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#I tend not to read a lot timeloop stuff in media?
the-fear · 6 months
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hiiiii :3
i read tags on that post you reblogged for me and i agree that its most likely that kayne is nyarlathotep since it'd pretty much align with cthulhu mythos - it often takes human form to walk the earth and it's character is pretty similar to kayne's. It also acts with seemingly no particular goal again just like kayne! and i can't really think of any other gods in cthulhu mythos that would fit him so well
also I'd love to hear more about that theory of yours ^_^!!!!!!
Aw thanks for asking about this! :D
{Putting this under a cut because this is a lot of information. It’s pretty condensed but still quite long}
Please take in mind that this theory only just popped into my head when I read the post, so this has more holes in it than Emmental cheese.
I was thinking on the fact that Harlan’s post mentioned explicitly that Kayne’s identity will be addressed in season 4, and I was wondering what other things have been added to the podcast this season. Most notably are the characters (Oscar, the Butcher, Daniel, etc. - Noel is a Very Close Contender for being Kayne for me), but we’ve also had some other things at least slightly confirmed. Probably one of the most important things that have been confirmed it the time dilation.
I seem to remember that there were quite a lot of theories around time loops and similar phenomena (I think a few were on @ty-betteridge’s blog but I can’t find the posts for some reason). With Scratch’s apparent ability to live longer in dreams than in the real world, eldritch time dilation is basically canon, as far as we know. This could further open the door to other time-related shenanigans, including time loops, to be canon as well.
It’s also been mentioned in the time loop posts that John could in fact be a future Arthur (I may have got this wrong because it’s been a long time since I caught up on the theories). I personally don’t see that (I don’t know how that would fit in with the KIY stuff) but I do really think there’s going to be some stuff involving timeloops and Arthur and John.
Anyway, enough of that ramble! Let’s get back to the important part: who is Kayne?
I 100% believe Kayne is Nyarlathotep - or at least one version of him. Maybe not the one directly from the Lovecraft source material, but definitely an entity that shares the same role as him in the story. Especially with the common description of Nyarlathotep as “joyous”, and we can defintely say that Kayne is enjoying himself with Arthur’s story.
I say that Kayne may not be entirely based on Lovecraft’s Nyarlathotep, because that entity is described as an Outer God, and this theory hinges on the fact that Kayne’s origin is something much closer to home.
So what are some things that we know for sure about Kayne / Nyarlathotep?
From Lovecraft’s source material: his description tends to be of a “tall, swarthy man” but it’s often noted that he can shapeshift.
From the podcast: he has no canon appearance apart from wearing a black suit (and other details), as described by John in part 20. He is also noted to be playing piano in his first appearance.
He also has an Extreme interest in Arthur’s life, as far as to having “watched [Arthur’s] life unfold”. He wants to find out what’s “different” about Arthur compared to other people.
So here’s my theory:
Kayne is Arthur (+ John) from the future.
If you’re thinking that’s a slightly far fetched, I agree! There are several problems with this theory that I need to iron out. I’m replying to this ask because I hope other people can add to this theory, correct me on things that I got wrong, share some more stuff about Nyarlathotep, etc.
One question with this theory is that surely John would recognise Kayne if he looked like Arthur? Well, that’s already got an answer - Kayne can shapeshift, so probably changed his appearance to throw John off his scent. That might also explain the difference in accent between Arthur and Kayne: Future Arthur!Kayne is trying to be incognito, he doesn’t want Arthur and John to find out who he is.
Another question is why is Arthur!Kayne doing this? The motive I think Arthur!Kayne has is pretty evident: he wants to find out what makes him different, what allowed him to become Kayne. We’ve already been told that Arthur is different to most people in that he can hold a piece of the King in Yellow in his mind without succumbing to their will (compared to Marie’s sister, who was taken over completely by Mr Scratch, and the people who did not survive John’s book). Perhaps this difference allowed Arthur to become Kayne (remember that Kayne discusses hearing voices too, perhaps in a similar manner to John + Yellow in Arthur’s mind). Maybe what sets Arthur on the path to becoming Kayne is… accumulating other parts of Gods? Mr Scratch maybe - Arthur might be strong enough to keep charge of his body and Scratch just lives in his mind like Yellow did (if his plans with the stone go badly).
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insertdisc5 · 9 months
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Devlog #16: Answers and Questions
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Hello everyone! Welcome to this month’s devlog!
If you just stumbled upon this, I am Adrienne, also known as insertdisc5! I’m the developer, writer, artist, main programmer, etc of the game. The game being In Stars and Time, a timeloop RPG, which is also the next and final game in the START AGAIN series, following START AGAIN: a prologue (available here!).  You can find out more about In Stars and Time here!!! 
LET’S GET TO IT. This month is Q&A: Cohost edition!
“A Q&A again?” Heheh well I don’t have anything to talk about this month ✨ We’re working hard on finalizing the localization! And on porting to consoles! And on secret stuff! You know, the usual!!! Get excited!!! So, Q&A again 💖 And see, I asked questions for Q&As on Twitter. On Tumblr. On Discord. But some new social media platforms have entered the fray. SO.
Welcome to Q&A: Cohost edition. (Follow me on cohost and/or read this post I wrote about why I think cohost is neat teehee) (and follow me on bluesky if you want. I like it way less though. Sorry bluesky)
@ItsMeLilyV asks:
One of the bits of advice that gets tossed around by indie devs is to avoid making RPGs, especially for your first few games, because they tend to be large in scope, difficult to prototype, and easy to underestimate.
Was this ever a fear for you in making START AGAIN, or In Stars and Time? Did you take any special precaution to keep these games within a scope you could handle, and did you learn tricks from START AGAIN that carried over to ISAT when in came to keeping things manageable? Thank you!! ✨
I had no idea that was a piece of advice given, but yep, that makes a lot of sense! Since I didn’t know, I went in blissfully aware, teehee.
I will say that I am familiar with working on big projects from working on comics, and with seeing big webcomic artists always mention to never start with your magnum opus… And I could tell ISAT had the potential to be way bigger than I imagined, which is why I decided to start with creating the prologue to get used to RPGMaker as well as making games. Kind of a pilot of sorts!
Again, thanks to comics, I know to keep my scope pretty small, because even if you keep it small it WILL balloon into something way bigger than you thought. Just for the prologue, I imagined it’d be a 20mn game, and it’s easily a 2-3h one! Keep your scope small!!!
As for tricks, when I catch myself thinking “wow what if I added this cool thing”, I try to always keep in mind those two things: 1. How long will it take to implement (including bug testing), and 2. Does it add something important to the game. I know we always want to add a fishing game, or a fun minigame, but do you Need It. Does it add something substantial to the story, to the Themes. Or are you just adding it because you like fishing games. Which is a valid reason, but also, maybe just make a fishing game instead. You are not the Yakuza series!!!! You are a small indie gamedev!!!! Think about you in 4 months who has to fix all the fishing game bugs!!!!!!!!!!!!!!!!!!!!!!!!!
@stem asks:
how is it to have a piece of art that's basically done (as far as i understand) that you can't share yet? like how do you personally bide the time until it's finally ready to release, or is it not really a challenge to wait? :0c
It’s so weird!!! The game has been done for so long!!! I’m very glad I asked some friends to playtest the game, so I could at least get some feedback before the game is out… In some ways it feels like the game will be done twice: once back when I finished making the game, and once when the game actually comes out. It’s just a very strange experience. Sometimes people tell me they’re excited to find out more about this story beat, or about this character, and a part of me is like… Wait, haven't you played the game? Oh, yeah, it’s not actually out. Guess you’ll find out later.
EDIT: My god. I just checked on my private devlog for when I completed the Alpha of ISAT. It was in August of last year (I lay down on the floor and look at the ceiling) (I still had to finish all the illustrations so really the game was Done Donezo in October but still…)
anon asked:
What role did Armor Games play in creating the final product?
SO MANY THINGS. Here are some of them: support when it comes to porting/marketing/social media/localization, feedback on the game and how to make it better, community guidance, testing support, QA/internal testing… The game couldn’t be the way it is without them.
For more small details, I have a weekly meeting with my producer, Dora! We talk about the game and how everything is going. A couple months back, I also was checking in with the internal QA team fairly often to fix any remaining bugs. They also helped me find ISAT’s additional programmer, Isabella, and she is a godsend because coding is hard. They also take care of communicating with press, finding more opportunities to showcase the game in conventions, talking with the localization/porting teams… I am probably forgetting a thousand little things they did to help out!!! THEY’RE SO GOOD OK
Anon asked:
So obviously the skills/spells/what have you are based off of Rock, Paper, Scissors. Did you design each "type" to be like a certain style? Rock being heavy damage and defense buffs, scissors being speed and quick attacks, like that?
Absolutely! I just went with the obvious. Rock is physical damage, defense focused, Scissors is swords, attack focused, and Paper is magic, mind focused. It was fun to develop a spell system around those! I’m excited for people to find out more about Craft…
@nickshutter asks:
I really loved START AGAIN (streamed it for a small handful of friends) and was super happy to hear about a follow-up! The cast is so much fun and their personalities are really well-balanced—did any of the characters change pretty drastically from their initial conception during development of the game?
I’m so glad you streamed it with friends… I hope you had a good fun time…
And for sure! Isabeau and Mirabelle were pretty set from the get go (himbo and shy wallflower), but Odile started as more of a gentle teacher type, even if I very quickly went the snarky old lady route. Siffrin and Bonnie were harder to pin down– I wasn’t sure how to portray Siffrin’s despair in the prologue, and started showing them more overtly depressed, but I thought it’d be Very Yummy to have them show a happy facade to their friends. And then, for ISAT, I had to figure out what a non-depressed Siffrin would be like, for the first couple acts of the game before the despair sets in. As for Bonnie, I had a lot of trouble figuring out what they’d be like, what kind of kid they were, what their relationship with everyone else would be like, and then I thought about what their past would be like and then their characterization was set in stone. Sometimes you need to figure out One Thing to unlock a character’s brain. I’m very excited for everyone to find out more about each character in ISAT!
@SuperBiasedGary asks:
What games (or other media) lit a fire under you to create your own?
It could be stuff you liked so much it inspired, something you found frustrating because you felt an itch to do it differently, or something that made you realise humans make things and you could be one of them.
I found a lot of indie games inspiring, but I think Umineko might’ve been the one that made me go… Oh, anyone can just make a massive video game narrative. And you can make it very simple, with kinda goofy sprites, and still manage to make an incredibly touching story!
As for frustrating games that lit a fire under me, I think I’d say in general, I found issue with the classic trope of the “main character helps people and doesn’t get anything back”. What often happens in some games is that you help NPCs with their problems, sometimes helping them with very intense, complicated problems! For a very long time! And, in exchange, you get… A cool item? A nice new skill? And that’s it?
I know this might be complicated to implement on a narrative perspective, but I remember playing Persona 5, and your character just went through a very harrowing experience (like, oh, being INTERROGATED AND TORTURED BY THE POLICE) and you help your friends during social links, and they go “thanks for your help! Bye~” like WHAT ABOUT ME. WHAT ABOUT MY PROBLEMS. CAN YOU GIVE ME A HUG
So on a certain level, I wanted a game where instead of the characters around you having problems, the main character also has problems. And is subconsciously screaming “CAN YOU PLEASE NOTICE I HAVE PROBLEMS AND GIVE ME A HUG.” And hopefully, the characters notice. Winks
Hm. I do want to say I wrote most of the prologue/ISAT during the pandemic, and I felt very lonely and not supported. But then guess what. I told my friends about how I felt. And most of them told me they had no idea, and vowed to support me more. And now I’m closer to them. So the moral of this answer is, yeah, it’d be nice if people noticed, but also, you need to tell people when you’re feeling bad. LOOKS AT SIFFRIN
Anon asked:
Is there a song you listen to in order to put yourself in the sasasa/ISAT mindset?
I have a whole playlist baybee. Before you ask: there aren’t any hidden meanings behind those song choices. It’s about the Mood, and also my personal tastes in music I listen to when I need to concentrate. I like songs that go WUB WUB
 In no particular order, here are five random songs I played on repeat when making the prologue:
Future Club (Arcade Version) by Perturbator (in bold because this was THE song I listened to on repeat. I believe I gave it to Lindar for inspiration lol)
Arcades by C2C
Wake Me Up by Para One
The First Wish by DROELOE
Les Enfants du Paradis by World’s End Girlfriend
And here are five random songs I played on repeat for In Stars and Time:
Down by Chloe x Halle
Nonsense Bungaku by Eve
Non-Breathe Oblige by PinocchioP
Gentle Heart by Jamie Paige
Ready For The Floor by Hot Chip
It’s interesting, the songs I listened to for the prologue are generally more heavy and frenetic, while the ones for ISAT are more hopeful… I made sure to listen to more lively songs for ISAT, since that’s the feeling I wanted to give off…
That’s all the questions I have! In other, non related ISAT news, I have started a new project and having a lot of fun. It’s a visual novel this time. I’m hoping to get some screenshots ready in the next few months, but also I’m taking it easy on this one. If it takes years with many breaks in between to get it done, it’s fine. What matters to me right now is the process!
That’s all I have to say for today! Let me know if you have any questions, or if there’s any aspect of the game development struggle you’d like me to talk about! See you next time!!!
AND DON’T FORGET TO WISHLIST THE GAME ON STEAM ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THAT’S THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
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