The -leastest likely to kill you- voice in the dark you ever heard | age: '98
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Do not explain to the bots, how you are able to spot them. Their operators check those messages
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For my fellow JJK woman enjoyers
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It's getting a littler harder to see... compared to usual anyway
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Guren Lagan type shi
05.10 - Morningstar
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between stars and souls ⋆⁺₊✧ get wallpapers ★ twitter ★ art prints ★ support me
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Hiiiiiiiiiiiii~
I didn't promise you mortals a new schedule format, so I don't have to apologize for not having it done yet, just the mortals elsewhere
Or... Maybe I owe you because I said something?
I'm not thinking about it- Here's the schedule this week and look!!! We're starting at 6:30pm CST all days of this week~
I'm gonna try to make this a consistent thing where I'm always live at a steady time, instead of only a steady day. And I'll just do short impromptu streams here and there when I have the energy <3
Speaking of energy- I got my mits on the fruits of a few mortal's hopes and dreams this week (indie game demos) so I don't have to eat anyone this week~!
Hold your applause, I know how attached you mortals are to living, so I knew you'd be excited~ ehe
I've planned for the demo to Bug boy, a cute retro style RPG about... Well, bugs. And depending on how long the demo is, there's a second demo- or more like a teaser game- lined up too! So I really hope you don't miss Saturday
Anyway, see you later tonight 💜w💚
#gaming#indie vtuber#vtuber#english vtuber#vtubers of tumblr#vtuber uprising#pixelart#pixel art#indie games
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Now at IPR - Roguelike: A Duo Adventure Game
Legendary beasts, dark sorceries, and cities of sapphire and silver. Fortune and glory beckon just beyond the horizon—your cunning, spirits, and the blades in your hands will claim them. A clash of steel, a howl of courage, and together you carve your path through danger!
https://www.indiepressrevolution.com/xcart/Roguelike-A-Duo-Adventure-Game-Print-PDF.html
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I don't mean to be harsh as I say this, but when did it start becoming a bad thing for games to have designed failure/success states, or a correct way to play/solve a problem? Is that not the taxonomical difference between free play and a game?
The strength of an RPG, tabletop or otherwise, is in the participation the player ought to have in the story/outcome of the unfolding narrative experience. Moreso with tabletop games, because of the fundamental difference between the ruling of a group of players or dm, and the definite "law" of programming. But even rulings can only be pushed so far before you're playing a different game, or simply playing.
Not to say that free play is bad, or inherently lesser, than playing a game, but their fundamental differences are what make each of them fun in different ways. A game's fun isn't just the social aspect, it's finding solutions to a given problem within the agreed upon constraints. Free play's fun is the same as a toy's, in the pure lack of constraints.
Video games are still selling well at their inflated AAA prices, even indie games, so idk if "rules" and the ability to fail/"do something wrong" are the issue. So much as a lack of interest/understanding in a given game, in the ruleset being requested of a given player group, being played.
Play podcasts and the like have made the root of nigh all modern gaming far more visible, but due to the nature of content and the skill of people making it; the "scuff" of actually playing a game is buffed out of the experience for the viewer. So these viewers join the hobby with skewed understanding and expectations. Not to say that play podcasts and similar content should end, and definitely pushing back on the idea that any encounter (even in games that do not feature combat, or structure themselves around what most of us might consider "encounters") should always be doable--
a lvl 50 raid boss ahh dragon should wipe a lvl 3 adventuring party, the headmaster shouldn't always be possible to convince out of expelling you, and if you use the wrong ingredients it should be likely that you lose the baking competition and the farm
but I do want to suggest that this is simply a western audience (possibly US specific) problem.
CoC for example is not only the dominant game in Japan over DnD already, and the culture of play is far different, with players actually engaging with the settings used and the actual rules of Call of Cthulhu. I've only been learning about this difference in play culture because I've been trying to study horror broadly, so it's possible this difference is more about genre, but maybe there's a different solution to this issue besides trying to sand failure out of tabletop games altogether.
The play culture for CoC fans in Japan doesn't have nearly as much despair circling around character death and losses. Again, maybe this is a genre strength for horror as a whole; I can only imagine a few premises that would allow for constant character death in fantasy and most are so dark they may as well just be horror. But maybe there's a page that can be iterated upon from the digital branch of gaming, in giving up canonic death (perma death) as an unofficial standard for long form rpgs, and the introduction of "game over" style failure states.
In our play culture here in the west, or at least the US; people's PCs, basically no matter what game you're playing, are OCs too. OCs that people are working out deep seated traumas and experimenting with unconscious fantasies with at that; representations of major parts of a given player's psyche. The traditional, canon failure state for TTRPGs almost literally means killing someone's thought child.
The aversion to creating something so vulnerable, sharing it with your peers/friends or god forbid strangers, and then watching it get one shot because of a bad roll (even in just a DnD game) or having to retire it permanently for any reason... Is intense.
In a sociopolitical climate where nothing is stable for 90% of these mortals, and almost nothing but death, intense pain, terror, confusion, and guilt are on the horizon; it is a tall ask to make a baby, care for it, pick out it's cute little clothes, and give the fucker a name, just to watch it be permanently reduced to a smear with the clap of a dragon's scaly fat ass because you decided to be a little silly(which requires even more vulnerability to do).
It's just as painful to be the DM who made said caked up dragon, as you lot have already pointed out. A ttrpg equivalent to a game over and reset button could fix that.
Big gleeblor:
It isn’t and shouldn’t be the GM’s job to tell you a story and continually override rules and dice rolls to ensure that story goes in a particular direction and follows a perfect movie three-act structure
D&D5e and Critical Roll play culture has turned GMing into a performance, an unpaid magic slight-of-hand act, instead of a dude who plays the game from the other side of the screen.
This isn’t an entirely new problem, the seeds were planted for it all the way in the 90s, but recent market forces in the past 10 years have accelerated it by like 10,000%
#gaming#game design#indie vtuber#vtuber#english vtuber#vtubers of tumblr#game development#tabletop rpgs#tabletop roleplaying
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the subway was a bit more crowded than expected
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Wanted to share some of my KH3 Gummi Ship builds.
Keyblades:
Locations:
Notable objects:
Bonus Ace Attorney:
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I should call them
almost sobbing trying not to laugh at this ai slop ad. is there no quality checking at ANY point in this process? not the ai generator? not the person okay-ing the ad? not tumblr?
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You're a big fan of women huh?
Poser, name every one.
#If you can't you have to believe in yourself or do a backflip#indie vtuber#vtuber#english vtuber#vtubers of tumblr#lesbian#gwlg#wlw#sapphic
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hell yeah, another eye
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Reblog to scare Disney
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what a week huh?
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Art for the combat and damage sections of the upcoming new edition/sequel to Nuclear Knights... Nuclear Knights: Super
Both pieces star a robot woman whose name I have not yet decided. She, and a few others, ought to feature in art throughout the book.
When will NK:S be done? I don't know! Within the next few months, maybe! I am excited about it. We still need to play test more, and all. But in the meanwhile... more time to work on the art, the graphic identity, the polish...!
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