back the heirs I've read?
Because its just not how I work! I also have advanced the stories further than read and I don't like them. I feel like because I tried to do this mix of storytelling and plotting while doing gameplay it made me write my sims into arcs I didn't like. Kyoko's Mermaid...
Well, okay, but when will the new legacy start?
I don't have a date, could be tomorrow, could be a week from now, it just depends on when I feel like I am ready. It literally could be tomorrow though because the christmas week, the week I planned on posting Frida, Teresa, Zer, and Gracelyn, because I had time, I spent making new heirs and writing them and I have content ready to post! More than one might expect but that is because I've gone back to my old style of production. Which was legacy and gameplay first and story to tie it all together.
No big scrivener file with all the plots I have going (and there were A LOT), nothing but what the next sim day might bring!
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TOO LONG DID NOT READ!
Well! Just know that I am still around and starting fresh (again), for those that were attached to the previous four heirs, well, I am sorry and like usual, if anyone wants spoilers I'll post them! I think I'll just post pictures and explanations of what I had planned actually!
Because I want this iggleverse to be completely fresh, no connections at all to any previous iggleverse!
So. New year, new me, but also still the old me! I hope that is good enough!
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Questions For Storytellers
I have (I think) finally caught up on my list of poses to make, so I wanted to do something a little fun (for me, not for anyone else LMAO) and entirely self-indulgent. I read stories and tell my own over on Instagram, but of course it's harder to post long-form text like this over there.
Special thanks to @freezerbnuuy as I'm copying their post. ❤️
What’s the last screenshot you’ve taken for your story?
This is from the middle of my last post, but it's the last screenshot I took because I went back and added this scene in after finally caving and making my own stupid poses for it hahah.
2. Describe your story in three words or less: Needlessly long tbh
3. Describe (insert character here) in three words or less: Uhhh I'll pick Saxen since he's my MC... wet cat energy (which I think is something @nefaricussims said actually??). Or "90s cocaine chic" as @southernsimmin so beautifully described him. 🤣
4. How did you choose the name of your story? It's called The Cottage because it's... based in and around a cottage. 🥲 I have a very imaginative mind!! 🤣 But also, the cottage plays an important role throughout the whole story and especially in the upcoming finale.
5. How do you choose your characters’ names? My Sim story is based on a novel I never had the confidence to finish - in that version, Sax is an ælf based on Anglo-Saxon belief. I made him a vampire in Sims because that was the only pack I owned at the time, besides base game, and for gameplay purposes I thought vamp put him close to how I imagined him. I now realise I could have easily used CC and my own damn imagination to make him an ælf but I didn't know much about CC at the time, either. 🤣 Because of this, the original story leant into fae lore and the stuff about never revealing your true name. Saxen isn't his real name anyway, but for an added layer it also isn't spelt how you might imagine if you heard it spoken. The same for Thom and Jac who are also characters who came over from the 'original'.
6. How long have you been working on your story for? A little over three years! I have learned soooo much in that time.
7. Whats the biggest risk you’ve taken with your story? Did it pay off? I dunno that I've taken any risks, other than putting it out there in the first place.
8. What about your story are you proud of? I think the fact it exists at all. I've been writing stories since I was a kid, but at some point I lost confidence in myself and have never finished anything/wanted to share it with people because I end up overthinking and deleting it. So I am proud of myself for having maintained a continuous story for three years, and for having other people read it. I think because there was no pressure with a Sims story - with a novel I kept thinking, this has to be perfect and polished so that I can publish it someday. With a Sims story, I'm free to just write the silly tropes I enjoy and allow myself to suck and learn and get better at it.
9. What about your story are you looking to improve on? I read a fantastic article about ma - including pauses in your visual storytelling, space for the characters to sit and breath and reflect. It's ma that makes Ghibli movies so wonderfully distinctive. Being able to make my own poses means that I can show a character's expression or body language in response to a situation, without the need for overlaying text. I'm trying really hard to move away from the "talking heads" style that reads more like a script, and letting the visuals tell the story for me instead. I'm not very good at it because I enjoy my blah blah, but it's fun to try!!
10. Is your story fully planned or are you still working things out? Is there a definitive end? I'm approaching the end of it now, which has been planned for the last three years, so yes - I know pretty much everything that's going to happen. Sometimes the characters still throw a little surprise for me though.
11. Why have you decided to tell this story? Are there any messages or meanings within it? When I got the Sims almost 4 years ago, I had absolutely no idea that there was a) a whole community around it or b) that people used it for storytelling. I'd already made Sax, Thom, and Jac in the game, because I'd wanted to see them come to life during gameplay. Then I discovered poses and started sharing random staged screenshots on Instagram, and became friends with the exceptionally talented TheSimmerKay (now making machinimas!) who showed interest in my silly little characters and suggested that I try telling a story too. I owe her a lot!! As for messages and meaning... I'm very interested in what makes people do the things they do, and how the hero of a story often depends on whose POV we're hearing the story from. There's a fine line between hero and villain sometimes, and a hero acting out of love can cross from protectiveness into control.
12. Do you actually play the game or do you just use it as a storytelling medium? Yep - I have a designated story save, which is the one I take all my screenshots in and which never has gameplay. Then I have a Happy Ever After save for Sax and Fen and another save for for my Globetrotter Challenge Sim, both of which are gameplay only. I think it's important to have that outlet; I can work on my story, make poses, or just play the game, depending on what I fancy.
13. From basic planning to a finished post, how long does that take you? 2-3 evenings. I tend to get everything laid out and text added, then let it sit for a day because I inevitably think of a way to do something better if I give it chance to breath. 🤣
14. Do you have any regrets about your story so far? If you could go back in time, how would you fix these? Not regrets, really, but there are some threads that I put in - fully intending to complete them later in the story - but never did, due to them just not fitting with the story or wanting to try and bring things to an end sooner. But similarly, there are times when I was going to put in a little hint or foreshadowing in and didn't, and then later in my story have wished I had! The tricky part of serialised storytelling is you have to just live with what you have (or don't have), you can't go back and remove or add scenes like you would with a drafted novel.
15. What have been the highlights of creating your story? I've met so many incredible people due to it, oh my goodness. Truly extraordinary Simmers who've shared their time and knowledge with me. We have a little mutual reading group on Insta where we all read and geek out over each other's stories and it's just wonderful. I was honestly shocked when i went to other platforms and realised how much drama there can be in the Sims community. 🤣
16. What about the process do you enjoy? Not that I don't enjoy the process... but I mostly love it when it's finished and I can share it, hahaha.
17. What about the process do you hate? I don't hate any of it... it's a hobby and I do it because I enjoy it. That being said, it does fuck me off when I have multiple Sims in a scene, everyone is in place and has poses queued, and then MCCC Dresser FREEZES MY GAME NOOOOOOOO WHY
18. Choose a song that reminds you of your story:
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This is the unofficial theme... specifically this version in Old English, which is Saxen's first language. "It's our destiny then to find love again / Where we failed once before now we'll win"
19. Choose a song that reminds you of (insert character here):
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Another one for Sax I guess because he's special. 😌🤣 "But you, a cinder of the fire that's yet to come / Will you just sit and mourn this fragile thing that you've become / Or instead will you consume the very things you can't outrun / Until you finally see all of the strength that you draw from?"
20. Choose your favourite shot from your story so far: Hmmm I think this one, which was me being lazy and reusing a screenshot from an older scene during a flashback-style narration. 🤣 I was trying to achieve something else with the editing but did this by accident and liked it.
21. Choose your least favourite shot so far: Too many to pick from LMAO
22. Choose a favourite character from your story so far: Sax, obviously, he's my lil chew toy/punching bag. But then there's also Idris, for whom I only wish the best. She's going through some trouble right now and I don't enjoy it. It's much more fun to bully Sax.
23. Choose your least favourite character so far: I don't have one! Although Vlad makes me deeply uncomfortable tbh. I find him to be a really creepy villain, and unlike any of my other villains, he's not in any way misrepresented or redeemable. I'm using a makeover version of him by WistfulCastle (I would link, but I don't think he's available anymore?)!
24. Are there any characters who remind you of yourself? No... well. Whenever baby El randomly info-dumps on a niche subject, that's mostly me taking advantage of a captive audience to tell them about karkadanns or medieval torture items or dead bodies on Everest. 🥲
25. What inspirations have you drawn on for your story? I honestly don't know - I can't name anything that I've consciously drawn on, though I know for sure I must have. Funnily enough people have told me things like "oh that's like in Vampire Diaries" or "that's like that part in the Harry Potter films" and I haven't watched either of those, so I think what's happening is we're all drawing from the same well of folklore and mythology and trope. There is occasional story drama about being copied and the thing is... unpopular opinion alert... many of us aren't as unique as we think we are. 😅 What we are unique at is taking a trope and telling it in our own distinctive way. No one else can tell your story quite like you can.
26. Have other sim stories inspired you? I have soooo many talented friends who inspire me to do better when it comes to visuals and storytelling!! @callmedomino is the queen of silent storytelling and a huge inspiration on my journey to discover ma. I really love how well she can tell a story with no words.
27. What genres would you describe your story as? I call it rural fantasy lmao
28. If you could reproduce your story in another medium (movie, novel, comic, etc.) what would you choose and why? I mean obviously I'd say movie because HOW COOL would that be?! Especially an animated one!
29. What would your story’s rating be? (G, PG, M etc.) Ummm probably M because there is the occasional spicy scene. Sometimes three a year LMAO.
30. If you were leaving simblr Simsta and had to choose another creator to continue the story for you, who would you ask? Well tbh I've given Sax and Fen to several good friends already; some of them have them in ongoing cameos in their own stories. I wouldn't ask anyone to continue mine, but I like to think that Sax and Fen could live on in my friend's stories and games if anything were to ever happen to me.
31. Drop some random trivia about your story: When I started I only meant to do short, random vignettes about daily life at the cottage. Somehow it snowballed into a three year epic. 🤣
32. Give a light spoiler: "This is who I am. If I was any other way, I would not be myself."
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Get to Know Me Better
Thank you so much for the tag @itmeansiris!
Last Song: "Do You Believe In Magic" by The Lovin Spoonful wakes me up most mornings and did today. It's just a bop that says 'Get up, smile or something, and dance a bit after coffee.'
Favorite Color: I don't have one! I have colours I don't like (that awful greenish-brown hair colour from Sims 3 for one and there doesn't need to be so many shades of black in my opinion), but the world is better in multicolour!
(Yes, I DO cry when I watch those 'got my dad glasses to see colour for the first time!' vids and these 60-year-old gruff men realize how beautiful colours truly are.)
Last Movie: We watched a bunch of movies over Christmas - Remember the Night, Edward Scissorhands, Wizard of Oz. Remember the Night was the only one I hadn't seen before but I love Jimmy Stewart and I'll watch him in anything - even Vertigo, despite the fact Kim Novak's acting gives me hives.
Last Book: simblr counts, so your story was the last! Yes, you reading this!) But last actual book I read was Spell Ya Later by Zoe Shae and the final draft of my own second novel (which I may never release, we shall see but releasing your own book ain't cheap) before I sent it to an editor!
Sweet, Spicy or Savory: mmmm... umami (so basically all!) but I have moods for sweet and savoury fairly often. Spicy I don't crave but I like it!
Last Thing I Googled: "Who owns Etsy?" (Black Rock and Vanguard wheee!)
Current Obsession: simblr and the story I'm playing and writing that's become very inspired by simblr!!
Looking Forward To: playing with ballerinas the next time I load up the game, hopefully!!
I tag: @hashimasims @changingplumbob @matchalovertrait @purplesimmer455 @oimygiblets @hellgirl-ix @strawberriesnpopmusic @simscici @dreamyyesenia @simmora and anyone else who wants to do this one! Ignore if you like, and if you're not tagged and want to, I'm tagging you anyway. I'm such an awkward bean about tags. 🤦
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it occurred to me that a bingo card often has twenty-five squares, and we're going into 2025, so it seemed appropriate to go a little OTT with my phan-in-2025 predictions! i had a better vision for the bingo board's look than the actual predictions, but here's what i came up with.
PH column:
dog hill: might be cheating to include this one considering the extensive breadcrumbing, but i’m adding it anyway.
sims science baby: my chaotic predictions last year had dab and evan + a science baby. i’m rolling it over to 2025.
jan promo metaphor: if dan and phil do any tour promo leading up to the next leg of TIT, we’ll get another promo metaphor. i’m convinced it'll be before phil’s birthday, but i put “january” as a whole because it fit better.
TIT recording: i just need to see TIT again as much as i want, okay!!!
date night: another easy one, but i love when they go out and i love when we get photos of it, so this is specifically “we’ll get photos of a general outing”. while i’ll count tour stuff in a pinch, i’m more thinking something post-tour. like, something around london or maybe brighton.
i column:
goodbye twitter: i think dan will at least test the waters off twitter, probably on bluesky. i would love if they fully crossposted/just did announcements on twitter, but i’ll count any further moves off twitter for this one.
phil novel: i kind of love the thought of phil writing a long, fictional story during tour. is it likely? probably not. do i want an embarrassing sex scene that phil reads in the audiobook? absolutely.
april fool’s phwedding: okay, look. i don’t actually think they’re getting married. but if they got engaged or fully hitched, they would announce it on april fool’s day and not clarify if they’re kidding. after nbsii and onlyphans, how else could they escalate? (i’m scared to learn the potential answer.) they would only talk about it on april fool’s day and we’d never hear about it from them again.
dan bday stream: the chances of a phil birthday stream seem low to me, unless they do it early or late. i think a dan birthday stream is more likely, especially if they take a decent break after tour (especially with a puppy) (puppy stream!!!).
dil dies briefly: sims 4 life and death has expanded death features, including funerals and reincarnation. while i think it’s more likely they’ll focus on dab + evan and dalien in the near future, i bet dan loves the idea of actually killing dil while still keeping him around.
n column:
dan hair: i just want him to grow it out! a shaggier mullet would be great, but i want fully chin-length hair, especially with his waves.
tops only model: i’m sure this one looks weird, but i thought it would be funny if they commissioned PJ to build them a model of a tops only bar. or if some random phannie did it on roblox, and they visited it.
free (hard launch): this is technically a free space that i’ll be able to use no matter what. my feelings on the hard-launch concept are too complicated for a post like this. but if they announce their relationship in a way that randos outside the phannie ecosystem would consider more official, that will also be this space.
it takes two: while i specifically want more it takes two, i just want a multipart narrative game series. something like deltarune would also count.
phil tattoo: phil got really close to getting a tattoo before! if he had a less-potentially-offensive idea, i think it could really happen in 2025.
g column:
concert: what it says on the square. it could be something like dan seeing mcr, or both of them caring about oasis? (i would say muse, but i don’t think they’re touring right now.)
sister daniel retires: i hope i don’t use this square! but i could understand dan taking a break from her for a little while.
produce a game: my original thought was funding a video game about themselves, somewhat akin to danandphilbeats. but then i realized a board/card game would be more likely. so one or both of those.
phil tiktok (maybe): phil goes viral on tiktok. this one’s a maybe because i think it would only happen if tiktok survives in the US; he has time before it's likely to disappear, but not much, and he’ll be doing shows for some of it. not that the US is the only surviving pillar of tiktok! phil just has a substantial audience in the US, which i think would help with virality.
couples costume 2.0: i liked their aziraphale-crowley costumes, but i think we can level up in 2025. jedus?
o column:
philming room: i want to know why phil stopped filming in the room with the murphy bed, and i bet we’ll either get some kind of answer or a return to the room in 2025.
overseas vacation: something that isn’t tour! like another japhan. i wouldn’t count anything tacked onto the end of TIT unless someone who didn’t tour with them comes along.
gamingmas: i just missed gamingmas this year, so i’d love another one! i would gladly take another spooky week with or instead of gamingmas, though. or dilmas.
isle of man pic: i want to see both dan and phil on isle of man visiting phil’s parents again. is that so much to ask?
dan on drag race: i don’t even know if there’s a drag race he would be invited on, but i want to see it!
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Developer Interview — Making A Date with Death
![Tumblr media](https://64.media.tumblr.com/174b9e7e7922b6e2be9d735b41ec10fe/db2a4cffbf5890c7-a2/s540x810/7bf0316a9de084aefbb7ee96b5c1fff466305a9f.jpg)
6 months ago, a brand new self-insert romance visual novel hit the market called A Date with Death, created by visual novel veterans Two and a Half Studios. Coming off of the success of The Divine Speaker, they dived into the chat sim space in visual novels with a huge splash. A Date with Death is currently sitting at over 5,000 positive reviews on Steam with a Kickstarter for an after story launching this week.
Read the interview on my blog or read it below.
![Tumblr media](https://64.media.tumblr.com/8f7acb40c5dcc757955275b7a286a071/db2a4cffbf5890c7-18/s540x810/8e9909556cada879fe32c9b9b1a818ae669e1012.jpg)
Arimia: Hi Gabby, thanks for sitting down to talk about A Date with Death! Both of us have been into visual novels for quite a while, but what got you into them?
Gabby: I feel like my introduction to visual novels was probably similar to a lot of people my age…. and that was being on Tumblr too much and being introduced to Dramatical Murder much too young, and installing the fantranslation for myself and all of my friends, hahaha. From there I played the rest of the N+C games, and then moved to things like No Thank You! since it had a translation. After that I moved further to Japanese games that didn’t have a translation. These were 95% BL as well – I’ve played one or two otome games in my time but never really been super into them.
Actually, when I first got into development, I hadn’t played any Western visual novels yet. It was only after I started in game development that I tried more indie visual novels in general.
As for my favorite VNs, I have a few favorites! My first favorite and it’ll always have my heart is Lamento. It was kind of the culmination of a lot of different things I love in media, and I still love the game. There’s another untranslated game I really like called Pigeon Blood. I actually helped with some editing of translations for some of the routes a looong, long time ago. A more recent favorite, and probably my favorite overall, is MAMIYA! MAMIYA is a Japanese indie visual novel by KENKOULAND which I will happily shill over my own games (LOL) about a group of people at the “end of the world”. The way the story is presented, I don’t think I’ve ever played anything like it, and I found it very inspiring. I was lucky enough to work with the creator Kokoroten on an animation for my own game Dreambound, which was fantastic.
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Arimia: Would you believe I’ve never played DMMD? Definitely cut from the same cloth though about being exposed from too much Tumblr time and hearing about all of these Japanese VNs that would never get localized over here, but now Fate/Stay Night is coming to Steam in a few months…. the visual novel landscape has changed so much.
You’ve worked on several boys love and girls love titles before A Date With Death that are more in the fantasy historical realm – how did you come up with the idea for ADWD?
Gabby: Well, we’d actually been wanting to try something more modern for awhile now, despite our love for fantasy settings, and we only happened across a screenshot from another developer’s chat sim and I kind of fell in love with the format. I’ve been really wanting to try my hand at something “cozy”, and though A Date with Death doesn’t really sound cozy on the box, we have a lot of features that I think set well with that crowd. I’m a very big fan of the informal aspect of the writing. I think even in my more serious games, I always lean into humor a little bit and I really enjoy writing banter, so the chat sim format was perfect for that.
![Tumblr media](https://64.media.tumblr.com/4900bc38daa6cde2d684d335ff8098fc/db2a4cffbf5890c7-67/s540x810/f0d5f2a3ff4cf365e3b48f193e6f0da15bc88827.jpg)
(I styled my MC after my character Rose. he’d probably wind up in a shady chatroom like this)
Arimia: Having played some of A Date with Death, I can definitely see how it’s more “cozy” than some of your other games, and I think a lot of the player reactions I’ve seen have shown that too. The overall scope of the game is also on the smaller side, despite the player customization. How did you go about deciding the size of the game? Were there any parts/features you wanted to include but didn’t?
Gabby: Actually, the size is a lot BIGGER than we originally planned. Being our first free to play game, it’s always a little bit of a risk to put a lot of money into something when visual novel development is your livelihood, and obviously with a free game there’s no guarantee of a return. We originally planned for each “day” of the game to be only around 2000 words, for a grand total of 14,000 words for the game. Very short and sweet. Over the development we realized we had a lot more words than originally planned that we wanted to tell, and part of that is owing to just how many choices and options there are. There’s some conversations in the game which people are honestly surprised about because they’ve never managed to get them on any of their playthroughs. The game actually ended up being around 60,000 words, and this should be near doubled when Beyond the Bet releases.
We also included a lot of other things that weren’t originally planned when we concepted the game. We knew we wanted character creation and some degree of room decorating, but we also added a lot of small missable content – like interacting with your pet, watering your plant, reading books on your bookcase, minigames and websites on your computer, eavesdropping on your neighbor… the one thing we had originally planned but cut was voice acting. It’s something we really wanted to do, and we wrote Casper’s character with a very talented voice actor in mind, but it was a bit too much of a risk with the price of it and the unknown of releasing a free game but still making money on it. We don’t believe in having people work for us for free, even on free projects or jam games, so it wasn’t something we were prepared to have someone do for free even though I’m certain we could have.
Luckily, in the end we decided to hold a Kickstarter for the project, and that allows us the possibility of adding voice acting if it goes well!
Arimia: Yeah, it’s definitely a risk to spend so much time and effort on a free project, but I’m glad it worked out in the end. When announcing the game, what was your strategy? Did it differ any from how you announced and marketed your previous games?
Gabby: It was a little different! This is the first time we’ve had TikTok as one of our platforms when announcing a new project, and we knew we wanted to focus a lot of our attention there. Video content is very strong performing we’ve found, but it is definitely a skill in and of itself. We spent a lot of time honing down on our hook and how we could make people get it in a single line. On a platform like TikTok, you have a split second to catch someone’s attention.
We also had a much shorter amount of marketing time than our usual multi-year projects. We knew we wanted it out within a few months of announcing it, so we needed as much impact as possible in a short amount of time. We knew we wanted to get an animated opening since it can be a very powerful piece of marketing material, and I think that was a great idea and we’ll likely continue it going forward.
At the time of announcement, we had less than 10,000 followers on Twitter. Twitter is probably my favorite platform, but it was kind of falling off for us a little when we were ready to announce A Date with Death – but it just took off after we announced the game. We had a multi-month document with marketing beats and announcements we’d make over the few months we had, but with everything taking off much more than we expected we added to it a lot. I think you always have to be ready to adapt to change quickly in this field.
We actually never planned to market the game as “tease the babygirl”, but it’s something fans latched onto, and you can’t make that kind of marketing yourself, I think. We really leaned into our audience and what THEY thought of the game, and used that to our advantage in a way. I’m very thankful for whoever first asked if he was a babygirl.
Arimia: Twitter (was) probably my favorite platform too, mainly because it’s so easy to just make a quick post or update. TikTok has so much reach but it’s just so much easier to tweet a meme out somedays.
A little side question- with the name having the word “death” in it, were you worried about SEO / being censored on social media, or did it affect you? When I was creating Drops of Death years ago, I was worried social media platforms would suppress posts about it but ultimately went with it because it fit with the serial killer theme.
Gabby: Actually we weren’t too worried about that – we’ve definitely used words like death, kill, murderer, etc. in relation to our other games before and haven’t have much trouble. There ARE certain words especially on TikTok that it’s best to censor, but I haven’t had any problem using the name anywhere and we were prepared to risk it to use the name we wanted.
Arimia: It’s definitely a catchy name that summarizes the experience well. Back to the part where when people were first getting exposed to the concept and came up with Grim being a babygirl— how would you advise other devs to understand what keywords and pitches work better for their games?
Gabby: My first suggestion is to look at similar games to yours and the words they use. Look at the concept of your story and try to boil it down to a paragraph, then a sentence. Look at what makes your game unique, or how you can lean into what fans will get out of your work. Give your players elements that they can recognize instantly without a lengthy explanation.
“A romance chat sim where you flirt with and/or bully the Grim Reaper”
“Compete against the Grim Reaper to keep your soul… or die trying”
“Create your custom MC and flirt with the man trying to take your soul”
I use all of these in our marketing, because even though there’s a lot more to the game we’re not talking about, this is a hook that can capture someone’s attention straight away and then you can funnel them to your game.
![Tumblr media](https://64.media.tumblr.com/4ba13b938e99192dea36f0de148b26f2/db2a4cffbf5890c7-7c/s540x810/e1bd7f1005e0b483646e3eef57408b481437925d.jpg)
Arimia: Getting hooks down can be such a difficult part but it’s so, so important. What do you think helped you most marketing-wise?
Gabby: It’s a tough question. We did a lot, and had huge amount of attention from all over the place and it just snowballed more, and more, and more. I think honestly what started the snowball was TikTok. Once we had one video go big, we were having multiple a week go 30k-400k views. We were getting 500-1300 wishlists per day for months. A lot of people joined our Discord from there and went to follow us on Twitter. TikTok is hard and the format is a lot to handle when you’re new to the platform, but it was absolutely worthwhile for us. Another thing I’ll quickly note – reuse your content. I just repost my TikToks to Insta Reels and they get a similar, if not more views, for no extra effort.
instagram
Arimia: Yeah, it’s wild how quickly TikTok can blow up for someone. I’ve had posts get 100k+ views and then a few posts later they’ll struggle to hit 1k.
Side note: Gabby has written about her experiences with TikTok on her blog. You can also read about my discussions on TikTok marketing for visual novels here.
What do you think was the least effective thing you did for marketing?
Gabby: I suppose Steam events this time around kind of paled in comparison to our own marketing efforts. They’re always worth doing though – any Steam events you can get into, participate in them! You’ll always see some kind of return. But for us, an event giving 200-300 wishlists was just a drop in the water. Not at all not worth doing, but certainly it wasn’t a huge focus for us this time around.
[A]ny Steam events you can get into, participate in them!
Apart from that, I posted also to some other social media sites like bluesky, but I didn’t find it very worthwhile and stopped rather quickly. There’s only so much time in a day, and as the only person handling all of the marketing, it just wasn’t worth it.
Arimia: For newbie devs, what would you recommend they focus on? TikTok, Twitter, or something else?
Gabby: I think TikTok is the easiest platform to hit it big on “fast”. I say “fast” because it’s not guaranteed that you’re going to hit it big, it really depends how well you adapt to the platform, but your content there has a chance of being seen, even without any followers at all. That’s probably why I recommend it as a platform for new and old visual novel devs alike.
I think you’ll also find that once you pick up the format, it can be pretty fun to make. I think platforms like Twitter are easier to use, but getting started on them is hard. VNs are so visual heavy so we already have so much content that works well on TikTok. Of course, there could be problems in the future with using TikTok in the US, so we’ll see how that goes.
It’s best to focus on a few places though, and not to put all of your eggs in one basket. When you’re putting your audience in places that can go away, it’s always a risk, so it’s good to spread them between places like TikTok, Twitter, Tumblr, etc.
Arimia: Yeah, I think one thing devs forget is that these social media platforms are ran by big tech that don’t care about the little guys – if your account gets banned or falsely flagged, what are you going to do if you can’t get it back? Always best to have more than one site you’re posting on, but you don’t want to spread yourself too thin.
At what point in ADWD’s development cycle did you start marketing it? It was a pretty short development cycle to begin with.
Gabby: We started working on the concept of A Date with Death January of last year, and announced it on the 5th of July. This wasn’t really 6-7 months of dev time though – we were working on two of our other games at the time. By that point, we’d finished maybe half of the game and announced the game in time for the Steam Visual Novel Fest a month later.
This was actually pretty successful for us, and gave us a decent boost to start from. We then released the demo at the end of September in time for Steam Next Fest, which was a bit more meh for us despite going in with a high wishlist velocity. We then released the game at the start of December. But, like I said, we were working full time on Dreambound and The Divine Speaker: The Sun and the Moon, so I think we could have made it in much less time if we didn’t have other games on our plate.
My suggestion is to announce the game and start marketing early, but not so early you run out of content you can post. My strat is usually announce the game at the same time the Steam page is ready, so you can use the announcement to drive people straight to it. A trailer can be another marketing beat, and then lead up to the demo release. Going in with a solid marketing plan is a great idea, too.
Side note: despite the short amount of time to market the game, they were able to enter it into at least 2 different Steam-ran festivals! That’s a great boost to wishlists and they usually don’t require much work from yourself.
[A]nnounce the game and start marketing early, but not so early you run out of content you can post.
Arimia: Once you’ve worked on a few games it’s a lot easier to gauge when that sweet spot is, but when you haven’t it’s definitely hard to figure out. I usually go with how much progress I have towards something playable like a demo. When ADWD was ready to release, how did you reach out to press?
Gabby: Actually, I didn’t sent out any press releases for the full game! I can’t tell you exactly if this was a good thing or not – but the way I’ve done it for all of my other games is that I send out a press release and streamer keys for the demo only. Especially for A Date with Death, we already had a lot of press and streamer interest naturally, so we decided to use our time for other forms of marketing and polishing up the game instead.
For the demo though, we curated a list of ~70 people to send out early keys to. I think this is quite worthwhile in hyping up the demo release, and it’s quite easy these days with tools like sullygnome.
Arimia: What lessons learnt from your previous games did you bring with you when making ADWD?
Gabby: We’ve been very lucky to work with our amazing artist Fuyuure for over six years now, so we came in with a great team who worked incredibly well together. I think that was a big bonus – working on something like a big character creator can be a difficult task for many artists, because of the sheer amount of assets you need. So, I would say coming in with a talented team who were ready for their tasks was a massive boon.
I think working on so many games beforehand prepared us to make the game in the time we did. We usually work on bigger, multi-year projects, and this was our first proper commercial endeavor into a smaller game. Our experience helped us to pinpoint exactly what we would need, which is a lot less than our other projects. The game actually only has 5 CGs, which is less than usual for us, but I think we managed to do it in a way where it doesn’t feel lacking, either. Getting scope right is a difficult thing and it’s easy to want to include anything and everything, but we were very particular about what we wanted and how long it would take.
Arimia: I can definitely see how that helped – working with people you’re already comfortable with can alleviate a lot of stress. For the A Date with Death: Beyond the Bet Kickstarter, how did you prepare the marketing campaign for it? How long did that pre-planning take you?
Gabby: We really started planning the new DLC the day A Date with Death launched last December. We knew we wanted to make more content, and with Dreambound nearly complete it was a good time to start thinking of running a new campaign. I would say the preplanning took a couple of months – working on a good date, working with lots of artists on new merch, setting up the page, getting the page to our graphic designer to make some images up for it… running a Kickstarter is definitely a lot of work! Even organizing the tiers takes some time.
We prepared mostly by getting the prelaunch page up as early as possible and getting the word out on all of our socials – Twitter, Tumblr, TikTok, Reels, Steam itself, Discord, our email list, itch…. basically, did a big blast out everywhere and we had a huge amount of people come and prelaunch straight away. We also really enjoy doing countdown images the week before launching – it lets us work with a bunch of amazing artists, and we use the art for rewards during the campaign too (as prints). Being our third campaign, we came into it knowing what we had to do, which is a big timesaver. For new developers, I’ll say don’t sleep on the prelaunch time – it’s not a good idea to put up a Kickstarter and instantly launch it. You need to bring an audience with you and get as many pledges lined up on that first day as possible.
![Tumblr media](https://64.media.tumblr.com/31736b5a541f895890a4d402ff2d148d/db2a4cffbf5890c7-86/s540x810/657c94ce7a0e94e3d98630bdb4b4076ba03c59d2.jpg)
Honestly, the support so far has blown our mind. With a similar amount of prep, Dreambound launched with less than 300 followers on the page, but as of writing this we’re already over 4500 on A Date with Death.
[I]t’s not a good idea to put up a Kickstarter and instantly launch it. You need to bring an audience with you and get as many pledges lined up on that first day as possible.
Arimia: Even though I’ve helped run and advised several Kickstarters before, there’s always something I forget or push off until the last minute. Was there anything you learned from the Dreambound KS that you used/did differently for the ADWD KS?
Gabby: Oh, for sure. I learned a lot about my tiers and page organization from our past Kickstarters. We actually have a lot more tiers than usual on this Kickstarter and I don’t think we’d be able to manage that without our past experiences.
If I had to pick one thing from the Dreambound Kickstarter that I’ve changed for A Date with Death’s, we decided to have all of our stretch goals viewable from the get-go. I enjoyed the “unlocking” of stretch goals we had before, but with the amount of attention I think we’ll get, it’s just easier to lay everything out for everyone.
Arimia: Yeah, I imagine you’ll probably be hitting stretch goals pretty early on with how many people are excited for the KS. Aside from social media like TikTok and Twitter, how do you keep your audience interested?
Gabby: I think one of the things that mobile games have as an advantage is continuously adding more content and patches. That really keeps people interested and coming back to your game and characters. Obviously we don’t really have a big enough team or enough time to be adding more and more content, so keeping people interested can be quite tough. We were very conscious of this when deciding WHEN to hold a Kickstarter in the first place – if we wait too long, people will move on. It’s already been 6 months since the game released, after all.
There’s multiple ways we’ve kept people interested during these months. One is that we funneled a lot of people to our Patreon, where we have exclusive art every month from the game, as well as behind the scenes stuff about the new DLC. We then can tease these on social media too, and drip feeding content works pretty well to keep people interested.
Another is we now have near 8000 members in our Discord, and these people become some of your core audience. We encourage interaction with each other and the game by weekly game questions that players can answer. If you had enough time to organize it, I honestly think even doing daily questions would be a really great idea. Anything to kind of keep people chatting and thinking about the game.
![Tumblr media](https://64.media.tumblr.com/5e39c30ce1d35ce27c7fde5bc23d00d7/db2a4cffbf5890c7-15/s540x810/0fcc7b3a8d1f9efdfceeba2a8837005e7f29550e.jpg)
Arimia: To wrap this up – what advice would you give to other visual novel devs?
Gabby: There’s so much I’d like to say, but I’ll just give a few pieces of advice that I think could help newer developers. Don’t think of marketing as a bad thing, or an annoying thing. I see a lot of new developers come in and say “I won’t market. I feel like a shill and my game will speak for itself”. I think this is a huge mistake, because people won’t play your game if they don’t know it exists. Marketing can be fun! Share your little stories with the world proudly, don’t feel bad about that.
If you want to do game dev as just a hobby, then that’s absolutely fine – but it’s totally possible to do this as a profession, too. My partner and I have been working on visual novels full time for over two years now. A lot of people tend to think that’s there’s no money in visual novels, but I would say that’s not true at all. It’s hard work – like all small businesses are – and not every game is going to be wildly profitable, but it’s totally possible with a good game and good marketing. Keep making the games you love, doing market research to see what other people love, and you might be able to find a good crossover.
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And there you have it, some insight into the development and creation of A Date with Death! If you haven’t already, check the game out – the base game is completely free to play on Steam and itch.io. You can check out their social media here:
Twitter – TikTok – Tumblr
Support their Kickstarter!
![Tumblr media](https://64.media.tumblr.com/8f7acb40c5dcc757955275b7a286a071/db2a4cffbf5890c7-18/s540x810/8e9909556cada879fe32c9b9b1a818ae669e1012.jpg)
#visual novel#visual novels#a date with death#two and a half studios#visual novel game#my articles#interview#Youtube#Instagram
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As someone who is constantly in awe of you, whether it’s art or writing, how do you stay motivated? 😭💙💖 such talent shouldn’t be legal!
Hi😭🥹🫶 I don’t know what I did to deserve such high praise😭😭🥹🫂🫂🫂🫂🫂💓💓💓💓
I only started writing in January & these fanarts I started in April so maybe I’m not the best to answer but I’ll try!!🫶🫶🫶
Short answer: I’m motivated by brainrot & the characters that move into my brain and demand to be drawn/written😭
Longer answer: I’ve always loved and been obsessed with stories & even before I learned fanfic was a thing last year (I live under a rock), I was always creating these crazy stories in my brain. I used to play the sims a lot for example…I would literally delete every premade family & make my own super complex relationships/generational drama and just watch the chaos play out and I always had so much fun coming up with different storylines and thinking about their personalities and how they would probably interact with each other.
I also read like CRAZY !!! 😳 I am a book devourer & am especially drawn to very long books that have beautiful writing and amazing characterizations:
Lonesome Dove (my favorite book of all time with my favorite character of all time, Gus🥺)
The Brothers Karamazov
Anna Karenina
Ulysses
100 Years of Solitude (100 años de soledad)
Rayuela (Hopscotch) & basically every Cortázar short story
Ok basically every Latin American novel/short story from the 20th century let’s be honest😆
The Mists of Avalon
Jane Austen
Donna Tartt
Etc etc etc I JUST LOVE READING !!!!
And so, even though I don’t consider myself a very good writer, and I would never even hope to become as good as the authors I read, I think it’s fun to try and capture some feelings and emotions of what it’s like to be human💓 I always try to write the characters with love and care and maybe it’s my obsession to make them almost three-dimensional that keeps my brain rot strong😆 I might not achieve it but I’m having a lot of fun trying…
As for creating so consistently, the writing part isn’t so hard bc once I get an idea in my mind I just want to write it! I don’t get oneshot ideas often but when I do I’m like😳✍️✍️✍️✍️ until it’s over😆 I think coming up with plot/ideas/characterizations takes me a lot longer than actually writing - I barely edit what I post because what I write down is already pretty polished.
For my art, I just love the human body/anatomy/angles etc and I have a lot of fun trying to make the drawings have a lot of movement and that’s kind of what motivates me. Art is also my job & so I’m just used to doing it all the time & these fanarts are a fun way to cool down after I do my “normal” art. The more I draw the more ideas I get, and I like to draw scenes from either my fanfic, or scenes that I think are cute but will probably never happen. But THEN sometimes the “extra” drawings inspire things, like my latest oneshot🫶
If you’re reading this and you’re a writer or artist too & look at it differently I would LOVE to hear what you think!!! Since I’m just starting out with all of this maybe there are better methods😆🫶 for me it’s just a love for stories and wanting to create all the time!!!
#is this even interesting😆😆😆#sorry maybe I rambled too much#so i guess if you read all of this 😳💘#I never push myself to write though and this summer I just did fanart instead of writing#but I’m starting to write more again and I’m happy I took the break bc I think my newer writing has improved a bit🫶#also fun fact I barely even played the game#(I’m not a big videogamer to start out with and as soon as I got my canon divergence story for Eloise in my brain…#I stopped playing and started using my free time for this😆😆)#ask
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This is a default in two parts. I believe both parts require Freetime; one replaces the standard bookcase novel plots, and the other replaces the plot icons you use when your sims write a novel and later read and discuss it. What it does not replace is the book itself or the book cover; this is purely about the contents.
All the graphics used in this default are by MaxIcons. Basically, I liked the MaxIcons mythology icons too much not to use them in something, and since my hood is currently in the Roman era, using mythology for novel plots made sense. Not everything used here is from the mythology collection, but it does make up the bulk of both defaults.
While I created this for my Test of Time challenge, the icons can work in a modern game and alongside any novel cover default you choose. Maybe your sims want to get in on those Greek myth retellings that are all the rage right now.
Downloads and more info under the cut!
The smaller piece - the one labeled "bookshelfnovelmythological" - replaces the plots for each of the genre books on a standard post-FT bookshelf. When a sim reads one of those books, you'll occasionally see them think about the plot elements in randomized order. It's just that now the plot elements will be things like "Demeter, Persephone, Hades, pomegranate." I tried to give each genre except cooking an actual myth; mystery is Hephaestus trying to catch Aphrodite and Ares in flagrante, children's is a couple of the labors of Hercules, romance is Dionysus and Ariadne (plus the story of Theseus and the Minotaur) and so on.
The second part replaces all the novel plot icons. This is a very loose replacement (the stethoscope is replaced by Ares; the ladybug is replaced by the Hydra; pretty sure the sumo wrestler becomes the Cyclops) which will turn any pre-existing novel plots into wild nonsense if they weren't already.
The book covers in the screenshots, and the book in the title graphic, all come from AlmightyHat's Outside of a Dog default; I designed this to work with that. Most other novel defaults (Slig, Sims in Low Space) also package covers and plots separately, if you'd rather use it alongside one of those.
As you can see, it's a mix: Greco-Roman gods and monsters, some characters from an RPG pack to stand in for any non-Olympians in the story, settings, general-purpose icons like pregnancy, death, love, betrayal (or at least stabbing) and weather, and just barely enough food icons that you can write a cooking book if you treat the sea monster as calamari.
I'm actually working on something more versatile, but I'm using it for now, and I thought others might want the option to, as well.
Download: SFS or Box
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This is so embarrassing, but I guess it's not too late (I'm a month late) to formally introduce myself to Writblr/Tumblr.
Hello to my fellow followers (and other who may come across this post) I'm Haley, I go dailyhaley. I'm an 03 baby, so I'll be 21 this year (Leo, if you even care) I've been writing since the age of 9, I started writing (fanfiction) in the notes app on my mini iPad thanks to the lack of romance in the anime series Naruto. Then I graduated to google docs where I posted first on fanfic.net, then wattpad, and finally A03.
I'm no longer active as an anime fanfic writer and deleted all of my stories (and account) that gained some popularity during the pandemic. (I'm not the person I once was anymore)
Currently, I have 1 screenplay written (unproduced) and I'm working on my first novel called Baby On Board. My daily self-affirmation is that I'm a best-selling author because I believe in my capabilities to become one.
What else? Um, I used to write/read romance as a child growing up but my writing and reading preference are now thriller/psychological/mystery/drama
I'm a music lover so here's a link to the playlist I created just to write my book (I actually listen to this on the daily because I'm always in thought)
I'm a sims lover since the age of 5 (grew up with sims 2 and 3) so now I abuse the game when I'm not abusing my brain to write.
I had a kpop phase (still do) and briefly anime (that's also a lie, WATCH ONE PIECE)
I work a front desk job but I'd rather be on the beach writing something or on set (timing)
That's all for now, or at least, what I can remember to type.
#writeblr#writers on tumblr#writer stuff#writerscommunity#my writing#writing#writers#tumblr writing community#writer community#writing community#itty bitty tiddy committee#intro post#introduction#blog intro#introductory post#touch some grass#the sims community#anime and manga#lana del slay#actually adhd#ramblings#Spotify
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Solarpunk Game Ideas: Visual Novels + Dating Sims
Okay, yes, I will admit: This list of games for the most part is mostly about putting out some ideas for games that are less slow and more fast paced. Because so far we had mostly very, very slow games in this. Still, I do want to make one post about VNs, because I still think that the VN genre is a super fun one, that is way to underused and undervalued. Also Romance games or Dating Sims, that sadly mostly get hated on for no reason.
The Issue:
Especially on itch.io there are a couple of Visual Novels for Solarpunk and nearly a third of the games on Steam are also tagged for it, but I feel that for a big part this once more suffers from the same issue as the Solarpunk novel writing: People struggle with coming up with a proper conflict, especially here for having the branching paths that often are a big part of VNs. And Dating Sims often are kinda a subgenre of Visual Novels (their origin is from a crossover of VNs with finance games, which is still so wild to me).
Like yesterday, just three little ideas what one could do within this mix of genres.
Idea #1: A Scientific Horror Story
My favorite subgenre of VN is the horror VN. Even though it kinda gets more attention only recently. And as some who follow me for a while know that I love the idea of Solarpunk horror. As I have said before: Horror - especially Supernatural Horror - is perfect for Solarpunk. Because ghosts, demons and monsters do not care whether or not you have an utopian world. They will still haunt you!
So, here is the idea: A group of scientists start their work in some remote location. My general idea is either some scientists for natural stuff (biodiversity?) or something historical (maybe of dead cultures). But while they are there isolated in their small group, strange things keep happening at the station. And it turns out that the area their new station is set up in is in fact haunted.
I personally would probably link the haunting to some sort of dark history. Maybe colonialism, given that Solarpunk is also very anti-colonialist and such. Though I am going to leave it at that.
Idea #2: Murder in a Solarpunk Commune
I think one of the most common genres of VNs is actually the Mystery genre. A lot of VNs are somewhere in the mystery genre. Maybe in crossover with another genre, but a lot of Mystery is there. Which kinda makes sense. And as I said before: Even in a Solarpunk world murders will happen. They will be less, but they will happen.
So, here is my idea. We have a Solarpunk future where most people live either in city or in rural communes. There are also a whole bunch of people who will just travel as a sort of futuristic bards. This is the player character. And this futuristic bard comes to a rural commune to stay for a few days - when a murder happens. And somehow everyone errupts in accusations, because the murder victim has clearly been a bit of an asshole. So now the people ask the travelling main character to be the one to solve the murder. And hence the player needs to talk to people and try to find out what is happening in this place.
Idea #3: Polyamorous Dating Sim
Lastly, let me talk Dating Sim. Admittedly, I have only played so many Dating Sims, but let me talk about the thing that annoys me about them: All of them are mononormative. There is basically no Dating Sim that is polyamorous. Sure, there are a handful indie poly dating sims, but it is pretty rare. Which, yes, I am very aware that this is also for technical limitations. But hear me out.
Just make a sweet little dating game of a person getting into a nice solarpunk setting. Maybe into a rural commune, maybe into a science center, something like that. Does not really matter, but they are gonna date. But this is a world were polyamory is pretty normalized, so some of the people you are dating are actually already in a relationship - at times with each other. And depending on the kinds of constellations you could play around with the outcomes for this.
Again, just have not seen a lot in this direction and man, I would do a lot for it!
And if you are interested in creative Solarpunk endeavors, I would love to invite you into the Solarpunk Creatives community! :)
#solarpunk#lunarpunk#indie dev#game dev#indie games#solarpunk games#visual novel#dating sim#polyamory#horror#mystery
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So a few months back, I started getting ads for a game called Tokyo Debunker. The ads had WILDLY different tones and genres, not entirely unusual for mobile game ads, and usually I just ignore it when this happens. They want me to be curious so they can get me to download. It's a cheap, common trick, not worth my attention.
This time though, the ads were so bizarre and disconnected that it actually worked on me. I HAD to know what this game was about.
For context, here are all the screenshots I took of these ads:
(no, the bright flash on the second image isn't censorship, it's just a poorly-timed snapshot of a visual effect)
So, we're getting essentially three distinct genres of ads here: Dating Sim game, Horror game, and Cute Casual Cartoon Cat game. I think it's really the horror imagery that put these ads above the rabble. It was too high-effort and offputting. Normal clickbait goes for as generic and appealing as possible.
So, what was the truth? What IS the game, actually?
Well, uh.
Here are the actual screenshots I've taken in-game:
It's not just the ads that are all over the place, that's for sure. It turns out this IS a horror dating game filled with cute cats!
I'll explain further: the main mode of the game is a visual novel (that "story" button on the fourth screenshot) which occasionally has comic panels in the middle of scenes. In the background, you have the "Campus" where you can build facilities that generate currency that you can use to upgrade or build more facilities, and these gradually passively increase your character stats. What are stats for? Why, you can have your characters do battle with monsters or other players' teams! It's an auto-battler sort of thing so it's not very involved, but powering up the characters is surprisingly convoluted. Wait, how do you get "characters"? Oh, there's a gacha too! (The "summon" button.) The gacha is kinda shit to be honest; rates are bad enough but they lumped equipment and characters into the same banners, so even when there's a "rare guaranteed in 10 pulls" it might not even be a character.
It's definitely a romance game, though not the sort with "routes" or even story choices, really--you can get characters' affinity scores up outside of the story by making them fish or taking them camping (oh yeah the fishing is to summon cats to eat the fish and then if you're quick you can take photos of the cats, Neko Atsume style--) but nothing in the course of the story changes.
Honestly, I think this game is great. I've completed all the available chapters of the story so far, and the writing and characters are great. I love the horror too, and I really appreciate that they don't pull any punches with it just because this is fundamentally a game about flirting with eccentric 2D men. I hope in the future they revamp the gacha system to make it less ass.
BONUS:
Lightning round of ✨which aspects of these ads were accurate?✨
Rescue Him-- That artwork is in the game, but the minigame is not, and there is no need to "rescue him". He's fine. That's just Jiro. He's always like this.
Do You Always?-- That artwork is also in the game, though I'm not sure why Jin is labelled "guy from cafeteria". The UI is also not right.
Who is Cheating Whom?-- This one is interesting. Not only is this scene entirely fabricated (and the player is never tasked with solving riddles like this), I can only identify one of the characters. The guy on the right looks like Ren (albeit wearing another character's earring) but I have no idea who the guy on the left is? Rui or Towa are my best guesses, but I've heard that these ads just sometimes fabricate entire characters. That octopus is in the game though.
Vegetable Ninja-- Not a real minigame. That cat is one of the ones you can get in the Neko Atsume clone guild cat album, and it can indeed be seen slicing carrots.
Cat Town?-- This is real, just with more of the collectible cats added for flavour. (You can even see this area in one of my screenshots!) In the actual game, there ARE cats running around delivering messages, as well as chibi versions of the anime boys.
Eye Monster-- This monster is actually real! She appears in the beginning chapter. The human in front of her however, doesn't look like the protagonist or anyone else currently in the game. You also never see that pixelart style.
Customize Your Crush-- Not a real feature. You can pick which character you want on the home screen and can change their outfit to a limited extent, but you can't freely undress them or mess with their features. That character is named Alan though, and they did just release a shirtless card of him. Hi Alan!
Slenderman, Sadako, and Jeff the Killer-- Breaks my heart to say, they are not in the game. There is an anomaly that kind of looks like Slenderman, I suppose? The "You have been cursed" tagline is actually true though; in the beginning of the game, you DO get cursed.
Bathing in Blood-- Curiously, this scene is in the game... but it's not a horror scene. It's not sketched like that, it's not red and black and white, there's no explicit or implied blood. It's just a brief fanservicey scene of Leo in the bath.
Cat on Rails-- This one is the closest to being an actual minigame! There's an overhead view of a cat running along in the rhythm game "bonus stages" you get in-between some of the autobattler stages. You have to tap the screen to make the cat turn at certain points in time with the music. It's not very good, but it's easy to cheat. The cat is identical to the one pictured but the stage looks different and there's no food.
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