goose-exclamation-point
goose-exclamation-point
an absurd bird
51 posts
Hi! I'm 'goose!', I mainly just have this blog to follow people I like, but if you stick around you'll probably end up seeing some creative interests of mine! As of now, this'll probably consist of modding the game Celeste. I do that a lot.
Don't wanna be here? Send us removal request.
goose-exclamation-point · 2 years ago
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your ligaments
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goose-exclamation-point · 2 years ago
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orange expert finally?? im so hyped
whens blue coming out
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goose-exclamation-point · 2 years ago
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Today I saw this poster near my maths class. I did not want to witness a transgender politics debate but still thought a contribution could be wonderful thus I printed this Gabriel. I think it wins the debate with flying colours
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goose-exclamation-point · 2 years ago
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Ocean
go to this random coordinates generator and say in the tags how you would fare if you were dropped where it generates without warning. i’ll go first i’d be dropped in the middle of the fucking south atlantic ocean and perish
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goose-exclamation-point · 2 years ago
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my two favorite animals combined
#me
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goose-exclamation-point · 2 years ago
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need to fall down this rabbit hole immediately.
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goose-exclamation-point · 2 years ago
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who up being weary and haggard on a wednesday
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goose-exclamation-point · 2 years ago
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Every time I get frustrated with a tool or appliance I think about the bit in 17776 about how people crave a little bit of inefficiency, how if everything always worked perfectly and instantly we would lose a lot of the joys of being human, how deeply humans want to want, and I try to find the joy and humanity in what's frustrating me and enjoy that it's not perfect
but this does not apply to printers. absolute bastard machines
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goose-exclamation-point · 2 years ago
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goose-exclamation-point · 2 years ago
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just read all of 17776
that was really good im normal and gonna be obsessing about that for the next ??? however long
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goose-exclamation-point · 2 years ago
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old clip i found
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goose-exclamation-point · 2 years ago
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Madeline from Celeste
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Madeline has a Ryu Number of 4 3.
(CORRECTION: Ogmo, a character from Celeste developer Maddy Thorson’s game Jumper, appears in a secret developer room in Celeste and as a playable character in Super Meat Boy, per the Ryu Number Twitter account, thus shortening Madeline’s Ryu Number from 4 to 3.)
(old image below)
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goose-exclamation-point · 2 years ago
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goose-exclamation-point · 2 years ago
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something very interesting i noticed about the newest side order trailer......
Okay so, I've made a personal vow to not drown my blog in Splatoon stuff, despite how much I've been tempted to, but I do have one thing I noticed about the side order trailer which I found quite, quite, interesting
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In the trailer's upgrade menu, we see an upgrade labeled 'Run Speed Up', and it's description describes increasing movement in Inkling or Octoling form. ..................... inkling form????????????????
okay so. the trailer seems to set up the idea that its eight and pearl, and the usage of the name 'agent 8' means the events of octo expansion must've happened before this... being labeled subject 10008 by tartar and yadda yadda, i dont think people have brought up the idea that its a prequel or whatever, if so i haven't seen it, but this probably means the events of OE are gonna be atleast touched upon. so theres atleast the fact that pearl knows eight, and if you could choose to be an inkling that'd probably mess up atleast the start of the expansion. maybe im desperate for some sort of agent 4 play ability in this, who knows, but either way. food for thought. there is also the fact that the text appears to be taken directly from the text for the run speed up ability ingame, but ive gone back and forth on this as i feel like. why not just take the part about inklings out?? food for thought and a side order of fries with that
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goose-exclamation-point · 2 years ago
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i dont have any more actual meaningful thoughts to reply with here i just think this is more proof 1am celeste thoughts are peak
I think I have to hard disagree on the idea that difficulty implies linearity. And I'm specifically talking about Celeste mods. In my experience, having ten solutions to one problem doesn't make a map less difficult if all ten solutions are equally bullshit. The actual problem with balancing difficulty and linearity is that when you design a level with so many potential solutions, you have to make every solution roughly even in execution. Or at the very least, you want to account for the various potential approaches in balancing them. Which just makes designing rooms so much harder.
Generally when designing difficulty, I like to either make something that someone could probably pick up immediately after Chapter 9 or something that I personally can barely beat. So, in more common terms, it has to either be Intermediate, low Advanced, or Cracked GM.
But I've been experimenting recently with making cracked GM stuff where the player is offered multiple approaches and it's absolutely possible. Maybe that's because I really like working with Spike Jumps and Corner Tech, which inherently expand options and make you rethink how you interact with common obstacles, while I hate working with Ultras because they're the exact opposite of that.
https://m.youtube.com/watch?v=xkotKbNJd_g&list=PLAlu1k6xjlvT74eGDfT6-f2QWRKRE2Q6x&index=5&pp=gAQBiAQB
I made this as a proof of concept for a bullet hell corner spam hybrid and currently all of these solutions except for the last one are usable and similar difficulty. It all comes down to personal preference.
https://m.youtube.com/watch?v=VrxkOK-lAU0&list=PLAlu1k6xjlvT74eGDfT6-f2QWRKRE2Q6x&index=6
And this is what the completed screen looks like. Some of the difficulty comes from the corner tech, some comes from the player needing to manage the infinitely spawning homing missiles, some comes from the player having to make decisions and execute shit while under pressure, and some comes from the lack of a single clear solution to any given segment. At some point the player gets such a huge catalogue of options that asking them to perform clearly signaled tech quits being challenging compared to asking them to filter through their options to find the correct one.
https://m.youtube.com/watch?v=I7y1M-GEhOY&list=PLAlu1k6xjlvT74eGDfT6-f2QWRKRE2Q6x&index=3&pp=gAQBiAQB
Or here's another map I'm working on. The badeline fight is a massive spike in difficulty specifically because the solutions are open ended and combined with having to manage resources, being trapped in a closed in environment without a lot of options to manuever around Badeline chasers, and the heightened pacing, these two rooms are easily a difficulty spike despite the previous rooms using more complex tech. In fact, more than half of my time getting the recording for this was me trying to beat the final screen.
Think of it like this, if the player can afford to put 100% of their attention on executing a tech, then it's easier than if they have to divide their attention. And that division can come from psychological pressure like "is this really the best solution?" or "I need to keep track of the shit chasing me while also doing this thing." Plus, I think open ended shit is more exciting to see run by speedrunners, TAS, and Goldens because part of it is just going "how will they go about it?"
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goose-exclamation-point · 2 years ago
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goose-exclamation-point · 2 years ago
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