Bonus:
The moral of the story is, if you see a novelty cat bed, get it if you can.
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Miss, it's time to go to bed.
Are you on your phone again?
Sleeping late will ruin your lovely skin.
This is the final warning.
If you don't fall asleep now,
We are going to dance.
- "잘자요 아가씨" by ASMRZ
found this song and i was possessed to draw @starriegalaxy's butler Eclipse dancing to it
(also i apologize in advance for my horrendous hiragana, hangul, and cursive)
Textless, effectless version under the cut!
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something i find a little bit funny but mostly just really tragic is that utena is fully convinced she's in a found family show for so much of it. and in the most fucked up way imaginable she's kind of right? we all know what being akio's family means.
i do think she sees akio as an older brother figure for a lot of the show, much more so than she ever has genuine romantic feelings for him. this is clearest to me in the black rose arc, where all he is to her is her best friend's older brother who gives her advice and respects her more than any other adult ever does. it makes sense that she'd want to see herself as a part of their family too. there's nothing to imply that her feelings are at all romantic in nature. it's only when he starts getting closer to her and intiating physical contact that she starts blushing around him and might be developing a crush -- although personally, i read it more as confused uncomfortable embarrassment most of the time, combined with the expectation that romance is what she should want, and so that must be what she's feeling, right? (this gets kind of naively reenforced by wakaba telling her how cool and handsome akio is and how lucky utena is to be close to him.)
and i don't think it's a coincidence that akio starts calling utena "part of the family" after he's planted this idea of romance in her. reenforcing her previous feelings towards him only after he has started to make them change into something different. he is deliberately trying to cofuse her idea of a familial/sibling relationship with that of a romantic/sexual one, because to him there really isn't a difference, and so that when she inevitably learns about him and anthy, utena will see her not as a fellow victim to find solidarity in, but as competition for his affection. and it works, at least at first.
all this is why i vehemently disagree when people call utena stupid for not noticing that something is wrong about anthy and akio's relationship while she's living with them. not only is it deliberately being hidden from her by both of them for a long time, she also literally has no idea what a sibling relationship is supposed to look like. she has no healthy example to compare anything to. even if she did notice something off about how anthy and akio interact, why would she assume she knows better than them how to be a family? she doesn't have one, after all. and when akio tells her that she is his family, he very much does not treat her like it, but she doesn't really have much choice in believing that it's normal, because isn't that how he treats anthy as well?
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I love the olive tree bed because it can lead to two conclusions.
Nr.1 Odysseus the city saker is a hopeless romantic
OR
Nr.2 Odysseus is a fucking weirdo. Who thought, why do thinks the normal essay way when you can do it unnessarly compliced?
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In general I'm not a fan of card mechanics in digital games. I'm already not big on card games in real life (I don't enjoy competitive games in general), but I think digital games are uniquely poised to use card systems inadequately. I think a lot of the time card games are used to try and abstract game actions or resources arbitrarily and introduce a weird sort of artificial scarcity to them (e.g. "I can't perform because I don't have [x] card"), whereas I feel cards are something that...basically don't really need to exist in digital frameworks most of the time because I believe their benefits often uniquely solve problems most relevant to physical play (e.g. randomly generating a unique set of items in a situation where you have a limited base set).
I also think in current game design trends digital card systems are often used like a roguelike shorthand where you can work in a card system to introduce a random element that happens to feel fairer because 'it's cards'. While it certainly enforces the whole roguelike negative feedback loop that is so prominent within the genre, I just think it's so excessively arbitrary when it's tied to cards (why should I fail a run because I got a bad hand, and such).
I'm sure this is also really subjective and nitpicky but I think the games that are conceptually the most interesting involving cards are ones that consciously acknowledge that yes, it's cards, and actively attempt work that into the actual theme and core premise of the game (Inscryption, Balatro, heck even something like Gwent) to make something that is Cards But Cool and Interesting. I think there's little that feels worse than when you're playing a game that has a card game mechanic but the game itself is like, a combat dungeon crawler or shoot 'em up.
Yes okay you have A Card System but what about Cards is specifically necessary for this to be built this way? Like...why did you need a card system as opposed to just...a random modifier system or some sort of event pool? How do cards as objects specifically fit in with your game or world? Your game isn't about cards in any way, but you're suddenly structuring your game system around very arbitrary rules that cards imply because they're applied to real-world structures of chance???? Why didn't you just...do literally anything else??
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