#creatures of ZR
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23/05/2025: Fladorg.

Its June! And I'm going to do something I haven't done since 2023 and that ladies and germs is "Kaijune". I'm going to attempt to draw some Kaiju in the week's of June just like how I've done with Mermay this year.
To kick things off meet "Fladorg" they're based on a Monster I drew aged 12. Fladorg is a Kaiju who shares their DNA with an Iguana. They have Armour plated Arms which can stretch to a certain length (150 yards to be exact), Powerful jaws to bite through materials such as Rock and Metal and they can belch out a Brown smog which causes Erosion over time.
Will see see more of Fladorg for Kaijune? Well y'all will just have to wait and see.




#Zellyraptor#ZR#Artists#Artists on Instagram#My Art#Artwork#Illustration#Illustration Work#Digital Art#Uniball pen ink#Pencil sketch#Medibang#Medibang paint pro#Medibang edit#Original Characters#Fladorg#Kaiju#Monsters#Mutants#Monster of the Week#Kaijune#Kaijune 2025#Giant Monster#Big Mouth#Sharp Teeth#Sharp tooth#Monster design#Creatures#Creature design
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⚫Lord Deafer⚪



D: Another Lord of Darkness failed.
M: Our creator will not be happy about this.
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Some thoughts and details on my latest Gamefly rental, Rayman Legends Definitive Edition.(Switch version)
This is the first Rayman game I've actually played. I've always been curious, but never got the chance to play the others. This is also a sequel to Rayman Origins(which I haven't played yet), being in the same graphical and gameplay style.
Rayman's basic controls are:
Y to attack. Pressing and holding it will have him charge an attack that will go farther.
B to jump. Pressing and holding it after jumping will have his hair spin and let him glide.
Holding ZR while moving will have Rayman Dash. Doing this towards slopes will have him run up them.
There actually are many unlockable characters beside Rayman, though they're more like Rayman and other characters(Globox, Teensies and new character Barbara), but in different costumes since I think everyone plays the same, but their actions look different, for obvious reasons.
The game's main hub is set up like an Art Gallery, with each Mode/World/Stage being a painting to jump into like in Super Mario 64. More are unlcok as you progress and collect blue creatures named Teensies(who I found out are from older Rayman games after watching videos on them), who are held captive in the game's stages.
There's not a lot of detail to the story ingame, aside from the intro and a few short cutscenes here and there, and that makes the ending feel kind of abrupt.
At the end of stages, you're given trophies based on how many Teensies you've saved and how mnay Lums you collected. I've only ever gotten up to Gold, but can apparently got up to Platuinum.
One of the rewards for getting enough Lums in a stage is a Lucky Ticket, which is basically a scratch-off ticket, having you move the cursor over the 6 spots on it until they're all revealed, and you're rewarded based on what there was 3 or more of.
Creatures, which go to a certain room in the Gallery, and once a day, give you Lums.
'Back to Origins' stages, which seem to be levels from Rayman Origins, which also have Teensies to collect.
Lums. Getting more of them unlocks more chracters/skins in the character select, needing 1 Million to get all of them.
Teensies, 60 of which have to be found from the Tickets.
One of Rayman's allies in this is Murfy(also from the older games), who appears in some stages to help out. When he does, he'll hover over certain parts as you proceed, and hitting the A button will have him do something, such as poke an enemy in the eye or move a platform. There are also touchscreen-only versions of these stages to do where you need to tap, slide and rotate the screen at parts to have Murfy do these actions.
There's some Minigames to play, which seem to be sports related, but I didn't try them out much. ^^;
The second to last stages in a World are Boss levels, which all felt pretty fun, and were unique to each other, such as one against a giant Luchador.
The last stage of each World is a Musical level, which are my favorites. They have Rayman running through the stage to the timing of the music, which are also great to listen to, and are very quick and frentic. After getting 400 Teensies, you unlock the final World, which is ALL Musical levels. They have a screen filter applied in each that makes the platforming much harder, though.
Each Stage feels unique and different enough from each other to keep it interesting.
Rayman normally can only take 1 hit, but collecting a Heart gives you an extra hit. There's no Lives or Game Over in this, just getting booted back to a checkpoint if you get killed.
There's a Challenge Mode that has weekly Challenges that I think can use to farm for Lums. More become available as Rayman's 'Awesomeness Level' incresses, which I think rises from getting better Trophies from Stages.
There are a whopping 826 Teensies to collect in total; I stopped after getting 400+. ^^;
When finding/near a secret area, Rayman will say "Ooh" to tell you about it, and if a Teensy is nearby, you'll hear them call out "Help me'. They are also shown in order of their appearence in a Stage in the top right/top of the Stage's portrait to make collecting them a bit easier(except for ones behind hidden doors, which are in the middle).
This was pretty fun. I may get to Rayman Origins at some point, too.
Next game being sent is: Mega Man Zero/ZX Collection.
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waaaa I really wanna play Ico but it's only on older consoles I don't have
Isn't That Just Great???!!!!! wanna hear something even better??!!!! you can play ico on ps5 but only if you give them $130 for a years membership X3c (sarcasm)
i would recommend an emulator, but i don't know enough about emulators to do that, ps3 ico games are about 10-20 dollars and ps3's go for around $100-$200!!!!! so cool so cool so cool so cool so cool so cool :( (even better news! ps5's are backwards compatible, i think all consoles should be that, but greedy bitches don't see the point of that)
i would also recommend a walk through, doesn't matter which one! but of course you don't get the anxiety of Local Little Shithead Yorda (affectionate) following you while you're trying to get rid of the shadow creatures trying to grab her like a 1 pound dog getting grabbed by an american eagle 👍🏻
you also miss pressing the ZR button so you can hold her hand
#max's asks#enby-raccoon#little buddies#i wish they would remaster the game again people were all about that shadow of colossus back in late 2010's (2017? 2018? 2021? i don't-#-remember)#i think it could do numbers third time around
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Zombies Run ZRS3M31 Scream and Shout
I couldn't run outdoors today because of the rain so I did it in the parking garage of my workplace. Not the most ideal of places, but the gloomy and creepy atmosphere was certainly appropriate to this particular ZR mission. I never know if I'm running the right distance indoors, though. Garmin can be quite tricky about that.
Spoilers after the image below:

This is an AI-generated image of a man jumping off a ship. I don't know why he is wearing the hat, but every picture generated had a man with a hat on.
I am so curious about these darn blue/violet flowers and why they are so important to Comansys. The man who jumped off the ship, was he being experimented on with those flowers? What are they exactly? Do they turn people and/or other living creatures into zombies? Is that why there was a zombified mountain lion earlier on?
I'm also curious why Maxine didn't want to leave. I hope she hasn't been turned into the undead. She seemed sentient enough when she got out of the cryo tube. I forgot about Ed's existence and I feel bad about that. Seems ages ago that we heard anything about him.
Oh no, was he the man who jumped off the ship? I hope not.
I hope we can get Maxine out of there so she can explain everything. I need some answers.
#zrs3 spoilers#runner five#runner 5#sam yao#janine de luca#louise bailey#paula cohen#maxine myers#ed harrison#zombies run
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Something spoke to me.
[I stare down the canyon one last time. I don't want to end up like all those creatures. I step back, and then I hear it. It's like a robotic, primitive text-to-speech voice, coming from the pit. It speaks slowly, letter by letter, with at least a second pause between. “Terrgvatf.” I don't know what that means, and then I remember the message from before and how it was in rot13. I pull up a decoder and translate it: “Greetings.”]
[“Lbh xabj jung lbh ner urer gb qb.” I decode it. “You know what you are here to do.” I decide to respond.]
[“I know what you brought me here to do,” I say. “Maybe I would've. But I certainly won't now.” I'm feeling spiteful. It doesn't respond for a bit. I wonder if it didn't understand me.]
[“Lbh jvyy wbva zr.” I decode it. “You will join me.” I feel emboldened. For some reason.]
[“How will you make me?” I ask. “There's no way I'm coming down there willingly.” It doesn't respond for a moment or two.]
[“Lbhe pbzcyvnapr vf veeryrinag. V funyy svaq fbzrbar jrnxre, naq gurl funyy srrq zr.” I decode the message. “Your compliance is irrelevant. I shall find someone weaker, and they shall feed me.” It seems that it has decided I’m not worth the effort, which is good. But it seems like it’s going to focus on someone else now. I can’t allow that.]
[I turn away from the cliff in a rather uncharacteristic act of defiance. “Then I will protect them.”]
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Reblogging with controller inputs because I did forget those, as well as the "Creature Mode" mechanic. I’ll be using general controller terms as well as the buttons on a Nintendo Switch controller.
Left face button/Y: Light attack in battle/quick-select for Attack on map
Top face button/X: Medium attack in battle/quick-select for Items on map
Right face button/A: Heavy attack in battle/Select on map
Bottom face button/B: Signature attack in battle/Cancel on map
Both bumpers/L and R: Skill in battle/quick-switch between highlighted units or selected unit’s sub-menus on map
Left trigger/LR: Assist in battle/change to Creature Mode if applicable on map
Right trigger/ZR: Assist in battle/quick-select for Map Action on map
Left stick and D-pad: Movement (character in battle; cursor, menus and units on map)/directional input in battle; click stick in battle to taunt
Right stick: quick input for command normals in battle/move camera on map; click stick in battle to taunt
Creature Mode expends a portion of the Skill Gauge to change a selected unit on the map to be riding their Creature or in their Laguz transformation, if applicable. Creature Mode doubles the unit's Movement and stuns a foe for the first five seconds of combat if the unit initiates, but will end once the stun has been used (not if a foe initiates).
THE GAME
Radiant Future's gameplay takes place on a traditional Fire Emblem map with your usual assortment of units, terrain types, obstacles, et cetera laid out on a grid. The player and enemy take turns moving all their units, choosing what to do with them, yadda yadda yadda.
HOWEVER. The roster of playable characters is quite small compared to the average Fire Emblem game, and furthermore each character has only a small number of different weapons they can use (usually 4). Inventory management only matters for consumable items, as weapons do not break, and when a weapon is purchased for a character it becomes permanently added to a special inventory slot. When I start talking about individual characters I'll include the weapons available to them.
Each character has a Map Action - an active ability they can spend their turn on, like Rally Spectrum or Dance.
A form of Biorhythm exists as a double-edged snowball effect. Instead of fluctuating based on the individual character as a chapter progresses, your Biorhythm improves every time you pull off a combo of 10 hits or more, and worsens when you whiff 10 moves in a row in a single engagement, representing the character's confidence and doubt. Since Hit and Avoid are gone, Biorhythm affects Attack and Defense.
Stats and levels still exist. As mentioned, Hit and Avoid are done away with. The Dexterity/Crit stat determines the rate at which the Skill Gauge fills relative to damage dealt, the Speed stat shaves frames off the startup of a character's moves, the Luck stat extends the character's window for a successful perfect block, and the Movement stat has the same effects on the map as always, but also determines in-battle walking and jumping speed. Range still affects how far away you can initiate combat from, but there is no instance where one unit can fight and the other can't, unless there's an item or Map Action that can force a unit to start combat in a stunned state.
Promotions and class changes are done away with entirely, even for the Avatar, as this is a fighting game and it wouldn't be as fun if you could deal with every single enemy by throwing a General with super armor and a guard crush super at them. However, characters do still have stated class names, which can give you some idea of what they're about.
Oh, right, the actual fighting game side of things. Should probably get into that. THAT begins when you use the Attack command - at the same point where a real, official FE game switches into an automated sequence that plays out entirely by comparing stats and calling RNG. Instead of that happening, the unit you use to attack and the unit you attacked are thrust into a 2D plane with health bars at the top of the screen, three-segmented Skill Gauges (super meters) at the bottom, and a 30-second timer in the middle. The fighting units do entrance animations, pausing for dialogue if they have a special interaction, and then the fight begins.
There are five main button inputs: Light, Medium, Heavy, Signature, and Skill. Skill is used sparingly, primarily for supers, while Signature can be compared to the Slash input from Guilty Gear, in that you tend to get a 100% character-specific move out of it.
Your objective in combat is not necessarily to defeat your opponent. Your average unit can take substantially more of a beating than even some bosses in official FE. When the 30-second timer runs out, the game returns to the map screen and each unit's HP is set to what it was at the end of the engagement. This also applies if you KO the opponent before time runs out—the engagement immediately ends, the victor's HP is adjusted if applicable, and the loser disappears from the map. It may be worth it not to overcommit to defeating an opponent in one round, and to instead deal risk-free chip damage to soften them up for later. All units have their own separate HP meter, but the Skill Gauge is shared between everyone on the same side.
The Weapon Triangle exists in a form. Instead of hard number superiority, lances have the longest reach, axe-wielding units tend to have a lot of armored moves that let them push through lance disjoints, and swords have a way to beat super armor, whether with counters, command grabs, or just hitboxes that ignore armor. The Anima Magic triangle does not share this property.
Weapon types are not as strict as in real FE games—the Avatar's fighting style is best described as "sword with some unarmed street brawling thrown in"—but represented weapons include the core weapon triangle; bows; knives; at least two spells from each of the Fire, Wind, Thunder, Dark, and Light groups; staffs; gauntlets/martial arts; Laguz transformations and weaponized Creatures mimicking them; and guns that shoot non-elemental magic bolts instead of bullets.
Last thing for now: If you start combat while adjacent to an ally, you can make use of a sixth in-battle input: Assist, which is shared with a quick-select for your Map Action on the map screen. The Assist input summons the adjacent ally into battle to perform one of their special moves, just like in a tag-team fighting game sans most of the tag mechanics. If you start combat while adjacent to multiple allies, you can only choose one to be your Assist for the engagement.
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I dub him Chris McSHELL. Alittle on the nose, but I think @caroofthemyscira would be proud.
#animal running buddies#creatures of ZR#zr puns#chris mcshell#maybe alittle too on point#zr#zombies run
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I think about Van Ark’s “you have an air of being reasonable about you” frequently, leading to this drawing from S2’s Tightrope
#im sure some Fives do have an air of being reasonable but mine is a swamp creature#zombies run#zr#runner five#Van Ark#tw injury#tw blood#tw bruises#zrs2 spoilers
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next powerpoint i do. will either be on mota or ljm and in either case you’re probably going to get three slides on my favourite character from them so sorry in advance for what i am about to subject you all to in the next one to fourteen business days.
#i do not control the hxz and zrs love. they’re my horrid little creatures (affectionate and said like i’m speaking to my cats)#actually one day i will probably name cats after cnovel characters and then just have to live with that#c.txt
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Here are some new honorifics I came up with! (And don't forget to check out this post that lists some already existing gender neutral honorifics.)
♡ General:
Nr. - "neutral"; can also pronounce as 'ner' Nb. - "enby"; can also pronounce as 'nib' Nn. - 'none', inspired by 'nonbinary' or being genderless Du. - "dual", inspired by having two genders Bd. - "blend", inspired by having two genders Tr. - "tri", inspired by having three genders Pn. - "pan", like 'pangender' or pan-anything Omn. - "omni", like 'omnigender' or omni-anything Ab. - "ab", like 'abinary' Mv. or Mvr. - "maverique" or "maverick"; can also pronounce as 'mav' Vd. - "void", inspired by 'gendervoid' Xr. - "zer" Xrs. - "zers"; can be a soft or hard S (The previous two can also be Zr. and Zrs.)
♡ Dragon Inspired:
Dra. or Drg. - "dragon"; can also pronounce as 'drag' Drc. - "draconic"; can also pronounce as 'drak' Hd. or Hrd. - "hoarder"; can also pronounce as 'herd' Fl. - "flame" Fr. or Fir. - "fire"; can also pronounce as 'fear' or 'fur' Wng. - "wing" Fng. - "fang" Str. or Stm. - "storm" Srp. - "serp", inspired by 'serpent' Wyr. or Wr. - "wyrm"
♡ Other Nonhuman Inspired:
Cr. - "cryptid" Rb. - "robot"; can also pronounce as 'rob' or 'robe' Cy. or Cb. - "cyborg"; can also pronounce as 'cy' or 'cybe' Mns. or Mtr. - "monster" Crt. - "creature" Om. - "omen"; can also pronounce as 'ome' or 'om' A. or Al. - "alien" Mg. or Mag. - "magic"; can also pronounce as 'maj' or 'mage' Amg. - "amalg", inspired by 'amalgamation' Atm. - "autom" like the beginning of 'automaton'
♡ Nature Inspired:
W. or Ww. - "willow" Asp. - "aspen" Pne. - "pine" Frn. - "fern" Flw. - "flower"; can also pronounce as 'flow' Stg. - "stag" F. or Fe. - "fae" or "faerie" (note that 'Fe' is the elemental abbreviation for iron, and iron is toxic to actual faeries. Might be good to keep in mind for faekin and fae headmates!) Flr. - "flora"; can also pronounce as 'fler' Fn. - "fauna" Lf. - "leaf" Bg. - "bug" Vrd. - "verd", inspired by 'verdant'
Do honorifics seem kind of silly? Well, besides the formality of them, they could work for anyone who might view them as a status. Fictives might have a certain ranking or status from their source. Otherkin might see their species as having some kind of required rank or formality based on the culture. Nonhumans in general might want to do away with any honorifics that refer to them as human, gendered or not. I think they could be useful and fun! 💙💚
Some example sentences below:
"This is Nr. Apollo and xe are visiting the local college to talk about xer experiences as an agender person. Have you been to one of xer lectures? I love to listen to xem talk. Go check out Nr. Apollo when you get the chance."
"Cy. Silver doesn't consider itself human and instead, it is robotkin! Its special interest is technology, old video games, and documentaries on animals. I hope Cy. Silver takes care of itself today!"
"Say hello to Str. Orion when you see em. Ey are headed to the store right now to get emself some new pencils. Ey really like to draw mythical creatures in eir sketchbook. If you ask, ey might show you some of eir work."
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⚪⚫Lord Masgar⚫⚪
⚪Silhouette and Smilbone⚫

One of the Lords of darkness, from the world of darkness.
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had some time between commission stuff, tried some expressions with my five. they really, really don’t like ian golightly
short ramble/headcanon under the cut
five’s nature as an experiment from mullins base + the unknown drugs from van ark mix in a weird way. they have a more ‘feral’ form that comes out under strong emotions/duress, and hoo boy the events of this season have them under duress. they’ve tried to hold it together and stay strong for the rebels (it took EVERYTHING for them to not flip out in episode 18) but hearing sam held hostage and hurt is the last straw.
i know there’s probably not a good scientific reason for werewolf creatures to exist in the story but we have brain-ghost moonchild, also i have a fast and loose approach to canon here.
there’s like a hundred more moments/quotes from ZR that i really wanna draw but don’t have time at the moment ;-;
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ABOUT PROGRAMMING MEAT by Kenji Siratori
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I will now review Metroid Dread. As always, this is my own subjective view of the game. Let's start. Graphics These are excellent. It's a 2D game of course, but Samus and the enemies look fantastic and colourful and they move very fluidly. The EMMIs are particularly impressive, because have you seen how they move? The way they just shift their limbs around and can change going from four legged to two legged or the way they squeeze themselves into the vent? It's fantastic. The backgrounds are so good as well! You can see so much life in the background of ZDR. Machines are working, corpses of creatures are laying around, there are TONS of environmental storytelling to see which probably would be fun to find out in a second playthrough. Music and Sound Well... the sound effects are fine and solid, but... the music is forgettable. Sorry, Metroid Dread, your ambience music is fine, it isn't grating or anything, but it doesn't get stuck in my ear like Torvus Bog or Lower Brinstar or Norfair or Tallon Overworld. Even the final boss theme I can't remember and I literally just beat him yesterday... Gameplay That is where the game shines and not shines at the same time. Overall, the game has more good than bad! It's very fun to play. Metroid Dread uses the established formula and leaves you on a planet with next to no hints (only Samus' AI Adam gives rudimentary hints) and then lets you explore. We have a large interconnected world with several areas to go through. Still, I feel like the interconnected world fell a bit flat thanks to too many zone transmissions. Evelators or teleporters. In the end, the whole world was still interconnected, but I got ripped out of the immersion, I really prefer it when I enter another screen and am suddenly into another zone and go like "Oooh!", like in Super Metroid, when I got back to Lower Brinstar from the water area (what was it name again?). The game also felt a bit linear thanks to the habit of the game blocking paths back off and practically forcing you on the right path. While that prevents frustratrion of getting lost, maybe in Metroidvanias I want to get lost? It was a bit sad that this option often was taken away from you. Okay, so then, the way Samus plays. She gets all her known upgrades and a few news one as well as a few new moves like the slide. The slide is a really good addition and makes the game more fluid, but it also made it so that the morph ball was gotten really late and I was getting furious because I saw a million areas where I needed the morph ball and I couldn't get through them! ARGH! While Samus was mostly controlled very well, one thing did upset me... Why is there no toggle button? You had to hold down buttons ALL the time. Holding down the control stick to speed boost, holding down R to missile, holding down ZR to grapple beam. I would have preferred it to just press R once and now I have missiles. Like this, it was a cramp for the hands. At least an option to toggle the controls would have been nice. In the final boss I pretty much held down R ALL the time and my finger was really hurting at the end... And last, the EMMIs! Sadly, I have to admit... they aren't really giving you a sense of dread. They are confined to their own zones and you are completely safe outside of these zones. Yeah, the zones are massive, but the game is so nice to show you where the exits are, so it is just a matter of opening up your map and find the exit. In the end, going through an EMMI zone was more annoying than dreadful and you beat them one by one anyway. I know letting them free roam in the whole map would have been a massive thing to do, but even in their own zones the dread wasn't really there. That could have done a bit better. That felt like a lot of complaints, but overall, I enjoyed the game a lot. It plays very well and Samus' new abilities are definitely a bonus. Overall It isn't a perfect game, but it is a damn good game and totally worth the price. I played around 14 hours on it (100 % the items). There are a lot of puzzles to solve for
you (some of them I solved on my own, some of them my husband helped me figure out and one of them I had to hand him the controller) and after beating the game I got a hard mode unlocked, for anyone who seeks for a challenge. And the challenge will be there, because the game was pretty hard already on normal mode! But it is mostly a trial and error with the bosses, you just need to learn their patterns and the check points are so fair, they literally drop you off in the room right before the boss. When I would give the game a number out of ten, I would give it an 8/10. Extremely polished, but has a few things that prevent a higher number, like the boring music, the hand cramps in controlling Samus and that the EMMIs aren't dread inducing.
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2020 August Update
For once, development has moved on time (sorta). I am happy to announce that the "Reveal and Launch" trailer for Phoenotopia Awakening will drop this morning at 9AM. And the game itself is set to launch for Nintendo Switch on August 20th.
You may recognize that August 20th is in fact the 6th year anniversary of the Flash game. I wasn't particularly aiming for this date - I actually wanted August 14th. It's like a minefield - even just one week offset forward or backward could put you into a crowded release slot. And you don't know how everyone's moving because they're also probably considering the same things. At some point you're locked in and you can't change course. In the end, I added 1 week to the time I wanted initially as an error buffer in case some things came up - which they did! So August 20 ended up being about just right for us and a neat coincidence to boot.
First half of July
The first half of July, I threw myself well into the PC port. The controls still need to be figured out, but we did make a lot of progress. I found out about a 3rd party library called "Rewired" which is all about supporting a multitude of different controllers, disconnects, reconnects, and so forth. It doesn't take us all the way there, but it did remove a lot of the headache involved.
There's still a lot of design involved concerning controller rebinding. For instance, how much of the controls do you expose and allow to be remapped? Technically, you could allow so much freedom that you can break the controls. One solution for that is to lock a portion of the keyboard to be unmappable and so you're never without controls that can remap a menu.
(my solution was to have a lock screen that confirms you have the necessary inputs to at least return to the rebind menu and fix the controls should they ever be set in so bad a state)
There are also some things that a joypad can do that a keyboard can't, and vice versa. For instance, the control stick allows 360 degrees of movement and detects sensitivity. How much you push the control stick will determine whether Gail walks or jogs. However, the buttons on the keyboard do not have sensitivity - they're either all ON or all OFF. Thus, there's no way to "walk" if using a keyboard. I could add a separate "hold to walk" button to the keyboard but that introduces an incongruence between the joypad and the keyboard.
(Rewired's interface for mapping keyboard and joypads. If a "hold to walk" action existed, it would only make sense for the keyboard column, but not the joypad column. Finding that perfect balance between joystick and keyboard will be a challenge.)
Another snag we've hit are button names. If using a Nintendo, Sony, or Microsoft controller, the Right Trigger is either going to be named ZR, R2, or RT. Rewired can be agnostic about joypads, which is great because it reduces the workload on my end, but the caveat is that buttons like this will simply be called "Right Trigger". (See that first image again). Not really elegant...
I can probably fix this after I've had more time to investigate. However, around this time I had to pause PC development, because the Switch version became unblocked and now required my full attention.
Second half of July
The 2nd half of July proved quite busy. As noted in my previous blog post, I thought the Switch version was on track and off my hands. Turns out there were a few more hurdles to clear, and the ball came back into my court, and it moved back and forth a few times. Luckily, the hurdles are really cleared now and we're set to release (August 20!). The specifics of this process are under NDA, so I won't go into details.
We also went around updating a bunch of the game's social media sites - facebook, twitter, youtube. The second half of July was also when we started acting in a PR capacity - we're combing websites and youtube channels and looking for people who look like they might want to cover Phoenotopia. This was fun! I used to read IGN daily over a decade ago (back when Matt and Fran ran the IGN Nintendo channel). Then college happened followed by early work life, and I wasn't able to follow videogames as much anymore. I didn't even have access to a TV for a few years. And I never found a new landing page after that, so combing for websites and youtube channels was a lot of fun. It was interesting to see how the landscape has changed, and the new depth and variety that exists.
We're set to send out a BUNCH of emails tomorrow. Will they catch? No idea... I think if I had 20 reviews on launch day on OpenCritic, I'd consider that a success. We'll see!
Fan Art
This past month, we see a lot of fan artists cross Phoenotopia with other universes. Luckily, all universes I'm familiar with. I'm impressed by the creativity on display!
First, what if Gail appeared as an enemy in Undertale? Glittering_Touch_904 depicts the scene. Gale, like Sans, has only one eye shining meaning she's about to dish out some serious pain. Nice! Definitely choose the Mercy option.

R_Contagio answers the question of what would happen if Phoenotopia was depicted in the style of Limbo? And the answer is very pretty! I'm impressed by how everything is done with one color. Using a band of white to depict water, the creepy eyes on every creature, the patience in drawing each leaf... very impressive! I'd play this game!
UnrealWorld_32 depicts a scene that asks what it would look like if Gale was still back in Panselo when the invasion happens :D I'm impressed by the use of colors - they look like they could come from the game itself! I think it wouldn't be a fair fight. For the invader.
A rare scene, Didi depicts Gail, hammer at the ready, approaching a dreaded Phoenix Pod. We get lots of depictions of 66, but rarely of the pod itself! In the Flash game, we skirt around how the pod opens by having it opened off-screen, so it's nice to see the pod up close. The mystery remains... how does it open?

Another crossover of Phoenotopia and the Shrek universe - this "Shrale" is drawn by Firanka. I'm impressed by the use of colors - dominant use of red garb contrasts well with her green skin. She kinda looks like a grumpy Namekian. Hah hah. What is she annoyed at?
Maybe this little running Gail underfoot (also drawn by Firanka)
Coming Up
We'll continue acting in a PR capacity leading up to the game's release. When the game finally does launch on Switch, I suspect I'll become swamped handling bug reports. When the flash game launched, I remember being swamped for 3 weeks straight! Day in, day out, fixing bugs. I suspect it'll be the same with Phoenotopia: Awakening, but to a heightened degree.
Regardless, we'll post an update on the state of ourselves at the end of September. Even if it's only a small one. Until then!
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