scrimblo-the-only
scrimblo-the-only
scrimblo
8 posts
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scrimblo-the-only 11 months ago
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HOLY FUCKING SHIT GABRIEL ULTRAKILL
pick one. this is your blind date
1 | 2 | 3 | 4 | 5
6 | 7 | 8 | 9 | 10
11 | 12 | 13 | 14 | 15
16 | 17 | 18 | 19 | 20
21 | 22 | 23 | 24 | 25
26 | 27 | 28 | 29 | 30
(assume that whoever you get is single)
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scrimblo-the-only 1 year ago
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ASFJLKSKJDLFLDKKKFASDKGF;ALG IM FUFUFJCIMGFN G WHEEZIUGNFINKJSLKDPOAS;
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"HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HA-GURLGURGGU馃挦LGERGGU馃挦馃挦GERGUR馃挦馃挦馃挦馃挦馃挦馃挦馃挦馃挦馃挦"
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scrimblo-the-only 1 year ago
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scrimblo's sudden burst of inspiration 1
lethal company-like coop game but its not horror and instead of collecting garbage u take photos you arrive on a train in some aesthetic-related location such as vaporwave or fruity geraero frutiger aero each with their own gimmicks and u must take photos of certain things to progress to other locations. rare items that give more points maybe?? there should be also a way to lose some of your photos and tools that do the do. probably a fun idea, just needs some polishing and itll probably be hell to code
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scrimblo-the-only 1 year ago
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sometimes I wonder if scavengers think slugcats are related to oysters
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scrimblo-the-only 1 year ago
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omg thats so cool
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Playing with some ideas mostly regarding gender/reproduction in RW, and slugcat colonies.
Full transcript under the cut!
Creatures in Rain World are typically simultaneous hermaphrodites but require partners to reproduce, with either individual capable of being a genetic donor or carrier. Alongside what we are familiar with, this has lead to interesting reproductive strategies such as rotating donor/carrier roles, or dual/simultaneous genetic swaps.
Rotating donor/carrier roles - A K-selection reproductive strategy. One partner carries the first child, the other partner carries the next child, and so forth. Allows each partner to recover from the demands of childbearing.
Rain Deer aren't quite monogamous, but they tend to choose the same breeding partner whenever mating season rolls around. They serve as a donor one season, then bear and raise a child the next. Calves are raised away from the rain and worm grass, in places that have less food but more safety. Calf wool is softer, not yet gunked up by the dirty rainfall. Their legs are sturdier as children, allowing them to run for cover while the parent wards off threats.
Dual/simultaneous genetic swap - An r-selection reproductive strategy. Parents fulfill the donor and carrier role for each other. The more children you make, the more likely some are to survive!
Multiple batflies lay thousands of eggs in a single "blue fruit." Several eggs congeal and become nutrient paste for the surviving eggs (and for hungry slugcats). Like some plant seeds, batfly eggs that are consumed before pupating can survive passing through the digestive system. Ew.
Ancients also fell under this umbrella. Their genders (and the genders of iterators by extension, who have no sex anyways) could have been determined by a variety of other factors, such as societal role, donor/carrier preference, or simply different categorizations of personal expression.
It's difficult to say how well their common pronouns would translate to ours, but it seems they can translate to an extent, given what Moon and Pebbles use canonically.
Slugcats, like real slugs, can have children with a partner or self-fertilize. Unlike real slugs, they are often known to adopt.
In the case of self-fertilization: children who are born from one parent may display a large amount of genetic diversity despite the circumstances. Maybe slugcats have some sort of... genetic reservoir independent of their own genetic code?
Slugcats live 20-30 years on average... if they manage to reach adulthood. Their mortality rate is sadly rather high, especially in pups. If they were to develop as a civilization, it's likely their lifespan would increase dramatically.
Slugcats in a colony are more likely to have more children, and to successfully rear those children to adulthood, than those who wander alone or in small groups. The safety and stability of a colony cannot be understated.
Colonies either have a set, cycling migration path, or wander continuously. Survivor and Monk's tree home was a nesting site that their colony frequents about once a year. So it's likely that they'll see their family again!
...also, the strength of large colonies are why scavengers are likely to become the dominant species. In the time of Saint's era, continuous migration has become more of a risk, and it has become more difficult to support large populations. Slugcat populations have shrunk back to the more forgiving equatorial zones.
Saint's tongue is pretty unusual and probably unique to them, or to a small population that they hail from. Fur (of varying thickness) is much more common.
Meanwhile, scavengers are bulkier and covered in thicker insulating fur. They:
have seemingly massive populations
have a burgeoning society (the existence of merchants, tolls, bartering, elites and leaders)
are adept at communicating (non-verbally)
manipulate their environment
can build structures (scavenger-made structures were a scrapped idea from Saint's campaign)
can create complex weapons and tools
may have agriculture behind the scenes (unsure if scout parties prioritize exploration or hunting)
I would wager on scavengers developing more quickly than slugcats, but it would be nice if there was a future where both could co-exist.
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scrimblo-the-only 1 year ago
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scrimblo-the-only 1 year ago
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no! im with the scav toll! collective rejoicing
sometimes you'll be on tumblr
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scrimblo-the-only 1 year ago
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hi i wanna join
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you are. so far away right now
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