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#zine PDF issues
goatpunches · 1 year
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If you've ever wanted to buy a zine or comic from me but didn't want to pay for shipping (hi international friends!), I've finally created an itch.io storefront to purchase and download all my zines and comics!
Link here ! (Likes and reblogs are always appreciated C:)
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genderqueerdykes · 1 month
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disabled intersex trans lesbian needs to save for rent & a replacement printer
hello, my name is equinox. im a multiply disabled intersex trans lesbian who is currently struggling financially. i deal with schizophrenia, bipolar disorder, hypermobile ehlers danlos syndrome, GI issues, psoriatic arthritis and other health issues. after homelessness and relocating, my funds are tight. i just finished paying off my electric and internet bills for this month. after trying to see if i can fix it, my printer is broken. it will not stop throwing an error claiming it's jammed even though i've cleaned everything inside i can possibly reach. i need this printer, as my primary form of income is through my jewelry shop.
i really need help, i'm sorry to be so needy. things have been tough these past few months. please note that my zines are digital meaning PDFs, so if you purchase one, you do not have to worry about any shipping delays. jewelry purchases will be fulfilled once our printer is replaced. apologies for all of this, i hate how much i have to ask for:
our rent: $0/$178
replacement printer: $50
cash app: glitterGraphix paypal: glittergraphicnightmare @ gmail. com chime: Equinoxian venmo: Equinoxian
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houseofpurplestars · 2 months
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"...colonial power is already consolidated. There is nothing intersectional about participating in and maintaining a genocidal political system. There’s no meaningful solidarity to be found in a politics that urges us to meet our oppressors where they’re at. Voting as harm reduction imposes a false solidarity upon those identified to be most vulnerable to harmful political policies and actions. In practice it plays out as paternalistic identity politicking as liberals work to identify the least dangerous candidates and rally to support their campaigns.
“Voting as harm reduction” is the pacifying language of those who police movements.
"Voting as harm reduction" is the government issued blanket of the democratic party, we’re either going to sleep or die in it."
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if-whats-new · 2 months
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What's New In IF? Issue 17 (2024)
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By Erika, Marjorie, Axelle, and Noi
Now Available!
Itch.io. - Keep Reading below
Note: Due to the links limit per post (100), some links included in the zine won't appear in this version. It is, however, on both the PDF and .txt versions on itch.
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~ EDITORIAL ~
Another Milestone!
This week, we were surprised to see we passed a few milestones! Our reader base grew quite drastically, ever since we started this zine four months ago. It is being shared in places we didn't even know discussed IF!
We are very grateful for your unwavering support! It means so much to see people cheering for us, and most remarkably helping us!
Without you all, this zine wouldn't exist!
On to the zine!!
We had a wonderful discussion with Barbara Truelove this week, who let us bombard her inbox with many many questions!
In our exchanges we learned some really neat stuff about her work and her trajectory as a creator. And if you want to know what we learned... check out our interview with Barbara Truelove on Small Talk...
We hope you enjoy this extra long issue!
ERIKA, MARJORIE, AXELLE, AND NOI
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~ BE PART OF THE ZINE ~
WHAT'S NEW IN IF? HAS EXPANDED!
Since the release of issue #14, we've enacted some changes with the zine. It is now expanded with interviews of creators from all around the IF world, as well as direct contributions from you, our readers!
THIS ZINE ONLY HAPPENS WITH YOU!
Want to write 1-2 pages about a neat topic, or deep-dive into a game and review it in details? Share personal experiences or get all academic?
WRITE FOR THE COLUMN!
Prefer to be more low-key but still have something to share? Send us a Zine Letter or share a game title for Highlight on…!
WE WANT TO HEAR FROM YOU!
Excited as we are about next week's interview and have questions for our guest? Or want to see a certain author answer questions next? Message us!
SMALL TALK... IS WAITING!
Came across something interesting? Know a release or an update announced? Saw an event happening? Whether it's a game, an article, a podcast… Add any IF-related content to our mini-database!
EVERY LITTLE BIT COUNTS!
Contact us through Tumblr asks, Forum DMs, or even by email! And thank you for your help!!
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~ EVENT SPOTLIGHT : Bitsy Jam ~
Tiny bites of games, with a retro feel…
The Bitsy Jam is a series of short unranked game jams, focusing on the use of the bitsy program and its forks (e.g. mosi, bipsi, ...). The jam is organized by Adam Le Doux, the creator of bitsy.
Happening monthly, based on a previously voted theme (follow Ledoux!), the Bitsy Jam brings together creators from all corners of the game development world for two weeks, to create itsy bitsy games.
Bitsy is a program to create interactive and visual short games, with a retro-pixel feel on a 2D format. Allowing for short and linear stories, as well as lengthy puzzly branching games, bitsy is a great starting point for tiny interactive fiction and pixel art.
Bisty was used in many prominent creators like cecile richard, dreamingamaris, christine mi and @cerberus-writes. A fork was used in the 2023 ECTOCOMP winning game InGirum.
The current edition (#82) is ending in two days, with the theme INTENTIONALLY BAD!
~ ENDED ~
If you like “murderboys”, the 72h Murderboys Mayhem Jam ended last weekend, with 15 entries. Check them out!
Currently in closed voting, the Ukrainian Visual Novel Jam saw 49 entries submitted last weekend. Come show your support before the results!
~ ONGOING (VOTING) ~
You can now check out the entries submitted to the IntroComp and vote for your favorite demo!
~ ONGOING (SUBMITTING) ~
If you are looking for a challenge, the yearly Velox Fabula just started! For the next ten days, this ranked jam is looking for visual novel submissions around a theme: “You Shouldn't Be Here”.
If you still want thrills but in a chiller way, the Tales to Thrill Jam also just started. Take your pick from the three themes and try your best at emulating the creepy campfire vibes!
For those who created an intent to participate at the IFComp, you have until the end of the month to submit a full game… or wait for next year! (Or you can look our for beta-openings, create an account to vote when the games are released, or offer prizes!) @ifcomp
Less than a week left to create a short game with only One Choice, for the Single Choice Jam!
For the francophones, the French IF community is organizing a summer-long camp to create parsers. Join the Confiture de Parser if you're interested!
Ending at the end of August, is the summer-long unranked SuNoFes Jam (Summer Novel Festival), where you can only submit one IF/VN game!
On the CoG Forum, Halloween is already there! Until Oct 31st, submit to the Halloween Jam - it has funky themes!
Looking for motivation to try your hands at Visual Novels? The Phantasia Jam just started, and will run until Halloween! Three months to create a fantasy VN, with the theme of “Hidden Magic”.
Do you understand or write Ukrainian? Until the end of the year, the Ukrainian IF Festival is happening on itch.io!
~ OTHER ~
Over on the IntFiction Forum, the Review-a-thon is continuing its initiative to get more reviews for games. Check out this post by Tabitha if you want to participate! It ends on the 30th. This is also a sponsored event, aiming to raise funds for one of the Forum members.
The Interactive Fiction Showcase is still running! If you have completed an IF piece this year, consider submitting it! It is happening only on itch!
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SMALL TALK…
WITH BARBARA TRUELOE (@barbwritesstuff - Web)
Joining us today is werewolf enthusiast, IF creator and author: Barbara Truelove - Author of the “Blood Moon”, “Thicker Than” and more!
Links included in this interview were not included due to the Tumblr links limits. Please download the itch.io version!
⟶ Welcome Barbara on Small Talk…!
Happy to be here!
⟶ Let’s jump right in! Who are you and how did you find IF?
The line I usually use is: I'm an Australian writer, game developer, and a werewolf enthusiast. I think that sums me up pretty well. I've been writing since I was little (my mum has the scrappy, incomprehensible notebooks to prove it) and have always had a particular soft spot for stories about monsters.
My journey to IF was a bit meandering. Compressing things as much as I can: In 2018 I wrote a book [Crying Wolf]. It was about werewolves in prison and I ended up selling it in 2019 to a small, independent publisher. I was editing it throughout the later half of 2019. Unfortunately, in hindsight, I don't think the editor and I were very well suited for each other. The process left me feeling really insecure about my writing. So insecure that I actually stopped writing for a while.
In 2020, I moved to South Korea. Covid arrived in the country only a couple of weeks before I did. The pandemic made it much harder for me to make friends, so I ended up playing more games and stumbled across IF. I've always liked interactive stories (I had an unhealthy love for Dragon Age: Origins back in the day) and in October 2020 I decided to try and write my own. I used ChoiceScript, because it seemed like the easiest coding language to learn, and almost gave up half a dozen times that first night. But, I was having fun writing again which was amazing.
A month later, I posted the first couple of chapters of Blood Moon which is my first Interactive Fiction project. About half a dozen people messaged me telling me they loved it and encouraging me to continue, and so I did. It might seem corny and cliche, but I'll be forever grateful for this community. IF made me enjoy writing again. Writing interactive stories is so stupidly fun, and it was wonderful having a creative outlet and a little online community during the pandemic.
⟶ Anything about IF you’d like to nerd about to start?
IF is in such a weird, odd space in the market. Is it a book? Is it a game? Is it both? Is it neither? When I'm talking about it in person I always find myself saying stuff along the lines of: “It's like those old choose-your-own-adventure books from the 90s but on your phone”. This hazy definition makes it hard in some ways. For example, the Hugo awards are happening very soon [tomorrow]. There is an interactive fiction/game category, which is awesome, but the nominations are things like Baldur's Gate 3. Obviously, that's a game. A very gamey game. IFs like the kind made in ChoiceScript or Twine aren't going to compete.
I hope IF grows in popularity and we start to see a distinct niche for it in mainstream pop culture and media. I think that would be nice. Not saying we have to get our own Hugo Award... but I'm not not saying that either. Shoot for the moon and all that.
⟶ Could you tell us a bit more about your interactive work?
My IF projects are:
Blood Moon - A ChoiceScript game about dating werewolves and fighting vampires.
Thicker Than - Another ChoiceScript game and sequel to Blood Moon. It's about surviving vampire politics as a young fledgling. Currently in development.
Something A Little Super - A game I made in Ren'py, free on itch.io. It's about raising a super powered child. A love letter to my favourite superhero: Martha Kent.
A Fairy Tale - A Visual Novel made in Ren'py, also free on itch.io. You play as a young fairy noble seeking an advantageous marriage. It's very silly. Murder is optional.
Drown With Me - A dark mermaid tale made with Ren'py. Development on his game is currently on hold.
⟶ Your ChoiceScript games are pretty chunky and inter-connected. How do you manage creating such intricate stories and keep track of everything?
I'm a VERY bad planner. I write in Choicescript and use CSIDE. I have a thousand little notebooks filled with badly scribbled ideas. I usually have a rough idea about where a story is going but I won't know 100% how it'll happen until I'm writing it. Editing is my best friend. I also just use a lot of variables and (when in doubt) go back and look at my variable list to remember what I was doing and what different choices players may have made.
Variables are still a tricky thing to keep track of! I don't have a good system for it, honestly. I just use my brain which sometimes makes mistakes or forgets about certain choices, and the variable list. But that's what editing is for. I try not to be too hard on myself if my first draft isn't perfect. I'm really grateful for readers who send me discrepancies or things they've encountered that don't make sense in my demos and WIPs.
⟶ When you started Blood Moon, did you ever think it would end up being published under Hosted Games?
When I started Blood Moon, I didn't know what I was doing. I had no idea if I'd be able to finish it, let alone get it published. The whole thing was a learning process. Hosted Games is very upfront about the requirements of publication. I followed those and submitted the game when it was finished. They reviewed my submission, asked for a few minor edits, and then gave me a publication date. Overall, I think the whole process went very smoothly.
⟶ What about Thicker Than? When did you know you wanted to write a sequel?
I didn't think there would be a sequel, just because I didn't think I would be able to do that much writing again. But then the idea of flipping the script and telling a story from a vampire's perspective happened and I just couldn't hold myself back. 😅 This happened after I'd finished writing Blood Moon, but before Blood Moon came out. I wrote a short demo for Thicker Than, but didn't start work in earnest until after Blood Moon's release.
⟶ Blood Moon is told from the perspective of werewolves, while Thicker Than is from the vampire's. How was changing that perspective between the different titles?
It was so fun!
The werewolves are very modern and have a strong rough 'n tumble found family vibe. They'd go to hell and back for each other, that they're not afraid to have distinct and loud personalities, and that they're low-key epic. They don't realise how scary they are because they're used to being the biggest, meanest thing around.
The vampires are shady, sneaky, and old fashioned, both in the way they talk and the way they do business. The most powerful vampires are really powerful, but the average vampire is much more humble and blending in is how they survive. They've also hilariously bad at team work.
The fact that these two monsters are so different makes them so fun to write. They really are the opposite sides of the same coin. Two types of paranormal monster living in the same city, but with very different struggles, cultures, and experiences. I really wanted to show that difference and give the vampires (who were very unsympathetic in Blood Moon) their due... without taking away their darkness.
⟶ You are really passionate about werewolves. What's so cool about them?
Werewolves are fun! They're my go-to monster. But I like all kinds of monsters. Vampires, fairies, evil robots. I'm a fan of stories that explore humanity through the inhuman.
I think inhuman characters are fun because they can reflect us (our thoughts, our feelings, our experiences) in unique and sometimes fantastical ways. So, for example, in Blood Moon, a major theme was family. But, rather than write about humans with families, I'm writing about werewolves with packs. It makes those themes pop. But also, monsters are fun! It's fun to imagine the world as seen through the eyes of a werewolf, or a vampire, or a robot, or an alien, or a god.
⟶ Are there other themes you'd like to explore in future projects?
I never know what I'm writing about until I'm writing it, and sometimes not even then. I process my life through my writing, so the themes often reflect what I'm thinking about and feeling at the time. I can't really predict exactly what it is I'm going to zero in on and explore until I'm already doing it.
⟶ Then, what inspires and influences your creative process?
Inspiration can come from anywhere. From books I've read, to places I've been, to people I've met. I can never predict what will spark the next idea.
Blood Moon has some obvious inspirations. The city setting is inspired by Seoul. When I wrote Blood Moon I was trying to make the city setting feel generic enough that it could be any city. I wanted players to be able to imagine it was taking place in their hometown, which is why I never named the city the characters were in. But, in my mind, the inspiration for the city is Seoul. Seoul is both a remarkably beautiful and remarkably ugly place. It's polluted, built up, and bathed in neon lights with tiny traditional alleyways twisting through the modern buildings. Magical and sinister and wonderful all at once. The perfect city for vampires and werewolves.
The various characters are all pieces of myself and/or people I've met. The vampires and werewolves have been informed by all the vampires and werewolves I read and watched growing up. I drew inspiration from: Underworld, Interview with the Vampire, Twilight, Vampire the Masquerade, and (of course) Dracula. These things are what helped shape my idea of what werewolves and vampires could be throughout my teen years.
⟶ Is there anything you wished you’d known before starting creating IF or using ChoiceScript?
I chronically underestimate how much work writing IF is. When I first started Blood Moon I naively thought I would be able to finish it in 8ish months (ha! It took about 2 years.). IFs are big. Much bigger than novels. They take a lot of work and a lot of time to write. It's also hard sometimes just holding all the different narrative threads in my brain and weaving them together in fun and satisfying ways. I want the different routes to feel unique and dynamic while also not overwhelming myself with too many variations and options. That balancing act is a skill I'm still learning and developing to this day. I think I often bite off more than I can chew and have to slow things down for a while as I try to untangle and work through it all.
⟶ Are there things you wish you’d done differently with Blood Moon?
Blood Moon is not a perfect game, but I did the best I could at the time, so I'm not going to be too harsh on myself when it comes to things I could've done better.
⟶ Then, let’s focus on the positive. Do you have a favorite scene from all your games?
I don't think I could choose a favourite scene. 😅 There's a few oddballs I'm very fond of. Marco's 'octopuses' rant in Blood Moon is so weird and wonderful, I can't help but think of it. The flashback scene in Something A Little Super is exactly my brand of corny. I'm also thinking of some more epic things I've written that I really enjoyed bringing to life. There's some moments like that in my book Of Monsters and Mainframes that'll be coming out next year.
⟶ What about a scene that was particularly challenging to put together, but satisfying to complete?
The scene I worked the hardest on was probably the final showdown in Blood Moon. I really wanted it to feel satisfying, challenging, and impactful. There's this moment (spoilers!) where the player's character gets to go toe-to-toe with the BBEG [Big Bad Evil Guy/Gal], who just so happens to be a vampire. Werewolves vs Vampires! It's an iconic match up. I wanted to write something worthy of it. I couldn't really figure out a way to make it special. Originally, it was going to be outside, in the snow. That way I'd get the dramatic visual of red blood splattering on white snow. But it also felt a little cliche. Then I saw a Say Yes To The Dress clip somewhere online and suddenly I'm writing this scene not in a snowy street but in a bridal boutique. Blood splattering on white lace felt brutal and messy and visceral in all the right ways. It really made that final showdown work. I think that flash of inspiration really rescued that scene. The early drafts of it aren't half as good.
⟶ Having branches can be hard to balance. Have you ever struggled with choices for which you can’t write a path? How do you handle it?
Some stories want to branch a lot. Some stories don't. I write the stories that don't want to branch as novels. However, sometimes I'll stumble across a section of an IF that I'm struggling to give interesting branches/stories to. In those moments, I do a faux pas and don't give the player a choice. I think it's better to have a few good/exciting choices than a lot of boring choices. And, if my brain doesn't want to write a certain choice outcome, that means that outcome probably won't be fun or rewarding for the reader either. I really hope that makes sense.
⟶ Last year, you branched out, and created 3 Visual Novels in Ren’Py. What was the driver behind this switch up?
I just wanted to challenge myself and see if I could figure out a different coding style. I'm really proud of my Ren’Py games. They're short, silly, and strange, but I learnt so much doing them. Also it allowed me to experiment with shorter interactive stories.
And I might do it again! It was a lot of fun. I'm just so overloaded with writing projects right now that I can't promise anything. 😅
⟶ Since two of these are text-only, why the choice of Ren'Py over other more traditional choice-based programs like Twine?
I don’t know why, but my brain doesn't like Twine. Totally subjective opinion! I've seen other writers do amazing things with it. I just have never been able to make it go.
Ren’Py is a really powerful tool and works in a way that is easy for me to understand. I love the built in features like the menu and save functions.
⟶ Unlike your other works, Something A Little Super is more of a slice-of-life first and foremost. What inspired you to write this story?
My mum! I wanted to tell a superhero story with a twist. Something A Little Super is inspired by Superman and Martha Kent, but the main focus of the story isn't flying around, saving the world. It's about the choices that parents make while raising their kids.
I've never been a parent, so I used my mum as my main inspiration. My mum was (and still is) a superhero.
I also really wanted to explore how different parenting choices can have a big impact on who a child grows up to be. I tried to write the game in such a way that there weren't any ‘right’ or ‘wrong’ choices. All the choices are reasonable and make sense. But they do shape who the super powered kid grows up to become. I'm so proud of Something A Little Super. It's such a personal wee story in so many ways. It makes me so happy knowing people enjoyed it.
⟶ Your other releases are more anchored in fantasy: one focusing on fairies, the other having a more nautical approach. Was there something specific that inspired you?
A Fairy Tale was my first Ren'Py game. I wanted to write something small while I figured it out... and fairies are very small.
Which is a joke, but also very true. The whole premise of the game is these tiny little creatures with very short life spans that meet and find love in one night. I used Tinkerbell and Peter Pan as inspirations but the motive behind the fairies was the ability to compress everything down into a very short, but also very high stakes story.
Drown With Me is a project I wish I had time to work on. Dark mermaids are always a ton of fun. As for inspirations... that'd be pirate music.
⟶ Did you notice differences when working on those VNs compared to more traditional text-only IF?
Writing a visual novel is much more like writing and directing a stage play than writing a book. It was fun experimenting with the script style.
⟶ You don’t just create IF games, but also write novels. How do you manage to balance all these different projects?
I don't. I'm very bad at balancing my time between projects. I often overcommit and underestimate how much work a project is going to need. I need to get better at balancing my writing in general. I just always want to do so much.
⟶ Still, you are pretty consistent with your updates (1/month). How do you manage this?
I update every full moon! It's a silly thing that I started when I was writing Blood Moon. It's a fun gimmick that I've kept up with. Some months I don't write very much, and that's okay. Some months I write heaps and that's awesome! I try to be kind to myself, no matter how much or little I get done. That's the only advice I can give. Have fun and be nice to yourself.
⟶ How do you assess whether your work is enjoyed by people?
I don't know how many people enjoy my work. That's a really hard thing to know! I know there's some very lovely people who message me sometimes. I think I'm very lucky to have found people who mesh with my style of writing. The internet is a big, tangly place and it's always wonderful when you find people who are on your wavelength. It's really humbling to know there are other humans out there who think about my characters and stories.
⟶ As an outsider, it is undeniable you are pretty popular on Tumblr, where parasociality is pretty common. Have you experienced this phenomenon yourself?
There are boundaries I set when I talk to people online. I think that's important. I'm kinda private, actually, and a wee bit shy in my day-to-day life. I don't always seem that way, but when I'm online I'm usually just talking about my writing. That's what I really enjoy doing.
⟶ Have you gotten messages, like feedback or reviews, that weren’t as nice? How do you handle criticism and negative comments?
Oh, all the time. I get some very harsh feedback in my inbox. I try to take it in my stride, but some days that's easier said than done.
I divide all feedback I receive into two groups: Actionable feedback and Unactionable feedback, i.e., something I can fix, or something that I can't. Examples of unactionable feedback would be stuff like ‘I don't like werewolves’. Obviously, my story isn't the right fit for that person, and there's nothing I can do about that. I ignore unactionable feedback. If someone sends me actionable feedback, I try to do my best to fix it.
The good thing is, I get a lot more positive messages than negative.
An author I met last year said something very wise that's stuck with me. She said, no matter what, there are some people who won't like what you write. And that's fine. In fact, that's good. You want people to love or hate your work. That means they're reading it!
There is no such thing as a game/book that everyone likes. Keeping that in mind, it's much easier to read the negative feedback, find the actionable feedback in it, then get back to work.
⟶ On days that are difficult to take the feedback in, do you take breaks or get right back to work?
I let myself feel my feelings and (if I need to) I complain to my friends. 😅 But it honestly doesn't happen often. I'm pretty good at taking negative feedback, bad news, rejections, etc... in my stride. It sucks, but it's also just part of being a writer.
⟶ Do you think your traditional writing background helped you process this negative feedback this productively?
I don't think so. I think being able to take negative feedback is just a skill writers learn over time, no matter the medium. When I was in university, I did a couple of units in scriptwriting, and some of the feedback I got then was very critical. Before that, when I was in school, I did a creative writing class which was also pretty brutal. I used to write fanfiction, and people didn't pull their punches there either. It sucks, but I think it's normal to get a lot of various responses to your writing. Like I said, I ignore any feedback which is unactionable.
That said, there are times when it gets to me. Like I said before, I was very insecure about my writing after editing my first novel. It's hard some days. But writing is my art. It's how I process the world. When I stop, I feel like I'm missing something in my life. I focus on the good because I want to feel good about what I do. It's not always easy, but it's important to me.
⟶ You started your writing journey publishing a book, with another one on the way. How does writing a novel compare to creating interactive fiction?
I'm really not sure how to compare writing a novel and writing IF. In some ways, they're not that different. The main focus of both is to tell a good story. There are some nitty gritty differences, but overall I think stories are stories. I will say, some stories need to be IFs and some need to be novels. Blood Moon wouldn't work as a novel. That story wanted to branch from the moment I started writing it. Similarly, my most recent novel, Of Monsters and Mainframes wouldn't have ever worked as an IF. That story felt more direct, contained, and character focused from the first word typed.
I guess it's just whichever medium suits the story.
⟶ What advice would you give to an aspiring IF creator, based on your experiences?
Write something you're passionate about! For me, it was werewolves. It doesn't matter what the subject is, just make it something you could stay up until 4am talking about. I worry a lot of new writers feel they have to chase trends, but the only thing that does is ensure you'll be behind the curve. Write what makes you happy, and that love will shine through.
⟶ Many people rave about your work, but are there any games you rave about? Anything you would recommend to our readers?
Recommendations are so hard! I feel like I'm just going to gush about the games everyone already loves. VTM: Night Roads, Fields of Asphodel (@chrysanthemumgames), The Northern Passage (@northern-passage), Choice of the Vampire, etc.
There are so many fantastic games out there and so many WIPs!
⟶ After Thicker Than, what is on the horizon for Barbara Truelove? And where will we be able to follow your progress?
Thicker Than still needs a lot of work. It's a very big, complex game and I think I'll probably be working on it in some capacity for at least another year. IFs aren't quick and easy but they're a ton of fun! I've also got a (non-interactive) novel coming out next year with Jaysen Headley at Bindery Books titled Of Monsters and Mainframes and I've got a couple more projects I'm working away on behind the scenes. You can find me on my website, Tumblr (@barbwritesstuff), and KoFi.
HUGE THANKS TO BARBARA TRUELOVE FOR ANSWERING OUR MANY BRUNING QUESTIONS!
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~ NEW RELEASE ~
The Ghost and the Golem (CScript) is the latest release from Choice of Games @choiceofgames
Oh, Vagabond (Ink) is an atmospheric short text horror adventure about what remains. @an-excess-of-eyes
Nusantara: Bermuda Triangle (Ren’Py) is an eight-year-long in the making adventure otome visual novel.
Can't Buy Me Love (Ren’Py) is a visual novel based and all about the Beatles. @brummelliana
passenger9027 (Twine) is a short sci-fi game, where you wake up in a spaceship.
The Robot (Twine) is a short sci-fi game, where you have a conversation with a robot.
TECH // LOOP (Twine) is a cyberpunk game where you play a looper.
As always, don't forget to check out the submitted entries to the events mentioned in the previous pages. They deserve some love too!
~ NEW RELEASE (WIP) ~
Small Charms (Ren’Py) is Visual Novel project about daily use magic, a coffee date and a terrible decision. @viscereye
We Troubled Souls (CScript) is a high fantasy project involving godly and mystical beings, and survival.
to the place where death rests (Twine) is a sapphic project where a woman falls in love with the lady of/in her dreams. @bntarwarn
Intensions (CScript) is a high fantasy project where you play as a fae, with the weight of your people on your shoulders.
Vessel of Harkahn (CScript) is a fantasy project where the survival of the world resides in your locked memories. @vatiiagames
That Distant Shore (Twine) is a supernatural fantasy project where your curse will be your undoing, unless… . @exkowrites
Aphni's Quartet (Twine) is a cyber-punk fantasy project where you play a loath prophet. @marblesstorystudio
Press Play (CScript) is a slice-of-life project where you are part of a mysterious band. @pressplay-if
Tale of the Dragoons (CScript) is a fantasy project where you are a dragoon.
Carrion (Twine) is a mermen adventure game where you must defeat an ocean cult. @kinglyoverlord
~ GAMES UPDATES ~
Social Democracy (DendryNexus) has received multiple updates.
Dice & Dungeon Masters (CScript) added extra content to the demo.
Echoes of Kingdom: The Last Stand (CScript) updated with dozens of new words.
Honor Among Thieves (CScript) added extra content to the demo. @leoneliterary
The Judgement of Tarkar (CScript) came back with 2 new chapters.
Summer of Love (Twine) added a new chapter to the demo. @summeroflove-if
Dance of the Night (CScript)'s demo now includes Chapter 2.
Remnants of the Past (Twine) started its second act in this update. @remnantsofthepast-if
The Abyssal Song (Twine) added Chapter 4 to the demo. @ri-writes-if
The Bureau (CScript) added extra content to the demo. @morbethgames
The Game of War (CScript) updated with extra content.
The Night Market (Twine) added Chapter 6 to the Patreon demo. @night-market-if
Path of Martial Arts (CScript) added new paths to the demo. @nicky-if
Love in a Time of Earthquakes (CScript) completed Chapter 6.
Vendetta (CScript) updated the Patreon demo. @vendetta-if
The Bastard Crown (CScript) updated with major re-writes. @eddyiewriting
The Ultimate Magic Student (CScript) updated the Patreon demo.
Abnormal (CScript) updated the demo with major re-writes. @abnormal-aninteractivezombiegame
The Six That Thrives (Twine) added Chapter 3 to the Patreon demo. @the-six-that-thrive-if
Dragon of Steelhorn (CScript) has put out the demo for bonus chapters for beta.
~ OTHER ~
The last HG release, Halls of Sorcery has been withdrawn from sale due to AI-generated content. If you have bought the game, and have not received a refund yet, you should contact HG support.
Magehunter: Phoenix Flame's demo (CScript) will be soon removed from viewing, as it is expected to go into beta testing. This might be your last chance to play it.
Heavens’ Revolution (CScript) is looking for official beta-testers.
Drew Cook started a new series of articles: Let's Write IF. @golmac
If you are fan of podcasts about IF, Adam Cadre uploaded the latest episode of Radio K, discussing Lost Pig, Child's Play, and An Act of Murder. @adamcadre
The 55th issue of the Indipocalypse was released recently, including multiple IF games.
On IntFiction, mathbursh completed the Brief History of the SpringThing, ahead of the release of his IF History Textbook.
~
As always, we apologize in advance for missing any update or release from the past week. We are only volunteers using their limited free time to find as much as we can - but sometimes things pass through the cracks.
If you think something should have been included in this week's zine but did not appear, please shoot us a message! We'll do our best to add it next week! And if you know oncoming news, add it here!
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~ A CYOA Poem ~
1 Catered with abundance, the player peruses the IF wares, meticulously thinking about what to take next. Go to 2.
6 There isn't a single choice. You are bombarded with options. Your commands push the story seamlessly. It only returns failed actions. Your fingers go numb from clicking, pressing, typing... Go to 7.
4 The world is simple but immersive. The world is large and neverending. You only stand in your room. You travel wide distances. It is a peaceful journey. You get hurt at every turn. Go to 5.
3 The adventure doesn't start before a character is selected. Or maybe it has already. There is so much to choose from. There is nothing to choose from. Go to 4.
7 And it's already the ending. You won't get there for another dozens of hours. You wait patiently for the next update. The experience is complete. You lurk. You ask for details. You rate. You comment. Go to 8.
END You played an IF game. Return to 1 to restart.
8 You spam everyone with links so they play it too. You never speak of that experience ever again. You make fanart and daydream about everything. Go to END.
5 You meet a bunch of characters. You are utterly alone. You romance one, or maybe six. You only find peace with yourself. You love them. You hurt them. Go to 6.
2 Yesterday was slice-of-life, tomorrow surely sci-fi. But for today, a simple fantasy will do. Go to 3.
IFLover2495
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~ HIGHLIGHT ON ~
A couple of games that we thought were cool.
(Don't) Save Me by Coral Nulla @nullamirrors (Decker - itch.io - IFDB)
What happens to the ‘manic pixie girl’ at the end of the story? This is what the game tries to find out, giving a voice to the trope we love but never wonder what is under the surface. A wacky adventure filled with choices, with a funky UI.
//recommended by anonymous//
Swooning over Stans by sovonight @gfdatingsim (Ren'Py - itch.io - VNDB)
“Recent memes reminded me of the insanity that is this game. You barely need to know any lore of Gravity Fall to reach the endings and feel fulfilled by this weird fan-game. And it's not just SO GOOD story-wise, it's so freaking well made too! Fans are the best, they make the coolest shit.”
//submitted by (peace sign emoji)//
The Dying of the Light by Amanda Walker (Inform7 - itch.io - IFDB)
A heartbreaking text-adventure told from the perspective of an older woman with dementia, as she struggles to communicate her needs, wants, and fears.
Though fighting the engine may be frustrating, it displays an effective manner to convey the difficulties of dementia.
Linear progression. Input HINT for help.
//recommended by C.//
Your favourite game here?
Do you have a favourite game that deserve some highlighting?
A old or recent game that wowed you so much you spam it to everyone?
Tell us about it! And it might appear here!
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WE LOVE TO HEAR FROM YOU ALL! WETHER IT'S GOOD OR BAD, OR EVERYTHING IN BETWEEN...
Hi What's New in IF team! This is a tiny zine letter for you, to thank you a whole lot for including my game in your zine. It was really nice of you! and I got a whole lot of new people checking it out thanks to you. Keep up the good work! - anonymous
I hope @catskets sees this, because I really enjoyed their interview. It was so fun and insightful, and honestly, pretty inspiring. And now I have 30+ new games to play, and links to link between all the stories! - a new fan
Hi ThereIsMoreButICantFindIt, Thank you for the links, it was pretty enlightening. Please keep me in mind if you do find other sources about Modern IF! -Rich
is this section limited to authors only? because i wanted to give a shout-out to @elfroot-and-laurels, my favourite artist, who's done imo the best (fan)art of IF projects i've ever seen. -aureuslaureus
Have something to say? Send us a message entitled: Zine Letter!
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As we end this issue, we would like to thank:
a new fan, aureuslaureus, C., ghostlykittenshark, Rich, (peace sign emoji), and a bunch of you anonymous users!
For sending news, interview questions, helpful tips, cool links, filled form, written Sheet line, even emails... all these help us so much to make this Zine possible!
And as always, huge thanks to all you readers to liked, shared, and commented on last week's issue! What might be tiny actions are huge support and motivators to us! Thank you for cheering us on this journey!
~ ~ ~ ~ ~ ~
We also hope you join us again next week, for we have a very special guest on the zine:
Award-winning creator, retro-IF enthusiast, parser craft writer, Drew Cook @golmac sits down with us next week!
Want to know more about his work? How he found IF? Or learn more about his non-dev projects? Send us all your burning questions!
And see you again next week!
ERIKA, MARJORIE, AXELLE, AND NOI
WHAT'S NEW IN IF? 2024-ISSUE 17
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candytwist · 3 months
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hi everybody! me n @yourheadmyhead would like 2 announce the first issue of the please and thank you zine is out!!! featuring comics, flash fiction, poems, n other lovely contributions from the ever impressive @cali @milk5 @zsnes @sheaaaaaaaaaaaaa @catnamedog @youreyesarelikedoves n SEVERAL MORE... you can dl the printable version and online version from the links below. feel free to print ur own up and leave it wherever u want or do whatever you want with it EXCEPT THAT!!!!!!!! we'll be accepting some submissions for the next issue whenever the website goes up (hopefully soon heehee)
printable (double sided) pdf: https://mega.nz/file/5GhjxYhI#9WMMRc4LByFO_d-RtoZEKJtQqbK14xp1Y4ALSv-4TDI readable pdf: https://mega.nz/file/EWxAlRbJ#Wey55nSQTqmZcBhe5yKcehI5NuFy4zGtZDWr5o4yc4c
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moonsaultzine · 3 months
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MOONSAULT ISSUE 1 FREE DOWNLOAD
Hey remember us and our zine full of amazing art by incredibly talented artists? If you felt like you missed out by not buying it last year, rejoice! MOONSAULT: A Pro Wrestling Fanzine is available to download now for FREE on our itch.io page.
Follow this link, to get the full pdf (minus one page) entirely free of charge!
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maireadralph · 2 months
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It's here, it's here! Entrapdak Zine 7 - Lucky is out (and on time!). Download your pdf here where you will be greeted with this:
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That's all cool that's the issue! If you want to check out the previous issues they are in the Google Folder here
Did you know this issue marks three years of the Entrapdak Zine? I'm amazed we've done so much over the years
A HUGE THANK YOU to everyone who has taken part this time despite me forgetting to set up reminder posts ^^; @solcaeruleus @kuurankaiho @plainblackcanvas56, @danitza-drtc, @dearladynightmare @forestfairyunicorn Please feel free to share your Zine art into the wild <3
Please please show these peeps some love with a follow, some reblogging or even a Ko-fi
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sttermsofservice · 10 months
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Hello dear people of the Star Trek fandom.
As you might know, several months ago this zine began work on it's second edition. To that end, we posted an interest check as a link to a Google form so we could get an accurate idea of how many people might actually purchase the zine. This is a critical step for us, because we endeavor to run this zine at a net-zero. No one makes any money off of this; not contributors, mods, editors, no one. To be frank, one of our editors spent several thousand dollars of their own money on the first edition because math is Really Hard. This was not an issue, but it's something we want to try and avoid in the future.
That interest check has been open for over a month and has had 29 responses. Honestly, we can't base our numbers off of that and we can't really continue to put in effort if it looks like the zine won't sell.
Below, we're going to put a poll in this post that will run for a week. Please reblog this post if you're in the Trek fandom and please respond. If we don't get a good number of responses on this poll, we are going to have to scrap the project and remain as a one-and-done zine.
Just so you're aware, our last zine was 151 pages and $25 for a physical copy, $15 for the merch, $7 for the PDF, and $35 for both the zine and merch (USD, not including shipping costs). We're working hard to bring those numbers down, especially the shipping costs, but we can't do our calculations without knowing who might be interested. We realize this post is long, but we wanted to be frank with you all. This project will be dead in the water if we don't know you're actually interested.
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fiercynn · 6 months
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strongly urge any of the "voting is harm reduction" people to read this piece
from the intro:
At some point the left in the so-called U.S. realized that convincing people to rally behind a “lesser evil” was a losing strategy. The term “harm reduction” was appropriated to reframe efforts to justify their participation and coerce others to engage in the theater of what is called “democracy” in the U.S. Harm reduction was established in the 1980s as a public health strategy for people dealing with substance use issues who struggle with abstinence. According to the Harm Reduction Coalition (HRC) the principles of harm reduction establish that the identified behavior is “part of life” so they “choose not to ignore or condemn but to minimize harmful effects” and work towards breaking social stigmas towards “safer use.” The HRC also states that, “there is no universal definition of or formula for implementing harm reduction.” Overall, harm reduction focuses on reducing adverse impacts associated with harmful behaviors. The proposition of “harm reduction” in the context of voting means something entirely different from those organizing to address substance use issues. The assertion is that “since this political system isn’t going away, we’ll support politicians and laws that may do less harm.” The idea of a ballot being capable of reducing the harm in a system rooted in colonial domination and exploitation, white supremacy, hetero-patriarchy, and capitalism is an extraordinary exaggeration. There is no person whose lives aren’t impacted everyday by these systems of oppression, but instead of coded reformism and coercive “get out the vote” campaigns towards a “safer” form of settler colonialism, we’re asking “what is the real and tragic harm and danger associated with perpetuating colonial power and what can be done to end it?” [x]
(thanks to @mousieta for introducing me to this piece!)
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aspeczine · 8 months
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ZINE RELEASE
Incredibly excited to announce that Aspades, an aspec zine is now available to buy as a digital PDF download! It's been a wonderful journey, and I've enjoyed working with each and every person who made this zine possible. An enormous thank you to the contributors, designers, and everyone who has followed and interacted with us here!
All proceeds will be donated to Outright International, in aid of every queer individual less fortunate than ourselves. From our hearts, to yours.
💚🤍🖤💜🤍🧡💙
If anyone has any issues purchasing the zine -- download issues, location issues, etc -- please contact me via DM or ask box!
@zine-scene @zinefeed
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hotguycomiczine · 1 month
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Hi,I’ve been having problems trying to open the zine,it lets me stay on it for a minute and then kicks me to a white screen that says the request expired.do you know how to fix this?
Hello, one of our lovely contributors, @theminecraftbee, has written up a troubleshooting guide regarding this issue! We hope this will be able to assist you and if you have any further issues, let us know!
TROUBLESHOOTING GUIDE UNDER READ MORE!
How to troubleshoot the white screen error.
This is caused by your browser opening the download link as a new tab and viewing it as a URL instead of downloading the zine and saving it to your machine. Itch.io causes that URL to expire quickly to prevent hotlinking. The way to fix this is to save the zine to your machine as a PDF in some way, and then open it from your machine instead of the URL. Depending on your browser, there will be different ways to force this to happen.
Make sure your browser allows pop-ups! Itch itself says this can break the download if not.
Try temporarily turning off your adblock. This can interfere with downloads sometimes.
If on mobile, hit download and make sure the zine is open and currently visible. Then, on iOS, navigate to the "share" button. There should be an option to "save to my files"; do that, then read the zine from your files! (This didn't work well on Firefox mobile for some reason; you may wish to use Safari instead.) (I don't have an Android phone but any similar method of forcing a save should solve the problem there as well.)
If on desktop, make sure the zine is open and currently visible, then, if you're on desktop, navigate to the browser menu and find "Save page as..." Use this to save the zine if it did not automatically download. (On Firefox this is in the top menu; in Chrome you may need to move to 'more tools'.) This should give you a file saved to your machine that you can open and read. (Note: This issue could not be fully recreated on desktop, so there's no solid confirmation that this works.)
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letstalkaboutvids · 3 months
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Submitting to the Zine
Let's Talk About Vids is a zine for talking about vids - otherwise known as fanvids, AMVs, edits, etc.
It was partially inspired by the regular Anatomy of a Vid panel at the VidUKon convention, in which vid watchers choose a vid they enjoy to analyse in depth.
I felt like there was an appetite for more analysis of vids, more detailed discussion about the artistic process of making vids, and more places to share vid recommendations. This zine is focused more on the artistic side than the technical side of vidding, but of course sometimes the latter will come up as part of the conversation!
The first issue of Let's Talk About Vids will come out sometime in the next few months. It will be a PDF e-zine, at least to start with!
The content of the zine will be made up of submissions from folks who want to talk about vids! The zine is seeking:
quick vid recommendations, for vids both new and old (from 1 sentence up to 100 words)
longer pieces that explore a specific vid in depth, whether a close reading or something else (200-1000 words)
vidders' reflections on their artistic process for a specific vid they made (200-1000 words)
longer pieces that explore a specific vidshow in depth, either by the VJ or by someone else (200-1000 words)
If you have an idea for something else not listed here, get in touch! Also these word counts are guidelines to give a rough idea for folks who prefer to have parameters, definitely not a hard and fast rule.
Before you make your submission, a couple of things to note:
1) If you are writing an in-depth piece about a specific vid or vidshow, please do your best to get in touch with the vidder or VJ to ensure they're comfortable with it first.
2) While this zine is a space to talk in detail about vids, right now I'm not up for hosting and moderating conversations about what vids got wrong or could have done better. Submissions should be focused on what you think the vid/vidshow does well, what is interesting to you about it, and how it gets its point across.
3) There's no requirement for any particular level of: formality/structure, vidding experience/knowledge, spelling/grammar, etc - if you've got something to say about vids, say it in whatever way works for you! I may lightly edit for spelling and grammar if needed, with submitters' permission.
4) For now, please submit a maximum of one longer piece and one quick rec, OR three quick recs.
You can make submissions HERE until 25 August.
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angstics · 1 year
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Call for submissions for an MCR mini essay zine!
I want to collect people’s thoughts on MCR and related work in little booklets. I’m calling the series: ALL NIGHT LONG. The topic for the first issue is: general! Pick any topic related to MCR and articulate your thoughts on it.
Do you love the band? Why? Is it the instrumentation or the storytelling? The style or sets? The history or impact? Some way the band affected your life? How does the music make you feel? Does it make you cry or dance? How does it do that? What does it mean to you? What does it mean for the band members? Does it say something interesting about the world, disease, grief, love, queerness, art? Does it make you think of this other band or movie or book you love? The filmic scenes of Demolition Lovers, the rip of guitars on Hang Em High, the harrowing lyrics of Disenchanted, the personal ties to The Kids from Yesterday, the healing power of Foundations. Think about it. Then write it down.
Guidelines:
Stick to the issue’s topic
Tone can be formal or informal, technical or personal
No fiction
As little as 50 words, as much as 800 words
If you make your own layout, make sure it’s 8.5 x 5.5 inches (h x w), 300 dpi, jpg/tiff/pdf — color is fine but ensure it looks good in BW too
Send submissions to me (angstics) through DMs, email (quezmine(at)gmail(dot)com), or tagged post
DEADLINE: October 5th — EMAIL / DM for extension
NEW: Let me know how you want to be credited (name / social media handle)
I’m planning on editing, layouting, and printing these issues :) Contact me with any questions ❤️
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houseofpurplestars · 2 months
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"What we assert here is that the entire notion of “voting as harm reduction” obscures and perpetuates settler-colonial violence, there is nothing “less harmful” about it, and there are more effective ways to intervene in its violences.
The proposition of “harm reduction” in the context of voting means something entirely different from those organizing to address substance use issues. The assertion is that “since this political system isn’t going away, we’ll support politicians and laws that may do less harm.”
The idea of a ballot being capable of reducing the harm in a system rooted in colonial domination and exploitation, white supremacy, hetero-patriarchy, and capitalism is an extraordinary exaggeration."
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if-whats-new · 2 months
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What's New In IF? Issue 16 (2024)
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By Erika, Marjorie, Axelle, and Noi
Now Available!
Itch.io. - Keep Reading below
Want to learn a neat fun fact? Check out the itch.io version ;)
Note: Due to the links limit per post (100), some links included in the zine won't appear in this version. It is, however, on both the PDF and .txt versions on itch.
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~ EDITORIAL ~
Extra, you say?
We had a blast this week talking to Catsket, an incredibly talented VN creator who “sat down” with us to answer every little questions we had! We got to see a little bit of their surreal world, learn more about how they work, and more! Heartfelt thanks to Catsket, for taking the time! So check out our Small Talk… with Catsket!
Of course, this issue can't be Extra without, well… something extra! Since we announce the changes with the zine, opening it up to your suggestions, and your input, someone actually took us up on our offer and submitted a short essay. So this week, we didn't just get a really neat interview, we also get to officially open… The Column! ~
And this week again, a bunch of releases and updates to check out!
We hope you enjoy this extra long issue!
ERIKA, MARJORIE, AXELLE, AND NOI
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~ BE PART OF THE ZINE ~
WHAT'S NEW IN IF? HAS EXPANDED!
Since the release of issue #14, we've enacted some changes with the zine. It is now expanded with interviews of creators from all around the IF world, as well as direct contributions from you, our readers!
THIS ZINE ONLY HAPPENS WITH YOU!
Want to write 1-2 pages about a neat topic, or deep-dive into a game and review it in details? Share personal experiences or get all academic?
WRITE FOR THE COLUMN!
Prefer to be more low-key but still have something to share? Send us a Zine Letter or share a game title for Highlight on…!
WE WANT TO HEAR FROM YOU!
Excited as we are about next week's interview and have questions for our guest? Or want to see a certain author answer questions next? Message us!
SMALL TALK... IS WAITING!
Came across something interesting? Know a release or an update announced? Saw an event happening? Whether it's a game, an article, a podcast… Add any IF-related content to our mini-database!
EVERY LITTLE BIT COUNTS!
Contact us through Tumblr asks, Forum DMs, or even by email! And thank you for your help!!
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~ EVENT SPOTLIGHT : Single Choice Jam ~
Only One Choice, and that's it!
The Single Choice Jam is a month-long unranked yearly jam with a gameplay restriction: entries can only give ONE single choice to the player through the whole playthrough.
Whether it is at the start, in the middle, or in the end - if it's even there at all! - the point of the jam is to find a fun way to restrict the player's agency to its utmost limit!
Open to all forms of Interactive Fiction, the Single Choice Jam makes allowance for those different formats: for parsers, it's all about actionable verbs in coded rooms; while for hyperlinks/choice, the count to keep track is in the selectable options!
If you are looking to try out the Interactive medium, this is the perfect avenue to start with the kinetic format or limited branching (only one choice)!
And if you are still unsure about what to do, there are plenty of inspiration to be found in the previous edition of the jam.
~ ENDED ~
The results of the ParserComp were released this week! Congratulations to the winners!
Also ended this week was the Decker Fantasy Camp where a bunch of creators made some really cool things with Decker!
And the chill unranked jam of the Interactive Fiction Club ended last weekend. There are nine short entries to try out!
~ ONGOING (VOTING) ~
You can now check out the entries submitted to the IntroComp and vote for your favorite demo!
~ ONGOING (SUBMITTING) ~
Do you understand or write Ukrainian? Until the end of the year, the Ukrainian IF Festival is happening on itch.io! But there are only just this weekend left for the VN version of this jam!
For those who created an intent to participate at the IFComp, you have until the end of the month to submit a full game… or wait for next year! (Or you can look our for beta-openings, create an account to vote when the games are released, or offer prizes!) @ifcomp
Happening and ending this weekend is a short horror jam about the “murderboys”. If you have male OCs that want to kill… maybe go submit!
For the francophones, the French IF community is organizing a summer-long camp to create parsers. Join the Confiture de Parser if you're interested!
Ending in about a month, is the summer-long unranked SuNoFes Jam (Summer Novel Festival), where you can only submit one IF/VN game!
Until mid-August, you can participate in the 82th edition of the Bitsy Jam. The theme this month is: INTENTIONALLY BAD~!
Looking for motivation to try your hands at Visual Novels? The Phantasia Jam just started, and will run until Halloween! Three months to create a fantasy VN, with the theme of “Hidden Magic”.
On the CoG Forum, Halloween has already started! From now until Oct 31st, submit to the Halloween Jam - it has funky themes!
~ OTHER ~
Over on the IntFiction Forum, the Review-a-thon is continuing its initiative to get more reviews for games. Check out this post by Tabitha if you want to participate! This is also a sponsored event, aiming to raise funds for one of the Forum members.
The Interactive Fiction Showcase is still running! If you have completed an IF piece this year, consider submitting it! It is happening only on itch!
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SMALL TALK…
WITH CATSKET (@catskets / @artwithoutblood - Itch.io)
Joining us today is Alien catgirl, prolific author, and community leader: Catsket Author of the “Art Without Blood” multi-media series.
Links included in this interview were not included due to the Tumblr links limits. Please download the itch.io version!
⟶ Hello Catsket, and thank you for sitting down with us!
Thank you so much for giving me a chair. I usually have to sit on a pile of bones or even my own tail, which starts to hurt after a while.
⟶ Shall we start by telling us a bit more about yourself and how you found the IF medium?
I'm Catsket, a self-proclaimed alien vampire catgirl. I started making amateur visual novels when I was in high school. I played a horror one when I was 15 that I thought was so bad that I felt compelled by some unknown force to try to make one that was better. I'm not sure if I've succeeded yet, but it ended up sending me on a path to get a bachelor's degree in game design that I proudly earned last year!
I took a narrative design class in college and my professor was very into interactive fiction. We had to play Plundered Hearts for a game history class. That's what did it, really. I had to do a podcast episode about Zork, write an IF adaptation of The King in Yellow, and make presentations on text adventure romance, among other things.
I do visual novels primarily because I started out as an artist and through writing them, I learned that I loved to write. But I delve into shorter text-based pieces as well from time to time. I just can't stop putting silly, dithered doodles into everything I make. Sorry, mom.
⟶ Do you think having this game/narrative design background shaped the way you create? Would you recommend this path to aspiring IF authors?
I feel that going through the process of getting a game design degree helped me solidify myself. What I wanted to create, what genres I wanted to hit, and even how to market myself. The most important part of it was teaching me how to manage my time and how to allow myself to enter the process of imperfect iteration and fast prototyping just to say I finished something. When you're first learning to make games or even IF, you need to make smaller projects so you can find yourself and your own ability around your schedule.
I found my formal education to be useful for historical purposes and for finding connections. I learned a lot about games and development that I was not able to thanks to access to a games and games magazine library. But I think that unless you're truly game-ifying your creations that a formal education in game design is not necessary. Learning about puzzle design obviously will help with writing puzzles. What will really teach you, though, is through thinking across the disciplines. Play some IF, read some books, play a few video games, watch a few movies. Allow yourself to become a light that touches all cornerstones of media.
⟶ On itch, you have released over 30 narrative games. Can you tell us a bit more about your body of work?
30 already? I'm not even keeping count.
My body of work is primarily surreal and melancholy. I wouldn't really call a large body of my work horror games, but they're in-between of awake and asleep that makes the whole thing very dreamy and like a big dissociation when playing. It's a sort of “oh, this is weird, but everyone else thinks it's normal, so I should…try to pretend that it is?” You're kind of like an outsider to all of these people and worlds, even if you're playing as someone deeply set into them. There's text-based stuff, there's visual novel, there's narrative RPG Maker game, whatever I'm able to do. I'm not a good programmer, but I sure as hell can bullshit, which is the primary reason why my work has settled into IF or VN.
⟶ You’ve even described your work as “melancholy, surreal, dialogue-driven”. What influenced you to have such dark vibes in your games?
Of course! My inspirations are hard to pin down, even for myself. I was mostly inspired by my experiences as a teenager when I played games or watched online content that I was way too young to be watching. I'm really into weird ambient and industrial music (Svarte Greiner, Broadcast, Gazelle Twin) and have been, in the past two years, immersed myself in the musical and visual world of Kristin Hayter (Lingua Ignota and Reverend Kristin Michael Hayter). My dad used to read to me old C.S. Lewis books. My favorite video games ever made are Bloodborne and Castlevania: Symphony of the Night. Event Horizon is my favorite movie. I was never a Christian, but I witnessed what the thorns of religion did to my friends and my family.
I write in a stream of consciousness (whoops!) and that's part of why it's so dreamy. I barely edit, and I write down whatever comes from my dreams. I just find it easier to write about the dark rather than happy things. Plus, romance is boring if there is no blood. To me, at least. What's a girl to do?
⟶ Are your first drafts often your final drafts, then? Can you tell us a bit more about how a lambda Catsket project happens?
More times than not, the first draft is the final one with minimal edits or huge revisions. It's how I've adapted as an artist in the capitalist machine. This necessity to make quick projects for relevancy or otherwise to make a living. Or it's game jams and competitions that have me making stuff quickly. It's unfortunate, but it's how we have to adapt sometimes. These are the desolate wastes, after all.
I get inspired a lot by jams and competitions! But what inspires those entries is usually previous inspirations mentioned above, spite, or my love for characters from other media. Everything we make is an iteration upon something we already love or hate. We are an accumulated mass made up of every experience we have ever had, from something as fast as a scroll or a deeply traumatic memory. It's hard to parse particular events.
I usually start out by writing a majority of the script in a single fever dream or drawing all of the art without realizing it. I'm not the biggest planner, it's very much a straight shot from start to finish. If I leave something alone for even a day, I never return to it. I get caught up in another project. It's the focus that gets it from a concept onto any platform. Anything that I took a break on I have not returned to.
⟶ Every one of your characters feels so unique, both in design and how they speak. How do you make them all so distinct, and write such natural, flowy dialogue?
I really wish I had good advice for writing characters or writing dialogue. Part of it is just building who they are as a person. I like to parade off of interactions with people I've had in real time. Always reread your work, not just in your head but out loud. You normally get the kinks out, and you might be able to rewrite it to sound more like something a person would actually say. I have certain words I use for certain characters or other cadences. That's really how I go about it. Remember everything your character has ever experienced and package it into how they present now. That's my best way to say it. It might not be helpful, but I feel it just comes with practice! <3
⟶ That is very sound advice. Do you think using voice acting in your projects helps you with the flow and cadence?
It does help, definitely! But, to be honest, I hate having voice acting in my work. Now, hold on!
I love the voice actors I've been using for my projects. But I have this crazy anxiety when I hear people reading my work out loud or reading written work as my characters. It squicks me out, and I almost start panicking! I usually need the help of a friend or the voice actor themselves to parse through the voice lines they did and implement them into games. They're all very skilled and amazing voice actors! It's just a struggle. I'm trying to get over the stage fright, but even if you're confident in your work, it doesn't mean that you're free.
⟶ Returning to character design, how do you make them and, since many appear in multiple games, ensure they fit in any story?
Can I answer with “have a bitchin' Pinterest board”?
Designing characters, whether through visuals or just through text, is something I feel I'm not really strong with, so I fake it by tying them to limited color schemes. Every character of mine, if you look closely, is just black and white with a single color splash. I'm really inspired by obscure styles and high fashion, but I try not to bring the pretentiousness that fashion can harbor.
Just scrape together a mood board. Think of whether or not you'd see these characters you're making in a long line somewhere in NYC. Imagine going up to them and asking them what they're in line for?
This is a signing for an ambient noise artist's third studio album release, they're charging me $30 to sign a cassette and ask him what his favorite color is. This is a clothing pop up for a thrift store that specializes in band tour shirts from the 80s that have coffee stains in the pits. This is a line for a popular Chinese mobile game to earn plastic by participating in a hide and seek game.
It's genuinely a question I ask! Pick the colors, combine outfits you find online (and in your own closet), and imagine where you'd see them. It ties together their personality too.
⟶ Is there a particular fashion trend or period that inspires you the most? Or are your characters wearing an amalgam of everything?
Like in style of literature, I also love all sorts of gothic fashion (trad, vampire, romantic, etc). Also ouji and lolita fashion. Sometimes whatever characters in horror games and movies wear, because damn, it's stylish! I'm inspired by a lot of fashion from the 60s and 70s and wished I liked colors enough to wear it as well. I need my characters to look like they just slipped on a banana peel and fell into the bins of a thrift store. I lived in New York City for college. People wear amazing things. I used to write down what people would wear or try to sketch them in hopes of using the experiences of real people to create characters. Reality is reflected in fiction.
⟶ Returning to your games, a majority of your output is part of the Art without Blood series. What is the reason behind this series of narrative bites?
Art Without Blood is my main universe, meant to be a dream world of magical realism and whatever horrors come to me at 4 in the morning. My tagline for it is “demons, decay, and everything in-between”. It has vampires, it has demons, it has mermaids, and, more importantly, it has humanoids, born from the ancient centipedes, that live in caverns in Northern Canada who wear religious masks made of chitin to conceal their inhuman facial features.
The main game in the “series”, which I just realized a day 0 demo of, is about trying to cure yourself of an eldritch disease that will lead to your body becoming a breeding ground for sentient eyeballs. They'll line your innards and spill onto your skin and infect anyone who even gazes upon them. You can cure it, or the beings that gave it to you can give you their solutions, each of which may be far worse than death.
I found it was just easy to tie them all together. Similar themes, similar aesthetics (reds, pinks, and black slapped together with a pattern dither under 32 colors), similar engines, and similar music. I find a way to fit it into the universe to create a unified body of work. It's easier to host a bunch of games on one Tumblr/Twitter/etc than make a new one for every game.
Plus, it's fun to connect everything together! There's a piece of a game in each one that connects it to the other until it's that picture of Charlie Day in the mail room, cigarette in his hand, eyes wide and red, with his hand against a conspiracy board he made until his body forced him to sleep.
⟶ Your program of predilection seems to be Ren'Py. What about this system that attracted you the most over other IF programs? Would you recommend it?
I've never been very good at programming. I wish I was. I don't know what a for-loop is. Ren'py always advertised itself as a very easy-to-use visual novel engine, and I agree. It's minimal code until you get into UI, minigames, or five million variables. It's definitely a great programmer for beginner VN developers, and the NVL [novel] mode can be really helpful for writing more traditional text-based IF, as it allows longer paragraphs and presents itself, well, like a novel. You can put pretty pictures in the background, adjust your CPS [character per second], easily put in music…all to further immerse yourself. It's easy, and there are hundreds of tutorials and resources on the Lemma Soft forums, on itch.io, and in other places.
I've also done a few Decker and Twine IF projects (ex: A Description of the Newest Sculpture in the Gallery and Photographs from the Summer of 1987), but Decker's replication of Hypercard rarely fits my visions, and Twine's CSS makes me want to eat a rock or two. Maybe ten. Maybe one hundred. Plus, I end up adding art to everything! I'm sorry, there's a monster in my blood that moves my hand to do so! It's just easy to do in Ren'py.
⟶ You've done a couple of games with other creators (like La Terreur sur Roue). How does making games with a team compared with solo work compare? Do you prefer one over the other?
I think there's this thought process that lots of indie devs have that if they do not do everything by themselves that they are not worthy of the title of indie dev, solo dev, whatever you want to call it. But even a lot of the “solo” developers that people look up to had to get a little help from their friends. That's okay. So, I prefer to work “alone”, but I'm not really working alone. I need the help of my audio peeps, even if my projects are universally recognized as just Catsket. I have the input of my friends and my community. I don't feel like I'm really alone.
A lot of people fear group work. They don't want to lose the creative control that they think they have, feel like their work will get recognized but the face behind the work will not. I think that's what the grace of IF is to a lot of writers. Most of it is done solo. I understand that sentiment, but you can't do it all on your own. It's okay to ask for help.
Also, I did university doing group game projects. It sucked.
⟶ Are there creators you absolutely adore working with?
A majority of my work is just Zack Valence and I, but I really think the folks working over at Snacktime Games are great. I've worked with them on My Burning Passion, which was our joke Global Game Jam entry, as well as a few unreleased prototypes. We do regular group coworking calls, and the work they're doing is amazing. Their newest game, Signal Creek, follows three individuals facing the past in an abandoned mall. It's a narrative adventure game being made in Godot, and it's awesome so far!
⟶ Which game you've published so far do you like the most and why?
10:16 is easily my favorite. It's rough around the edges, but it was the project that helped solidify Zack Valence as a contributor to all of my projects. He's a fantastic musician and voice actor, and initially he just wanted to do music. But then he realized that Dorian, the main “antagonist” was a couple eons-old freak, so he came into my DMs and said something along the lines of “y'know how all really old characters in fantasy series are British? Yeah, and I'm a British voice actor. Let me in” or something like that. Since then, he's been helping me with music, voice acting, and other audio needs. He's fantastic if you ever need some voices or tunes for your work!
It also just I think perfectly encapsulates my work. Random goth man that people mistake for a woman. A dark, desolate space in-between the living and the dead. There is nothing chasing you, but there's something underlying that will gnaw at the chain around your neck. A feeling of dread in a strange world that acts so normal. I still love the art I did for it, and it's one of my most well-known! It was an absolute joy to write and put together. I think it's a great starting off point.
⟶ Speaking of Zack Valence, he is not just prominent in your work, but his work was a requirement for audio-inclusive entries for the Zack Jam. How did that jam come to be? And why this requirement?
The Discord community for Art Without Blood realized that we had multiple original characters with Zack-adjacent names. Zack, Zechariahs, Z, and Zachary were just a few. We thought: “why not just…I don't know, make a jam where your main character must be a Zack?” The jam was a blast to host, because Zack Valence made a few original tracks to be used only for the Zack jam. It was super fun, and I hope to host it again every January!
⟶ This is not the only jam you've organized over the past year. Can you tell us how you got into organizing game jams?
Yes! I love hosting game jams. It's my way of giving people an incentive to start working on something. Give them a theme, give them a deadline, and give them some hope. Some great stuff is made when you just give people a limit. If they don't have that, they'll be forever in the clouds. I grew increasingly frustrated with a subset of the visual novel community roleplaying being a developer without pushing something completed out. Even if it's small, it's still a game, and that's what matters. You need to start by making small games. Make sure they're polished, but do not lament if they are shitty.
Earlier this year was the Bluebeard Jam, which was inspired by a conversation I had with Sophia de Augustine about recurring Bluebeard themes in interactive fiction. The entries were mostly text IF, but we also received some really creative games, including a VR game, a journaling game, and a notebook format.
Hosted alongside Omegabutton and KnickKnack PJ were the Worst Visual Novel Ever Challenge and Fix The Worst Visual Novels! Jam events. The idea came from a Twitter post. You make a really, really bad VN, and then you iterate on either your own project or another's in a second part to make it better. We got some absolute gems. It's unfortunate that the fix-it jam didn't receive as many participants, but I understand why. It's more fun to make bad things than to go back and repair your mistakes. There's more shock factory and more wow if you make something purposefully bad. It'll sometimes get you more clicks. Plus, it's easier.
By the time this edition releases, the Murderboy Mayhem 2024 jam will be near its end. It's a simple premise: write a murderous boy as your focal point. The first time we ran this, most of the entries were done by people who had never made a game before.
Upcoming, we have the Tales to Thrill jam that I'm hosting alongside Epykslion, Espoir du Vide, and HelloYinny. It's a three-week visual novel jam where writers can choose one of three themes to incorporate into a story. Very simple yet very effective.
The themes usually come out of thin air. Pull them out of a hat and toss the bunny out.
⟶ Many of these jams include a link to the Sacred Veins community. Can you tell us a bit more about it? How did this server come to be and why did you create it?
I had been in servers previously that were for IF and visual novels that said they were developer-centric, but the ratio was more like 30 fans to every 1 developer. It was sort of stuffy. People tried being parasocial or attaching themselves to have “big friends” in an insanely niche genre.
Sacred Veins is a play on one of my favorite maps in Identity V, the Sacred Heart Hospital. It has all of this pretty Catholic imagery, but what we do is nothing of the sort. It's an 18+ space for upcoming and new developers of narrative games. Many are writing VNs, but there's also lots of IF creators, physical game writers, and other creatives. The ethos is that we want to make stories no matter what pen or pencil we wield. It's great, because we can all be fans of each other's work while also respecting the boundaries. We help each other out, share resources, and playtest for one another. Sacred Veins is where I try to hold monthly game jams. Sometimes it has to be every other month to make way for some of the bigger comps (IFcomp, Spooktober, etc).
There's lots of spaces for developers, but there aren't a lot for the weirdos wanting to make something grimy. Or maybe something very self-indulgent. Sacred Veins is for that.
⟶ Are you part of other creative communities that are similar to Sacred Veins that you enjoy?
Besides professional spaces for career development, I really love hanging around Neo-Interactives. Everyone is super nice, and I think joining their community and getting to know everyone there is an absolute treat.
⟶ Many of your own games were created through game jams, with a few submitted to competitions. Have there been differences in the way you experience ranked and unranked events?
Not at all! I don't enter ranked events for the desire to place. I treat it the same as an unranked competition. I ended up winning Velox Formido without realizing it was a ranked competition!
I might put in a bit more polish and effort, but I fear if I try entering from a competitive standpoint that I'll be anxious and constantly comparing myself to other individuals. What matters most to me is that I made something, and I enjoyed making it.
⟶ We talked about your inspirations when it came to writing and art, but are there any IF/VN games you would recommend to our readers?
Helpmeet Beneath the Skylight is a game that I am genuinely surprised no one has played. There's only 7 reviews on itch.io, but it might single handedly be the most important to my work. It's part IF and part 3D exploration but nonetheless a narrative story about “parlours, pretences, and parasites”.
I also love a lot of stuff coming out of the DOMINO CLUB collective, but Dust Breeding might be my favorite.
Shoutout to a bunch of Bitsy games here, including houserot, UNDER A STAR CALLED SUN, and Mr. Rainer's Solve-it Service, which combines Twine with embedded Bitsy games.
⟶ How'd you come up with “catsket” as your username?
The username was given to me by an old friend after brainstorming something macabre and feline-related. I already knew that my whole aesthetic was going for something dark with splashes of vampires and Victorian waifs who haunt old homes in New England. Catsket was the pun we came up with. It's kind of awful, though, because my phone now autocorrects “casket” to “catsket” and it's embarrassing.
⟶ What are you working on currently? What can we expect next from you? And where can we follow this progress?
I'm currently working on Day 1 of Art Without Blood, whose progress you can follow on Tumblr (@artwithoutblood). This will be the last free update. Days 2-7 will be paid. I have a few side projects that are manifesting when I'm not being obsessed with Pressure by Urbanshade: Hadal Division. Hopefully, I can get to my 3D game about dreams and the IF alternate universe to 10:16.
[ Catsket is and will be hosting a few game jams. ]
⟶ Finally, if you could give one single advice to future creators, what would it be?
Just make shit. It's blunt, it's a bit crude, but just make things. They don't have to be good. Just make stuff! And have fun! Don't do things you don't want to do.
HUGE THANKS TO CATSKET FOR LETTING US SPAM THEM WITH MESSAGES THIS WEEK!
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~ NEW RELEASE ~
and don't forget to floss (Twine) is a short game about the pressure we put on ourselves.
Clothes Commissar (Twine) lets you play as a woman who aims to raise the American clothing standards in 1934.
MetaMori (Ren’Py) is a game about death and helping ghosts find peace.
My Name is (not) Alice (Twine) is a horror game where you are forced to play games to escape your captor.
Try Losing One (Unity) is an emotional visual novel about breakups.
Three Days (Twine) is a creepy short game where your path crosses a Banshee.
PLEASE THE EMPLOYERS (GDEVELOP) is a short strategy game where you play a new boss trying to keep it all together.
You're at a party (Ink) is an interactive exploration of queer relationships. Website:
Catherine Pendant la Saint Barthelemy (Twine) is an historical retelling of the massacre through Catherine de Médicis's POV.
Halls of Sorcery (CScript) is the last Hosted Games release, set in medieval fantasy.
Saint Ceri (Unity) is a romance VN where you are a saintess for the Deity of love with a non-existent love life. @maneki-mushi
Un dernier coup de fil (Ink) is the game version of an interactive play, which was performed at the CNAM ENJMIN Angoulême in 2023.
Tempus Libertatis (CScript) is a fantasy game where you control a common person experiencing grueling periods of conflict.
Lull of the Sea (Twine) is a fantasy adventure game where you play a champion tasked to hunt and defeat the Seaborn.
A Story in Letters (Twine) is a slice-of-life puzzle prototype, dealing with death, grief and how we talk about the ones we lost.
Butterfly//Circuit (Ren’Py) is a cybergothic dystopian psychological thriller where nothing is truly as it seems. @wiregrrrl
As always, don't forget to check out the submitted entries to the events mentioned in the previous pages. They deserve some love too!
~ NEW RELEASE (WIP) ~
The Kill Petition (Twine) is a dark comedy intrigue project, where you play a prosecutor in a very unusual law system. @thekillpetition-if
Peninsula Campain (CScript) is the sequel to First Bull Run, set during the eponymous American Civil War campaign of 1826.
The Bakshi Family (CScript) is a comedic slice-of-life inspired by the sitcom Full House.
Vestiges of the Hallowing (Twine) is a fantasy mystery project where you investigate strange murders, with your unique condition. @buttercupfiction
Excellent Cadavers (Twine) is a crime focused project set in the 70s. @darkfictionjude
A Crown of Ash (Twine) is the expansion of the Neo-Twiny entry of the same name, involving a gay arranged marriage trope. @a-crown-of-ash-if
Only Flesh and Blood (Ren’Py) is a Call of Duty inspired visual novel with dark themes. @gauloiseblue Website:
O, Your Heavenly Stars! (Twine) lets you play an actor during Hollywood's Golden Age. @darkfictionjude
Starways Saga (CScript) is a sci-fi project where your goal is to become a space pilot.
~ GAMES UPDATES ~
Reaper's Bay (Twine) has updated the Patreon demo. @reapersbayif
Wake to weep (CScript) added extra content to the demo.
Birds of a Rose (CScript)'s demo includes extra routes. @reinekes-fox
The Second Sight (CScript) updated the Patreon demo with Chapter 5. @spoiledblogif
The Brightest Star (CScript) added Chapter 2 to the demo. @brightest-stars-if
Ordinor Ultor (Twine) added a lot of new content with the new update. @ordinorultor-if
The Good People (Na Doine Maithe) (Ren’Py) uploaded the new demo. @moiraimyths
Fellow Traveler (Twine) completed Episode 2 of the demo. @robotvampire
HYDRANGEA (Ren’Py) updated the game to include voice acting. @meidenzone
As the Ocean lures (Twine) added Chapter 2 to the demo. @aurelim Website:
Saturnine (CScript) updated the demo with Chapter 11. @satur9-if
Remember, You will Die (CScript) added a fourth chapter to the demo.
Trouble Brewing (Twine) added Chapter 5 to the demo. @troublebrewing-if
Shepherd of Haven (CScript) updated the Patreon demo with new routes. @shepherds-of-haven
The Ascendent (CScript) added extra content to the demo. Website:
Era of the Archdemon (CScript) has completed Chapter 3.
Katewing's Adventure (CScript) is looking for beta-testers for feedback on the rewrites.
Prismatic (CScript) added a second chapter to the demo. @prismaticif
The Game of War (CScript) updated the demo with extra content. Website:
Eschaton: The Rebirth (CScript) has completed Shiva's route in Chapter 2.
The Adventures of Sherlock Holmes (CScript) made Chapter 5.2 public. @doriana-gray-games
The One Chosen (CScript) added Chapter 31 to the demo. @parrotwatcher
Obsolete Stars (CScript) added extra content to the demo. @obsolete-stars-if
~ OTHER ~
The new issue of the Amare Fortnightly Bulletin is out! If you're looking for Amare games, check out issue 21! @amaregames
If you are interested in reading academic writing about narration and interactive fictions, but find 300+ pages dissertations overwhelming, Josh Grams wrote down some notes on Stacey Mason's Responsiveness in Narrative Systems.
BURN THE MIDNIGHT OIL (Ren’Py) is looking for a programmer (paid work). Find more about it here. @foxglovegames
Honor Bound (CScript) has moved to its revision period, and is looking for as much feedback on the pre-released chapters as possible ahead of the official beta. @hpowellsmith
~
As always, we apologize in advance for missing any update or release from the past week. We are only volunteers using their limited free time to find as much as we can - but sometimes things pass through the cracks.
If you think something should have been included in this week's zine but did not appear, please shoot us a message! We'll do our best to add it next week! And if you know oncoming news, add it here!
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~ I created games for myself but… ~
It’s been three years. Three years since I deleted my dev account and removed everything I posted about my games. To the best of my ability, I deleted my presence from the internet, one day, without notice.
And not one day passes by without feeling relief. A strange thing to admit, maybe, but nonetheless true.
It's been long enough that people have stopped trying to contact me. I'm now only passing mentions and a mystery - which is more than I deserve…
Seeing cries from readers wanting closure from incomplete projects kind of prompted me to write this. I hope understanding is what people take from this column.
~
I used to create narrative games, mainly short ones, mostly text only. I found this community by chance, really, while trying to find writing groups for more traditional formats. The interactivity aspect seemed fun, and my creativity grew to a whole new level. People were supportive and there was this cool sense of comradery - all of us n the trenches, trying to figure out this medium (and ourselves).
Over the years, the community expanded and changed - as every group does. And I saw less and less of myself within it. By the end, I almost despised it. Or more that I despised what I had become.
So I deleted everything.
~
When it came to this point, I had been frustrated for a long while, and realized the toll it had had on myself and my relationships with both other members of the community and my own projects. I was frustrated with my writing style, my capabilities to tell the stories I wanted to share, but most of all… I couldn't handle the (lack of) responses anymore.
I honestly never thought any of this would ever affect me. I had learnt early on about traditional publishing that getting any kind of return about your work is pretty abysmal. And it was with this care-free attitude that I started making games: I didn't need anything but my words and my scrapped-together code.
For a long time, I didn't understand other creators talking at length about their struggles, how they had troubles staying motivated or cared so deeply about what others said about their projects.
I'd roll my eyes at them when they would complain specifically about not getting comments or messages about their games, thinking they were just not as passionate about making things as I was, or making excuses for their lack of progress.
In retrospect, I didn't understand because I was still finding joy, then, in what I was doing. I could write what I wanted without problems, I liked what I was working on, and found any problem fun to solve! The simple act of creating was enough for me.
So I'd just do my own thing, write what I wanted, tell the stories fighting in my mind, throw them out into the web wilderness, and essentially forget about them. And that worked for me for the longest time.
Only… that attitude was starting to become a problem. Though I would keep all these feelings bottled up, since I felt too superior about myself to start this kind of drama, I still started to resent others. In their vulnerable state, they bravely and openly admitted what I was afraid of even admitting to myself.
Instead, I blindly prided myself with the adages: “I create for myself”, “I don't care for numbers” and “It's all just for the vibes”. I wore my disdain for those who chased any kernel of appreciation like a badge of honor on my cocky chest, often delighting internally in seeing others struggling. I made it all part of my identity as a creator.
The carefree attitude I displayed, the lack of compassion I privately had towards other, this… “superior” sense of self I had… all of this only simply hid my insecurities, all the troubles I had with my own work that I kept ignoring. Lies I told myself to cover any glimmers of hardship.
A cowardly and destructive way to deal with my emotions. Though, less cowardly than other insecure authors who would send each other hate with sockpuppets. At least, I kept all this to myself.
As much as I touted that I didn't care about it all… I would often catch myself staring at analytics, checking them more and more regularly, refreshing the page for notifications, comparing my abysmal responses to the newer and more popular authors.
So I struggled for a long while with this dissonance within myself, pushing forward this nonchalant and carefree image of myself, while suppressing this deep desire of being vocally perceived by others - not like I accepted this as a need of mine at the time.
And that reflected in my creative process. I would swear at myself for making even the smallest of mistakes in my first drafts. I started deleting sound projects, ones I used to be excited about, because of minor details that would bug me, believing those to be the reason why my games weren't good enough to warrant a reaction. That I wasn't good enough to warrant a glance.
~
The moment where it all shifted for me was during a competition, in which I had not only done poorly but someone who had looked up to me until then, whom I supported in their creative endeavors, took a top spot in the ranking. While I was getting eviscerated in the comments, they were showered with praise. What should have been a celebration, seeing my pupil shining so brightly, so deservingly, became utterly sour to me.
I sat in front of the screen for many hours in complete disbelief - not just about my failures, but my reaction to the whole thing. It was the cold shower, the hard look into the mirror, the rude awakening I needed. And I broke down, disgusted in myself.
~
It shouldn't be a surprise to read that I had burnt out by then. I was pushing myself to the absolute of my limits, hanging on by a thread, while I stupidly forced myself to keep up with this charade.
I wasn't happy anymore. In truth, I hadn't been in a long time. The lies I told myself to keep the ball rolling no matter what had come back running, and were taking a big toll on me. And I was unwilling to see…
Even if I kept saying I was “creating for myself”, this was actually just the half of it. Let's be honest here, no one putting their work out there just “create for themselves” - if they truly did, they wouldn't feel the need to share it with the world. No, instead, they'd just create, put it in a drawer or on a shelf, and that would be the end of it.
We might create for ourselves, but really, we share our work with others. For the simple and small reason of trying to create some sort of connection with them. No matter the medium, we share our crafts to invoke a reaction, to make people stop for a second and feel something (good or bad, it doesn't matter).
Of course, we all share our work for different reasons, whether it is to be seen and perceived, to make people think, to educate them, to reassure them, to make them feel nostalgic or maybe hopeful. But it still results in creating that connection, between the creator and the user. That intangible and ephemeral link between two strangers, unknowingly tied for just a moment with that piece, never knowing of the other's feelings.
Of course, quite a few users will take a moment and share their feelings about the work, through numerical ratings, short or lengthy comments, full-on reviews, or even sending the work to others. Making in turn that connection more real and less ephemeral.
We rejoice when this happen, full of glee when someone points out a detail or connects the dots, molt from the warmth of happiness when others rave about our craft, beaming with pride when its value is recognized. We feel seen, perceived, and maybe even a bit understood.
It is this connection that keep us, whether we like it or not, to work on our craft, to strive to do better, to grow as creators. The hope that maybe one person will experience our work and be like: “I get it, and I see you.”
It is incredibly rewarding to have even strangers acknowledge your existence as a creator, praise the efforts put into the craft, see the value in what you are doing and making sure you know it is being noticed. Even if you don't expect any engagement.
Though, oftentimes, it is with utter and complete silence that our craft is met. Even when posting in the right channels and using the correct tips and tricks, many creators end up screaming into the void.
Of course, we should probably not expect engagement, as rewards for our efforts, expect people to enjoy something because we are passionate about it (though it does show), expect some stroke of luck that the algorithm will pick up our project and not another, that a reblog chain will go through that one influencing party and blow up. Popularity is as fickle as it is unpredictable.
But managing your expectations, and even more your own dicey emotions and feelings is not an painless task either. You can't really stop yourself from feelings things (not like you should try…)
And it's quite easy to be swept up by the shining promises of one-off successes when it is all you can see - failure is ever so present but hides in the shadow, waiting for your eventual arrival. Sensible expectations are hard to make when you can't see the “normal”.
It can be very lonely creating things, even if you don't expect people to interact with your work. Even when part of a community that you engage with regularly, it's not really fun to have conversation (via your craft) when you are the only contributor. Monologues are, after a while, really boring.
~
I didn't throw away everything just after that ranked event. As bitter as I was about it all, I didn't want to be seen as some sort of bad loser who can't handle it. Even though I was and couldn't. I was tempted for a while, to burn all the bridges and drop out, but chickened out at the last moment.
Instead, I took a long break first, to reflect on all the years spent in the community, my contribution to it, and my work. It was bittersweet to go down memory lane, see my first interaction with the community. It was also so striking how everything had changed…
It was actually during that time that I played my own work, for the first time for most of them.
Through it, I saw myself. The good. The less-than-good. And the increasingly ugly. It was becoming all the more obvious that what had transpired within me, the change that happened, was right there, in my words. The excitement turned bitter, the love to hate. I could not believe who I had become: at best, a shell of myself… but that would be too kind still.
Thus, I decided to quit. I had tainted enough of myself and my enjoyment of the craft to stay and repair what I had broken - I felt too far gone to have any chance of salvation. But I just didn't want to just leave it all behind me, I needed everything to be gone. I think I was afraid, somehow, that my “legacy” would be this string of game about growing underlying resentment. It didn't feel right to the space I deserting - they were not the cause of it and didn't deserve the image I painted of them.
And so, three years ago, I deleted my accounts everywhere I had landed, cleared out the games I made, removed all my posts. And just… disappeared.
~
I stayed away from the community, to sort my feelings out. Taking a long break to find myself again. I still don't really enjoy creating anymore - I burnt myself out too strongly. I don't expect I will for a long while still. But I've learnt to deal with my emotions a bit better. It's easier not to resent others when you are not making anything.
While I am still not as present as I used to be (and I don't think I'll ever be as involved again), I have been trying to learn from my experiences and sort of do my part as an enjoyer of narrative games.
In the past, I felt incredibly lonely, even when surrounded by amazing people. I was there, and people knew I was there, but I never really felt seen from the interactions I had with them. So I am trying, in my own ways, to rectify this a bit for others.
It's often not a lot, and I'm sure I don't do it correctly most of the time, but if I can make the day of at least one person with a few words, if I can make them feel seen like I wished I was, then any effort is worth it.
I might have created games for myself, but I shared them with others to form connections. What's the point of craft otherwise?
A FORMER CREATOR
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~ HIGHLIGHT ON ~
A couple of games that we thought were cool.
Arcadie: Second Born by Sofia d’Asb @sofia-d-asb (Twine - itch.io - IFDB)
“The game is complex in a way that choices and differences in views with the cast of characters have an impact with your relations to them and the overall ending of the game. It had been nerve-wracking honestly with the varied reactions to choices. Dynamics in the game brought the story's world to life.”
//submitted by WitheredSnow//
VESSELS by CatTrigger @cattrigger (Unity - itch.io - VNDB)
An atmospheric horror micro VN made for the O2A2 jam, where you are tasked with investigating a disappearance in the deep and creepy tunnels of the company. Will you find the truth and make it out alive? A great example of pacing and thrilling build-up with few words.
//recommended by anonymous//
Superluminal Vagrant Twin by C.E.J. Pacian (Inform 7 - itch.io - VNDB)
“Stuck between the limited actions and the seemingly endless travel possibilities, SVT is an incredible journey through the universe. It might be minimalist in gameplay and prose, but it has so much charm and heart. It's an excellent introduction to IF, even with its more experimental aspects. With little… SVT gives you the world.” Transcript: https://www.allthingsjacq.com/intfic_clubfloyd_20190616.html
//submitted by Ergot//
Your favourite game here?
Do you have a favourite game that deserve some highlighting? A old or recent game that wowed you so much you spam it to everyone? Tell us about it! And it might appear here!
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WE LOVE TO HEAR FROM YOU ALL! WETHER IT'S GOOD OR BAD, OR EVERYTHING IN BETWEEN...
Joey Tanden's interview in the last issue was so interesting! I'd never been interested in all the coding aspect of games, but it was so detailed, yet easy to understand. I didn't know there were so many flavours of text-adventures! - MaudIFStorm
has someone done some sort of drama recap of IF comps? because looking into that withdrawn VN from #14, such juicy tea! and I WANT MOAR! also eyeing the comp now o-o - Dramaramaram
For Rich, Aaron Reed has some game deep dives on his blog. Mathbrush has covered competitions, and Emily Short wrote a general brief history up to 2016. You might also find this article interesting. - ThereIsMoreButICantFindIt
Ey'll think it's so cringe, but it's payback for what ey did when ey celebrated mine hehehe :P I know you're reading this Bôo every SAT, so happy birthday to my little boo <333333 - Lola
this shoutout section is so freaking lovely, yall are so nice and i hope i get to be on there next!!! i'd like to send lots of love to the first author i've followed here and made me love IF: nell of Body Count (@bodycountgame). i hope you're doing well!!! - ApoBody
Reading the zine makes me both happy and sad. I get to check out new stuff, and then remember there's essentially no proper community here… - anonymous
Have something to say? Send us a message entitled: Zine Letter!
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Before we end this issue, we would like to thank:
A Former Creator, ApoBody, Dramaramaram, Ergot, Lola, MaudIFStorm, ThereIsMoreButICantFindIt, WitheredSnow, and a bunch of you anonymous users!
For sending news, helpful tips, cool links, filled form, written Sheet line, even emails… all these help us so much to make this Zine possible!
To the wonderful users who sent us cool recommendations, thank you! We will do our best to include them in the next issues!
And as always, huge thanks to all you readers to liked, shared, and commented on last week's issue! What might be tiny actions are huge support and motivators to us! Thank you for cheering us on this journey!
~ ~ ~ ~ ~ ~
As final parting words, we would like to hint at a major addition a future issue:
Writer, game developer, werewolf enthusiast we'll be talking to Barbara Truelove (@barbwritesstuff) on Small Talk…!
Want to know more about her work? How she came into IF? Or her game dev experiences? Send us all your burning questions!
And see you again next week!
ERIKA, MARJORIE, AXELLE, AND NOI
WHAT'S NEW IN IF? 2024-ISSUE 16
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aicosu · 1 year
Text
Guys, I hate to do this.
Any of you who know me in any circle know that I'm a very professional, very private lady who hates any sort of disc horse breeds that might give me a headache. But this one is important, and my goal here is the integrity and reputation of artists.
For my credentials: I have been a part of five zines in the past. Two I moderated, and one I ran, created, laid out, printed, and shipped in its entirety.
So anyway:
HELLCHEER ZINE BULLSHIT
I joined Hellcheer and the Kindred Freaks Zine very late. Well, after sign ups, check-ins, etc. I saw it was happening in april-ish and shot a DM to the twitter to join. I did both a full art page and a cosplay page.
At the time, the server was quiet but kind. We got updates on the number of orders and books being made.
@Lawless is the runner of the Zine. They created and organized it. They are in charge of the main emails, the selling website, the orders, the shipping, and the funds. (To be clear, this level of sole responsibility is not ABNORMAL in a zine. And is not always an issue.)
@Valerie is the 'social media' mod. They are in charge of managing announcements and answering questions on Twitter and Tumblr. Please keep in mind: No one wants anything but a fast and easy recovery for both Lawless and their mother. Medical emergencies, heck—LIFE happens. It's always okay to put a hiatus on anything, even product with money, in order to take care of yourself and family. Every single contributor only wants them to be clear in what they need and how we can help.
So lets break down what's happening.
Back in May, Lawless went radio silent on the status of books and merch coming in. Another contributor and I, @Toguchin, start dming Lawless to make sure everything is on track. They come back after a week and apologize for being MIA, explaining that their mom got sick. We thank them for all their hard work and wish them and their mom well.
On July 15th, after contributors and customers inquire on delays to meeting the announced shipping deadline, Lawless makes a twitter post saying shipping has started and contributor copies will be happening. They proceeded to go MIA from the server discord and have been since.
The following week, contributors and customers discover that shipping HAS NOT started. Labels have been created and printed, but nothing appears to be in transit at all.
Toguchin and I started getting reached out to by customers worrying their packages are lost. We report this to the zine server to NO RESPONSE. Except @Ashlee, the discord mod who also has heard nothing.
July 20th to 22nd with customers complaining and theorizing a scam in mind; Toguchin and I propose that PDFs be given out to assure and apologize for delays.
We as a server discover a few things: 1. We cannot access the list of buyers at all in order to email apology zines because Lawless did not share the account information with anyone. 2. We cannot access the main email for the same reason. 3. Valerie, the social media mod, deleted discord and distanced themselves from the Hellcheer fandom and has not been checking the Twitter or tumblr, or discord notifications since May.
Ashlee and Ichikun contact Valerie to sign on.
I made a new email and said fuck it, we need to do something to assuage fears, let them send receipts to honor their zines. Valerie didn't know what to post or say or how to answer everyone, so I gave them a copy paste.
Still no words from Lawless but hoping for the best knowing the have a medical emergency, Ashlee and I begin answering the new email for PDFs, but cant help people change addresses or give them any update!!!
Throughout the weeks mods and contributors ping Lawless constantly asking if they need any help! Any help at all, answering emails, changing order addresses, heck a few of us ask if we can pick up the books and packages and ship stuff for them so they can hands off the project and take care of their mom. No response.
We send message after message saying if Lawless can share picture proof, that would be great cause scam theories and chargebacks are starting. BUT ALSO, we let Lawless know we and customers will ABSOLUTELY UNDERSTAND delays if they just communicate it. That if they post in server and on Twitter that shipping needs to wait a month or two, no one will mind. No responses.
July 31, Lawless makes a Twitter update with comments disabled that they are shipping ALL packages that monday with a picture of packages. They also call Valerie privately and tell the issue that USPS refuses to pick up shipments from Lawless has, and they can't leave their mothers side from the post office. They also claim they can only deliver ten packages at a time at the post when they go. *USPS has no such rules. Me and other mutuals who run shops have never had such a problem.
A week later, we realize that customers and our packages are still not in transit. Labels printed only. Most of us assume all packages are just label printed and sitting at Lawless' house.
We beg for updates from Valerie or Lawless. Valerie doubles down on Lawless old reasonings and also officially goes MIA until present day.
Throughout August, USA packages get delivered. A few more updates are made straight to Twitter and Tumblr with comments off. Radio silence in server.
As packages arrive, we all become aware from people's posts and pictures that random Stranger Things Art Stickers are included. No credit to any artist is given? No contributor is responsible for this art. These are suspected to be BOUGHT from Amazon. STOLEN arts amazon sellers resell in packs. NO contributor is okay with this!!! Valerie responds with no response at all.
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As of now:
No response to missing digital copies. Ashlee and I cannot give out any without receipts because we have no access to buyers list. Nor can we answer missing packages inquiries cause we have no info. International packages unaccounted for. SCRUNCHIES FREE OR OTHERWISE UNACCOUNTED FOR. Zero word on contributor copies. Zero word on donation status. Zero word on generated profit or book and shipping cost. No way to verify funds at all. No word from Lawless to contributors since July 15. From Valerie since the 31st.
Some notes:
Turning off twitter comments was NEVER what any one of us wanted. A ZINE LAYOUT was never shared. So until people had them in hand or in PDF none of us realized that the credits DO NOT POINT TO ANY SOCIAL MEDIA. All of our usernames are handle-less? This was extremely disappointing. This one matters to me: Our FanEdit artist was not aware their work was not getting a full page. Again no pre-layout was shared. So their work is tiny and in the margins of the front and back. That's not okay. All of us wanted to help in any way we could. NONE of us doubt Lawless intentions or emergencies. But lying, misleading, non-communicating and turning off comments are all things we did not consent to. All of us only wanted a cordial, honest response. None of us actually cared about delays as much as we did communications. There has been many noticeable times Lawless has been online, posting privately or otherwise, even active on Discord and has not reached out.
Why make a post:
Customers should know contributors fought for them. That we did everything we could and our reputation as artists in the fandom shouldn't be tarnished cause two creators decided to disappear. Contributors should get their copies. Many of us BOUGHT bundles. I've been in five zines and every single one gave out free contributor copies WITH merch!!
I'm also attaching all server screenshots for integrity. I'm in half a mind to release the zine PDF publicly, for free, for everyone at this point. I personally think it's only fair since many are still missing just that. But I do not want to insult anyone who paid for just the PDF regardless of the potential contribution to charity. But it's really up to customers, not me.
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