#just make it fully puzzle solving point and click
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montydrawsstuff · 2 years ago
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Pitchin my
Game ide
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ruvviks · 9 months ago
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having an idea for a game but it's miles above your skill level
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#personal#elevator pitch: point and click 2d art-heavy narrative driven game. mc is a scientist in a closed off laboratory in a post apocalyptic worl#player plays as the mc going through a daily routine consisting of taking care of a few patients that are dying of#the zombie plant esque disease that has wiped out humanity. working towards breakthrough day. on which they should#hopefully have managed to recreate the exact circumstances in which patient zero got turned#in hopes to reverse engineer it into a cure#solving puzzles along the way to open up new locations within the labs to piece together what exactly went wrong in the first place#and like!!!!!!!! i know i could do this. realistically i know i could put a game like this together but it's just#the dev heavy stuff that is stopping me because well i am just a game artist JHDGJFDKGJDFGKFDG#all the patients are in different stages of infection and it's all affecting them differently because of different variables#only one of the patients is actually fully lucid and can be spoken to on the daily#but then on breakthrough day they end up taking their own life JUST like patient zero did exactly a year ago#and it turns out that despite showing little symptoms on the outside the plants were taking root inside of them#which has been foreshadowed through earlier gameplay with the patient feeling itchy but not being able to scratch the itch#and on breakthrough day the flowers inside of them bloomed... and it was unbearable so they used the gun that they took#a year ago from patient zero's body (their colleague) to end it all. and THAT is what ends up turning them into a plant zombie#and the player has been working towards getting into the labs where it all started to find patient zero's body and like#get access to the logs of their last few days. and after the patient in the present has passed they listen to the logs#while the credits roll. and patient zero describes very similar symptoms in the logs. and they also couldn't have been saved#ig the patients in this could be some sort of metaphor for like. how illness doesn't always come with (the same) symptoms for everyone#and how even if it's not visible on the outside someone might be struggling a lot etc etc. something in that direction#anyway hi does anyone here see my vision. do you understand what i'm going for. anyway yes i hope i can make it reality one day
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neptunezo · 1 year ago
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Out of the blue, Bruce announces to the batfam, that he does, in fact, have a favorite child. He proposes a challenge, that anyone who can guess the favorite child gets first dibs on Alfreds cooking for a whole month (practically winning the lottery) so the batkids are now invested.
Damian immediately guesses Dick, fully under the impression that he’s right and Bruce is just trying to play mind games with them. Damian was incorrect.
Dick guesses Jason after finding out it’s not him, he was wrong, it’s not Jason.
Now Jason is intrigued, he’s noticed Tim still hasn’t guessed but is probably analyzing everything. Knowing Tim takes awhile (even if he is always correct) Jason goes ahead and guesses anyways, completely confident in his answer. Jason guesses Duke, he is incorrect.
Babs, knowing she isn’t one of Bruces kids so she doesn’t count for this challenge (because if she did it would obviously be her) she guesses Damian, the obvious choice. His biological son. Bruce smirks and shakes his head.
Duke guesses Tim, an answer that would make the most sense. I mean, Tim is practically Bruce 2.0, but he isn’t the favorite child.
Suddenly it clicks, Tim is now frustrated it took him so long to see. Obviously the favorite is Cass, who else could it be?? Tim almost has a tantrum when told he was wrong.
Now everyone is confused, they’ve gone through all of his kids. Tim doesn’t know why he hasn’t solved this puzzle yet. He looks for more clues and sees Cass wearing a ring. An engagement ring. The same one Steph is also wearing. It finally makes sense.
“I know who it is,” Tim brags. “But I’ve already used my guess, so Cass, please do the honors.”
Cass then points to Stephanie. Bruce has the biggest grin on his face as his nods. This is how they all find out that Cass and Steph are getting married.
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meruz · 9 months ago
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hi meruz please tell me all your thoughts on outer wilds I am absolutely Living rn
HI oh my god i have so many thoughts. I think I'm gonna keep posting fanart so this definitely isnt gonna be my last word on the matter but wow what a game! um... idk if I wanna just type forever but I can give you at least a few key thoughts I had...
It took me a second to get into! I had been waiting for the switch port so I was really excited starting out but there were a couple early play sessions months apart where I was struggling with the controls and overwhelmed with the openness...I have a hard time with a lot of open worlds games because I just..dont have a lot of free time LOL. But I was complaining abt this to my brother and he was also having a hard time rly digging into the game so when he flew over to visit me a couple weeks ago I was like ok lets do this together (incentivizing gaming by making it social/co-operative). And we had a blast!!! it rly is the type of game you can play as co-op just by having someone else on the couch or on stream doin the thinking alongside you or bouncing theories off of. I do think he's a much better puzzle solver than me though lol (he works in research, so he's got that researcher brain), he made a lot of the leaps of logic way early while I was still turning things over in my head lmao.... AND he's better with the controls because he plays a lot of flight sims?! i think he got annoyed watching me bumble around anytime i had the controller. my sole contribution was doing the stealthy parts in the dlc because im stupid and consequentially lack fear.
I kind of grew up playing majoras mask and windwaker like that was the era of zelda games I was rly activated and engaged for as a kid and I didn't realize how much I was missing and craving that type of experience again LOL. I think especially with how I personally felt that tears of the kingdom was narratively and structurally a step down from botw... idk... i mean you can tell from interviews abt Outer Wilds that the devs clearly have a lot of affection for and thoughts abt the Zelda series as well and I think Outer Wilds was like such a good encapsulation of everything I loved abt those games and also everything I wish they would do lol!! IT ALSO kind of solved a lot of my pain points with open world games and did it in a way that was so elegant... like I think i initially recoiled at the openness but then when i started exploring and realized the scope and level of detail it rly clicked into place.. im just in awe.
umm i love every hearthian they were all so charming. it rly did feel like an older school of nintendo rpg where every npc has so much personality lol. i loved that every alien race in the game was some weird animal like the designs for all of them were rly good. i love that it was a "worn" universe and that everything looked old or used. I love astronomy and space and space concepts but I don't really like really lofty and impersonal/minimalist scifi so i feel like this was a great and accessible art direction for me personally. i especially thought the backpacking/outerdoorsy aesthetic was really inspired! I think "exploration" sometimes exists on a spectrum where one end of it can be really colonialist/militaristic LOL... UM which im not like. fully against i think it can be an interesting idea to dissect? but i feel like we see it a lot and it was neat to see this which felt like the complete opposite end of that spectrum. weirdly enough playing Outer Wilds made me immediately go and finally finish Firewatch right after but I felt a little spoiled I was like ehh..that was good but it wasn't Outer Wilds LOL.
i think a lot of the themes reminded me of lord of the rings/tolkien lore LOL IDK. I GUESS THIS IS LIKE BIG SPOILERS SO if you havent played dont read but like. the entire concept of being born at the end of a great and enormous world/age with a rich history and you only getting to see the end of it, living in the shadow of great civilization...keeping your humble home in your heart idk. but then also the new world being a song ... I'm a sucker. I love it.
yeah sorry only compliments. anyways yeah i want to do more fanart... soon!! hopefully!
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rook-laidir · 3 months ago
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31. LoF!Rook disarming a trap or solving a puzzle (?)
I wrote about exactly this in Stolen Moments so here’s an excerpt:
Neve was about to reply, but stopped short, the hairs on the back of her neck standing up. “Wait,” she said firmly, holding out an arm to stop her two companions. “Something’s wrong.”
“And it’s not the demon?” Davrin asked, hand already twitching for his sword.
“No, this is different,” Neve mused, staring into a long hallway of the catacombs. They would just have to walk forward. It was too simple. Nothing in Dock Town was ever this simple. “Someone’s set up a trap. Fairly recently too - probably whoever summoned the demon. It’s not the Venatori’s work, this is more subtle. Keep back until I know what we’re dealing with.”
Before Neve could even fully finish her sentence, Rook was scouting ahead, making a beeline towards a specific stone tile.
“Fenedhis, Rook, what are you doing?” Davrin asked, already reaching to grab the smaller elf by the back of their armor.
“Relax, it's fine! I know this one,” Rook insisted, not looking away from the tile. It was slightly discolored, compared to the other tiles. Rook only noticed because they knew to look for it. Taking out a spare dagger, Rook got to work, gently prying the loose stone away. “I’ve run into a few traps like this with the Lords. This one’s actually really fun, there’s a pattern in the tiles, but it changes based on which tiles you stepped on and…anyway, they’re usually connected by a mechanism that determines the pattern. If I can get to it, I can make it safe for us to go.”
“Good eye,” Neve said with a small, fleeting smile.
“It’s why I’m here,” Rook joked right back, smiling wide when they heard a decisive click . “There! That should let us get across without setting anything off.”
Davrin and Neve started to walk, feeling the pressure plates lower under their feet. Out of habit, the two of them tensed, waiting for a trap or an army of demons or undead that never came. Instead, there was just a soft, empty click in its place.
“Huh, looks like Rook actually did it,” Davrin said with a smirk, walking much more confidently across the hallway.
“I knew there was a reason we kept them around,” Neve joked right back with a smirk of her own.
“Should we let them help with our shop? We could have them scout ahead and disarm the traps.”
“Or they’ll just set them off.”
“I can still hear you!” Rook called out from their spot by the tile, deft fingers delicately working on the mechanism once more.
Davrin chuckled, crossing his arms and looking over to their leader once he and Neve reached the other side. “Just wondering why you’re still fiddling with that thing. Is it on a timer?”
“Just making sure we can’t be followed,” Rook explained, resetting the pins.
Neve smirked. “Clever.”
“Let’s not start giving them compliments just yet. They’re still all the way over there and now the floor’s trapped again,” the warden pointed out.
“I think they just wanted an excuse to do the puzzle,” Neve quipped, crossing her arms as she watched Rook hop across the floor.
“You know, I think this is the most they’ve used their brain since we’ve met.”
“Do you think they’ll get an injury from it?”
“Five gold says they’ll set something off.”
“Ten says it’s because they trip.”
“You’ll both owe me fifteen for solving it,” Rook grumbled, delicately hopping along the pattern they figured out - well, the pattern they were mostly sure was right. So they liked a good puzzle. Being with the Lords of Fortune wasn’t all gold and glory all the time.
Neve couldn’t help but smirk as she watched the rogue try to figure it out. Of course Rook would reset a deadly trap just to prove they could outsmart it. As much fun as it was to make jabs at their leader, Neve knew Rook was much smarter than they let on. But why did they dumb themselves down? Was it a reflex or a front? Maybe so others would underestimate them? Either way, the way they would stick out the tip of their tongue as they focused and the way their curls would bounce as they strategically jumped from tile to tile was cute endearing.
Rook hopped onto the final piece of stone with a triumphant smile, big enough to light up even the darkest corners of the Minrathous catacombs. “You owe me thirty gold.”
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funkbun · 1 year ago
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TOP TEN BUGSNAX HIDDEN SECRETS AND FUN FACTS:
Some totally WILD things that YOU might have never known about BUGSNAX!
1. The first Bugsnak created was Rootle, as confirmed in some 2019 interviews with Young Horses. It was also supposed to be the mascot for the series, but Paletoss was the far more cuter mascot.
2. Grumpuses as a species are just genetically modified humans, created eons ago (2016). They were all told to leave Earth, and now all live on the planet the game takes place on. This will be a major plotpoint in Bugsnax 5: We Know The Bugs Are Parasites Again, coming out in 2040.
3. If you jump over the shorter grumpuses (Gramble, Beffica, Wambus, etc), your friendship points with them will go down, and you'll get a stern talking to. Be nice!!!!!!!
4. The player can actually solve the Frosted Peak door puzzle before Major Celebration. Doing this makes 75% of the late game events completely useless, and most of the grumpuses have a high chance of dying. But HEY, you get to find Lizbert!
5. When searching through the game files, you can find models meant for every type of bug and every type of snack that shows up in this game as Bugsnax. Next to Bunger's model files, for example, you'll be able to see a fully modeled cheeseburger and rhinoceros beetle. Really shows you how dedicated these devs were!
6. Cromdo is gay
7. Much like the hidden Triplicate Message in Boiling Bay before the Isle of Bigsnax dlc, when you click Triffany's photobook in her and Wambus' hut, you'll get a message saying "Bronica's Tragic Awful Backstory Is NOT Finished, Now PLEASE Look Away!!!" with a silhouette of Bronica's sticker next to it.
8. The game was set to be released all the way back in 2007, but it was pushed back because Adolescent Horses couldn't figure out what the name for that silly blue guy should be. They went through hundreds, possibly thousands of name choices all those years, but couldn't find one that truly fit that guy. In November 2020, just 2 days before the game released, they got it! They're gonna name that blue guy Philbo.
9. The real villain of the game is that one Flamin' Cheepoof found in Boiling Bay. It may not seem obvious to you, but after listening to what those Old Horses have to say, you'll get it.
10. On the first day of the fourth month of the year 2024, some person with a blog will give out some strange but interesting information about Bugsnax. Don't know why they all waited four years to reveal this information, but whatever.
The TOTALLY REAL and RELIABLE sources for all of these facts have all been compiled into THIS VIDEO! Wow!
youtube
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aubreyvibes · 2 months ago
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"The Mind of a Detective"
(Sherlock Holmes x Reader)
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The room was filled with an eerie stillness, only interrupted by the occasional sound of Sherlock pacing across the floor. His steps were deliberate, fast, yet without the usual urgency he displayed during a case. He was lost in thought again — his mind working at a pace that most couldn't even begin to comprehend. It wasn’t unusual, but tonight, the atmosphere felt heavier. Something was off.
You sat across from him, quietly observing. His dark curls fell messily into his eyes, and his hands, always restless, rubbed against his chin in thought. You were used to his eccentricities, his unpredictability. But this case had started to feel different. The pieces were there, scattered in plain sight, but they didn’t seem to fit together the way they should.
Sherlock's eyes flicked toward you, but you saw no sign of recognition. It was as if you were just another piece of the puzzle in his mind — another variable to be considered.
"You’re quiet tonight," you said, breaking the silence. "Don’t tell me you're stuck."
His gaze sharpened, and his lips curled slightly. “Stuck? Please. I never get stuck." He leaned closer, his piercing eyes never leaving yours. “I’m merely waiting for the final piece to fall into place. It’s just... eluding me.”
You leaned back, feeling a quiet frustration building. "You’ve been saying that for hours. Do you ever stop thinking?"
He didn’t answer immediately. Instead, he turned back to the crime board pinned up against the wall, filled with sketches and photos. It was a complicated case. A murder in the heart of London, no clear suspects, and far too many pieces that didn’t make sense.
The killer had been careful. Too careful. All the clues pointed in different directions, each one a dead end. It was frustrating, and it was starting to feel like the criminal was deliberately keeping you both in the dark.
“Sherlock,” you spoke again, this time more forcefully. “This doesn’t feel right. We’ve been chasing shadows. I don’t like this.”
For the first time in hours, Sherlock’s eyes flickered with something other than pure concentration. A hint of curiosity, maybe even annoyance. “What do you mean, ‘don’t like it’?”
“I mean,” you began slowly, choosing your words carefully, “we’re being led in circles. There’s a pattern here, but it’s too perfect. Too orchestrated. Like someone is keeping us on a leash and pulling us wherever they want.”
Sherlock didn’t say anything for a moment, but you could tell he was processing your words, weighing them against his own theories. The silence between you both stretched, thickening as the tension in the room grew.
Finally, he turned to face you fully, his intense gaze locking onto yours. “And do you think I’m incapable of solving this? Do you think I’m missing something?” His voice wasn’t harsh, but there was an undercurrent of something sharper there — frustration, maybe. Or something deeper.
You met his gaze, not flinching. “No. I think you’re too close to it. I think you’re so consumed by the game, you’re overlooking the obvious.”
Sherlock studied you for a long moment, the corner of his mouth twitching like he was about to make some scathing remark. Instead, he sighed and walked over to the board, running his fingers over the photos, his expression unreadable. “You’re wrong,” he muttered. “The answer is in the details. It always is.”
You didn’t argue. Not right away. You’d seen Sherlock solve crimes before — sometimes in ways that made your head spin. His mind was like a machine, turning pieces of evidence over and over until everything clicked into place. But tonight? Tonight, there was a coldness to him, a frustration that he couldn’t shake off. He wasn’t just solving the case; he was obsessed with it. The adrenaline was starting to cloud his judgment.
“I’m going to bed,” you said, standing up. “You should too. You’re not going to figure it out while you’re pacing like this.”
Sherlock shot you a quick glance, clearly not thrilled by the idea of stopping. “Sleep is for the weak, Y/N. If you’d like to waste your time with it, go ahead.”
“Fine. I’ll be the weak one, then.” You turned to leave, but something in his posture stopped you. His shoulders were tense, his hands clenched at his sides, but there was something more there — a flicker of frustration.
You hesitated. “Sherlock...”
“Don’t worry about me,” he interrupted, but the edge to his voice was softer now. Almost resigned. “I don’t need rest. I need a breakthrough.”
You didn’t believe him. Not really. You had seen Sherlock in his worst moments, when exhaustion and obsession took over. But you didn’t press him. Instead, you left him to his thoughts, slipping out of the room with a quiet sigh.
It wasn’t until hours later that you heard it — a loud crash from the next room. You rushed to the door, throwing it open to find Sherlock standing in the middle of the room, surrounded by torn papers and a broken mug. His breathing was ragged, and his eyes looked like they were on the verge of snapping.
“What happened?” you asked, approaching him carefully.
For a moment, Sherlock didn’t respond. He simply stared at the wreckage in front of him. Then, with a sharp breath, he stepped forward and picked up a piece of paper, his hands trembling just slightly.
“It’s all there,” he said, his voice hoarse, as though he had just pulled himself from a fog. “The answer was there all along.”
You watched as he pieced the clues together in his mind, his eyes lighting up with that familiar intensity. There was no more frustration now, just pure focus. Sherlock’s mind had clicked back into place, and the puzzle was finally solved.
It wasn’t magic. It was Sherlock. His mind worked at a level that few could follow. But tonight, for a moment, it had been you who had brought him back from the edge.
Sherlock glanced at you, his eyes sharp but softer than before. “You were right,” he said, almost grudgingly. “I was too close. I should have listened.”
You gave him a small smile, relieved to see him back to his usual self. “You’re welcome. Now, get some sleep, Sherlock. You’ve earned it.”
He didn’t say anything else, but you knew he would — in his own way, when the case was wrapped up and the danger had passed. Until then, though, there was only silence.
And for once, you both didn’t mind it.
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o0owolfwrit3ro0o · 4 months ago
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Double Exposure remake idea - "Life is Strange: Shadows and Spirits"
@thealexchen @nicefieldsfm Here is my idea for how I would rewrite Double Exposure and rename it to Shadows and Spirits, but more fully detailed after putting a lot more thought into what I originally mentioned before;
Have an original as the protagonist like all the other games, and also make their artistic talent scrap-booking. The new protagonist's name, Nina Balthazar, a girl born in Boston, Massachusetts, primarily English descent with some French and Irish and moved to Vermont after high school. Her spirit animal, Tiger. A "Chaotic Good" type, has a mix of charm and grit. Someone deeply creative and a sense of humor, but with a sharp edge, isn't afraid to speak her mind or throw hands if push comes to shove, and with a backstory of not wanting anyone to see her vulnerable like she was years ago after some bad bullying experiences where she has violently lashed out before. Instantly clicks with Moses Murphy, looks up to Gwen Hunter, wary of Loretta Rice and her friendship with Diamond Washington is determinant.
Customization: Before each episode begins, you get to decide on the top and bottom for being indoors. The jacket and (optional) beanie for being outdoors, as well as the decorations on Nina's bag with more that can be found around Caledon University.
Max Caulfield can still be there as a teacher/artist in residence at Caledon. Her introduction comes after the prologue when Nina enters the classroom. In a moment where Nina's lost in her thoughts, there's a flash and click of a camera where see spots Max standing at the door capturing a candid moment with her Polaroid.
The power: Umbrakinesis (Control shadows and manipulate them in ways that can get you pass obstacles, obtain or move things out of reach, be stealthy in creative ways and be a lethal force of nature). The plot would be adjusted accordingly so that the power can be used to solve puzzles and progress in the story.
The collectibles would be photographs and newspaper clippings that Nina can find for her to add into her scrapbook and then decide on what to write next to them.
The romance choices: I would still have Amanda and Vinh be an option, but also have their characters further explored so we can get more time to bond with them and also have an option to reveal the power to them at some point. Whoever you choose can lead to different ways to progress.
Music: The one music artist I would have as the main focus is Koethe Koethe, who has made plenty of Life is Strange inspired songs, and at least one Moment of Calm spot to use the song At a Glace by Message to Bears.
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Names for each episode;
EPISODE 1: Shadow Awakening
EPISODE 2: Spirits of the Past
EPISODE 3: Fear in the Dark
EPISODE 4: Web of Lies
EPISODE 5: Into the Abyss
Each episode with 4-5 major choices that can impact relationships, power usage or Nina’s morality in whether or not she can be more open or more guarded, and 8 minor choices that can be made around campus that affect character interactions, environmental changes, or smaller consequences. The final episode only having one major choice. The story ending in three different ways based on your choices and how you use your power.
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The main conflict: A supernatural mystery revolving around Maya Okada, a student who suffered a tragic fate tied to Caledon University. Her spirit, and others, manifests as shadowy disturbances, and Nina’s power over shadows becomes the key to both uncovering the truth and putting Maya’s spirit to rest.
The main moment where Nina's power is triggered for the first time is when she's in the library late at night, working on a scrap-booking project. Nina stumbles upon an old, cryptic note or journal entry tied to Maya Okada’s death, hidden in the library. The message reading, "They silenced her, but the shadows remember." And when she tries to leave, Nina crosses paths with bullies that are heavily drunk just outside of the building, and they start harassing her to the point they try to grab her scrapbook, the confrontation turning more aggressive. In that moment of raw anger and fear, the streetlights go out, and an unnatural chill fills the air. Shadows in the environment begin to shift and twist unnaturally, coiling around Nina protectively. Without realizing it, she uses her Umbrakinesis for the first time.
A choice is to be made in this moment, using her power to either Make Them Hurt to use her power that constricts and twist their limbs before she then throws bullies across the sidewalk, or Terrorize Them to frighten them into fleeing. The consequences for the following day; If they were left unharmed, their claims of what they had seen last night can be dismissed as hallucinations due to them being heavily inebriated. If they were injured, this could lead to more suspicion towards Nina and she'd have to choose her words in how to deflect it.
As Nina begins to learn more about this power, and debates on experimenting with it with plenty of opportunities to, she also begins to see Maya’s spirit in the shadows that Nina can see and talk to and use her power to connect with her shadow and manifest her into a visible ghost. Maya is not immediately hostile and Nina continues to find cryptic clues, like Maya leading her to hidden places or Nina using her power to reach out to other spirits that trigger visions of Maya’s past life. Their relationship evolves from fear to trust as Nina realizes Maya isn’t evil but deeply hurt.
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When Max accidentally bares witness to Nina's power without her realizing she's there, Max immediately recognizes there's someone else with powers like her and then tells Nina they need to talk as she has her meet in the Hellerton House. From there, they have a heart-to-heart discussion about Nina's powers, and also Max's rewind powers, leading to Max sharing her experiences with rewinding time, and the impossible choice she had to make back in Arcadia Bay. Their discussion leads to Max becoming Nina's mentor in helping her understanding and controlling her power, and how she can use them. Max's gentle, thoughtful demeanor could contrast Nina’s fiery personality, creating a mentor-student dynamic type of relationship. Max’s photography could intertwine with Nina’s scrap-booking for them to collaborate on a project as Max subtly warns Nina about the costs of using her power. - "With great power, comes great bullshit."
Additionally for Chloe Price, depending on the first game's ending, she could also have a place to work at Caledon in a metal workshop, creating commissioned metal sculptures. Chloe can also be there to provide her own support and hella commentary with Max and Nina. Or alternatively, Chloe would be absent with Nina able to find some stuff lying around connecting to Arcadia Bay, including a photo of Chloe.
Throughout the game, there would be moments where Nina can bond more with Max and place more trust in her, strengthening their relationship. Or Nina can act dismissive and guarded, thinking that she can figure things out herself, thus creating tension and slower trust-building between them. And if Chloe is there, depending on how you interact with Max, Chloe can be friendly towards Nina and more open, or confrontational and wary with Nina pushing Max away when she's trying to help.
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The antagonist, Dr. Elias Castor: Maya’s advisor whom she trusted and confided in, but exploited her vulnerability to advance his own research on fear and human behavior. Now, I very much still have my heart set on a proper antagonist who also has a power and truly believe it can work if utilized properly. The way I would go about it is; the power of illusion to control others' fears, can reach out to see what people fear most and then manipulate everything they see and feel as a physical force. Castor’s power gives him control to manipulate what he wants others to see and feel, amplify fear in others, paralyzing them or forcing them to relive their darkest moments. So when Maya threatened to expose him, he used his power to drive her into despair, leading to her tragic death. And now sees Nina (and Max) as his next “subjects”. Dr. Castor can serve as a dark mirror to Nina, representing what she could become if she lets her power consume her and not listen to Max.
Detective Vince Alderman is also there doing his own investigation in the weird events occurring in Caledon, as well as the supposed fight that happened when Nina first used her power, and Dr. Castor discreetly uses Detective Alderman to make things difficult for Nina when she closes in on what really happened to Maya as she navigates the fine line between justice and vengeance when trying to solve the mystery.
After two episodes of subtle manipulation, strange happenings, and moments of doubt, Dr. Castor’s power is revealed during a climatic confrontation near the end of of the third episode. Whether or not Nina tries to use her shadows to confront him, she will then be completely overpowered when he turns her own fears against her in an illusion by his design.
The doctor leans down after subduing her and delivers the chilling line: "You think you're the only one gifted with a special power?" This sets the stage for a battle of wits and strategy as he leaves the room, leaving Nina to use her power of shadows to feel her way through and break out of the illusion trap.
The penultimate would revolve around the relationships built up to this point in who can be trusted and help give Maya's spirit closure and bring down Dr. Castor, and even express her feelings to either Amanda or Vinh wanting to pursue a relationship. Or if you chose to remain guarded and closed off, this would make things a bit more difficult with just Nina and Maya to handle things on their own.
The climax pits Nina against the mad doctor in a full-blown psychological warfare, where both are in an illusion created by Dr. Castor and Nina's control over shadows clashes with his control of her fears. Maya’s spirit could play an important role, either empowering Nina's shadows or distracting Dr. Castor. In the end, when Nina finally has him subdued with her shadows, the player faces a crucial final choice:
Spare Castor's life to expose his crimes, bringing him to justice and giving Maya closure
Use Nina’s power to pierce Castor's heart, crossing a moral line, but ending the threat permanently
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And that's it. Hope that you all like this idea.
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linuxgamenews · 5 months ago
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Experience the Golden Age of Adventure Gaming with Elroy and the Alien
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Elroy and the Aliens release brings back the golden age of adventure gaming on Linux, Mac, and Windows PC with a Demo. All thanks to the creative minds at Motiviti. Gearing up for its debut on Steam. Get ready to blast off into a galaxy full of mysteries, puzzles, and old-school charm — Elroy and the Aliens is releasing on April 2, 2025 on Linux. You can also get a sneak peek during Steam Next Fest this month! This isn’t just another adventure game. It’s a throwback to the golden age of 90s point-and-click classics, with a story that mixes sci-fi, humor, and heartfelt moments in a way that’ll keep you hooked from start to finish.
A Time-Traveler’s Dream
Step into 1993 and meet Elroy, a rocket engineer with big dreams and a bit of a chaotic streak. When his father mysteriously disappears, Elroy teams up with Peggie, a fearless reporter, to track him down. But their search quickly turns into something much bigger—an intergalactic mystery that spans two planets and 60 hand-crafted locations. Expect the game release to include plenty of brain-teasing puzzles, bizarre alien encounters, and secrets buried in ancient legends within Elroy and the Aliens. If you’ve got a soft spot for LucasArts and Sierra classics, you’re in for a treat.
More Than Just a Mystery
It’s not just about solving puzzles and cracking jokes. Elroy and Peggie’s journey dives into themes of love, loss, and regret, making it more than just another quirky sci-fi romp. And as they dig deeper, they’ll discover that a troubled mayor’s scheme could change the galaxy forever—unless they stop it first.
Elroy and the Aliens - Release Date Trailer
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So yeah, no pressure. Just another day in the life of an amateur rocket scientist.
Try It Out for Free
If you’re even slightly curious about this release, good news — the Elroy and the Aliens demo is free to play ahead of Steam Next Fest! You’ll get 30 minutes of fully voiced dialogue, a taste of Slope City, and a chance to meet some of the wacky characters who’ll be tagging along on this adventure. Here’s what you get in the demo:
Meet Elroy and Peggie as they kick off their big mission.
Chat with five fully voiced characters (and maybe pick up some useful info).
Explore Slope City, a charming but slightly odd location.
Enjoy full English voice acting, with text translations in Spanish, French, German, and Brazilian Portuguese.
Wishlist Elroy and the Aliens Ahead of the Release Now
Due to make its debut on April 2, 2025, and it’s already up for Wishlisting on Steam. If you ;ole story-driven adventure games, 90s cartoon aesthetics, and a mix of humor and mystery, this one’s a must-play. Coming to Linux, Mac, and Windows PC So, ready to launch? The demo is live—give it a shot and see where this cosmic journey takes you!
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delusorydetective · 6 months ago
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@viciousrocket continued from ( x )
Vicious's arms crossed lightly as the other spoke, eyes narrowing slightly behind his glasses. Cops coming to him for help? This was definitely a new one. He clicked his tongue slightly in annoyance, he never really did like cops, even before he was a criminal. He was tempted to just turn him down and walk away, claiming he was business but he was also curious as to what a cop could want with him. Clearly, they weren't here to arrest him or start something, which was curious to him, why did they want his help. "There is a decent restaurant nearby, I'll be there in an hour, I'll hear you out but make sure you aren't wasting my time." he decided, turning to walk away with a grin. "I'm sure you can figure out which one without my telling you, detective, consider it a test to see if you are worth hearing out," he called out over his shoulder, with a wave. He had a few things to finish up before dealing with them, and he was curious to see if they would mess with his work or let him be for the sake of the deal.
Her neutral expression remained unchanged, even as the looming figure glared down at her. She'd anticipated that sort of response anyway considering their vast difference in professions. Fortunately though, it turned out her initial intel on the man had been proving correct as her approach wasn't met with hostility. Although the detective knew better than to let her guard down.
On second thought, the man even seemed receptive, agreeing to speak with her in an hours time. Granted, this could easily just be a lie, an excuse to slip away and get out of speaking with her entirely, but she could easily seek him out again. Naoto was convinced though, that it was spoken in earnest.
His proposed challenge, the tone in which he spoke it, and that grin that played upon his lips all gave indications that he would in fact be returning, if only to see if the Detective would succeed the quest placed before her.
The faintest of smiles tugged at the corners of Naoto's own mouth as the man strode away. While she was here under business, little did Vicious know that he'd garnered at least the smallest amount of respect by playing to the Detectives interests. She loved a good puzzle to solve.
Turning on her heals before the man was even fully out of sight, Naoto set out to find this restaurant in question. Perhaps putting a little too much thought into it.
"Decent" would imply at least some quality to the restaurant, while not placing it too high end. A middle of the road establishment would likely have been the best call regardless, as colleges of his may be less likely to frequent them, either end of the scale drawing too much attention.
After sifting through reviews on her rotomphone of each option, and taking note of each businesses address, Naoto finally settled on what she believed to be the intended rendezvous point, arriving not ten minutes before the agreed upon time.
Her choice of table was also a strategic one. In eyesight of the door, to know when the man entered, and near enough a window overlooking the street in case she had been incorrect and would spot him walking by. As the detective waited, she ordered herself a coffee and removed her hat, placing upon the table before herself.
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weemietime · 10 months ago
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Play some Weemie games!
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El Malei
This game is a prequel to Disciples of the Gun and introduces players to the world, lore and narrative style featured within. Both games are based in gritty, hard sci-fi. Disciples will feature  mechanics ranging from simple linear storytelling to relationships, combat, map navigation, puzzle solving, codices, dice-rolling, stats/levels, linguistics and math.  If you're looking to casually drop-in to the setting of DOTG, El Malei is a good starting point. It should take about 5-10 minutes to complete and is largely a short story - gameplay mechanics are much more limited. Be warned that El Malei deals with mature and difficult subject matter such as human trafficking, child abuse, domestic violence and drug addiction. If this type of content is upsetting to you, you should skip El Malei.
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We Stand in the Meadows
We Stand in the Meadows is a side project set in the Disciples 'verse that details the chronicles of a Timazi alien named Jacran Toreel, from his time in the Timay Defense Forces, to his attending an educational institute on Earth.  This one contains a codex as well, elucidating more on the terminology used throughout the 'verse and expands on more of the hard sci-fi concepts at play. As a "game," this is more-or-less just a short story to click through.  It should take about 2-5 minutes to complete.  Deals with very heavy subject matter. Gang violence, genocide, children in combat, etc. Please heed the warnings. 
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Disciples of the Gun
Disciples is a space opera, interactive visual novel, choose-your-own-adventure ... adventure! about the life and times of Ashki Valis. Every choice you make has the potential to branch off into dozens of directions; every species and class offers a profoundly different tale. The dialogue choices lead to legitimate impact on your journey. There are consequences for many decisions made that cannot be undone. This game also features skills, classes, dice rolling, a very bare-bones "level-progression" oriented feel - your character automatically will accumulate levels according to the panels you discover. This game is set 10,000 years into our Earth's future, in a distant star system. You are Ashki Valis - as one of 5 starting classes and species - and you have been abducted by the IMV Vayei, an Interceptor-class frigate tasked with obtaining, training, and deploying slaves into the Iro Provisional Militia. The IPM is the horrifying armada of the Iro Corporate Congress, headquartered on Aven Station in the Satiz-Irath sector of the Milky Way. The CACSI protocols (the Cessation of Armed Conflict in Satiz-Irath) have rendered the IPM illegal occupiers, but Iro's official leadership is simply in no state to govern a dying world.  The IPM is notorious for using an EMOTIONAL CALIBRATION CHIP to remove a person's free will. Ashki may end up chipped, which will put you at the mercy of your captors with no capacity to stop it. Or, you can try to escape. You can try to reason. You can escape and discover a completely unique outcome. Explore a deep-seeded world with original lore and new alien cultures, recruit party members, form bonds and relationships with others (including romance and combat) and delve into each panel with point-and-click aspects.  And for my fellow linguistics nerds, sink your teeth into 2 fully-fledged constructed languages and many bare-bones references to several more. Includes a codex with profiles, alien species, planets, classification systems, and more.  There's no sugar-coating it: this game is heavy. It deals with very mature subject matter that may be triggering to those who struggle with these concepts. For me, the struggle resulted in Disciples. It's not a fantastic game, it's not even a very game-y game, but I have put a ton of heart into it and I really hope as the product matures and comes to fruition that others can enjoy the world I've built. 
Disciples is a work-in-progress! You can play up until level 2, and some of it is still wonky.
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Farmlands of Aresh
The conflict on Laile was cruel.  Ratan Polis - the belligerent leader of the Laile Resistance - was a brutal slave-taker, amassed of a blue-eyed orphan army. Five years of it. You fought and you suffered and you stayed in the aftermath. Driving stakes into unforgiving cracked-clay. You forged bonds with the survivors - the ones who made it home. Their community afraid of them, but you were their interlocuter. The one who helped them return. You stayed, and when it was done, you left. Barely an adult yourself, cast out into the inky expanse of Sol without tether, you turn to what is familiar. You reach Lariyan - a town in the Laira-dominated Aresh - a star-system away. Distance equals time, and the arrow moves forward.  A farming simulation set in the Disciples 'verse, with a focus on healing and recovery. Resource management, day/night cycles, and relationship/dating mechanics included. You can buy and sell items, plant and water crops, mine for ore and chop wood - all while unraveling the stories of each inhabitant - including your own. The war is over. It is.
Farmlands is a work-in-progress, some mechanics work and some do not. There is no mobile support for any of these games! But check 'em out, I've been fiddling around.
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sharpen-your-hatchet · 2 years ago
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Old Wounds - Wenclair fic, chapter 34
Description: Now aged 22, Wednesday Addams is an up-and-coming author. Her time at Nevermore is well behind her, and she is alone, and that suits her just fine...But when a 'new' neighbour shows up in her apartment building, she'll truly be tested on whether her "bad habit" of caring truly has been broken. (Hint: It hasn't.)  
Pairing: Wednesday Addams / Enid Sinclair
Rating: Mature (Fic is fully SFW up to Chapter 20)
Click Here For Previous Chapter
Click Here To Read This Chapter On AO3 or keep reading below!
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After a restless night, Wednesday awakes to her empty bed. Despite having owned this bed for a long time, it is the first time it has felt far too big and far too lonely. It is an inconvenient feeling. It is as though, within such a short period of time, a space that was hers has become unfamiliar and strange; missing something that it has never previously needed... and with the realisation from the previous evening, seeing that empty spot in the dimmed morning light - well, it makes Wednesday’s chest squeeze uncomfortably.
She is glad to have figured out her predicament, but this only leads her into more questions; more puzzles to solve. Her body is still thick with sleep though, and she cannot think yet, but her black little heart yearns for Enid’s presence by her side – this much she can feel. Her thoughts will come to her later. 
Wednesday glances at the clock on her bed side table. It is barely 6am. It is the perfect time to awaken and seize the day. If this was any other day it would be, at least. Today Wednesday does not feel motivation for much at all, despite her previous determination to catch up to speed with her novel. Perhaps she simply needs to push her affections aside and push forward. She is still 6000 words or so behind, after all… 
But with each bleary eyed blink, Wednesday’s thoughts come back to Enid; come back to the home she desires them to have. Together.  Wednesday is more than aware that she is not someone to drop something once she wants it. Ugh.
It’s fine. This is fine. Wednesday needs to think first anyway. She cannot run into this head first, as much as she would love to do exactly that… But no. 
No, what she needs is… Sigh. Advice. 
She baulks at the thought. 
Wednesday Addams does not ask for advice. 
She figured out how to filet a body by the age of 6; She wrote her first novel as a teenager. She has never needed advice on anything… though, that may be a slight exaggeration. What Wednesday means to think is that seeking advice is to show weakness and she has only shown such vulnerability a few times before – each time more painful than the last. 
And, much to her chagrin, she cannot even ask Enid for this assistance. 
So who does it leave? Well. Just her mother, of course. 
Maybe the baristas at the coffee bar, seeing as they clearly know everything about she and Enid… though, Wednesday has likely burned all her bridges with them by this point (after totally not breaking the manager’s arm alongside other minor acts of terrorism) and she cannot stand the idea of pretending to be approachable just for a modicum of self gain. It’s not worth it. No one is worth that effort, frankly. Imbeciles. 
Sighing, Wednesday sits up and swings her legs out of the bed. She pads quietly out of the room, irked by the silence that is so void of Enid’s gentle hum, or the joyous monotonous tone of her typing on her laptop, or even (much to Wednesday’s behest) the annoying little sounds of that elven man on her gaming device. Wednesday has grown strangely invested in the plot… though, she is frankly hoping the maleficent forces win and overrule the world. Enid has told her that’s not how the game works. Wednesday disagrees. 
Not that Wednesday thinks about it frequently, regardless… Anyway- 
Walking into the living room, Wednesday eyes her forgotten manuscript in the typewriter. There’s a page sticking out, flopped over after being so passively abandoned. Wednesday approaches the desk. Looking at the page, she reads over the writing, noting the subtle romantic whims that have crept into the subtext between the antagonist and villain once again. Prior to Enid, she had disgusted herself with such words, and even now it seems abnormal… but perhaps now she sees the tension written in their narrative: spitting words and blinding fights, never wanting to face anyone but each other. Her two characters are enemies, yes, but they only wound each other, searching endlessly to leave the final blow.  They hate each other but… do they? 
Wednesday removes the page, holding it in her hands. For a second she is tempted to screw it up; abandon it, and never let it see the light of day. Her readers might think her mad for something so uncouth… But, it’s her book. It’s her life. She can do whatever the fuck she wants. 
Wednesday adds the page to the manuscript pile. She will never forgive Enid for this. 
(She will. She already has.) 
She stares at the page for another moment, before pulling herself away to deal with the chores of the morning. She knows her mother will have the answers she seeks, but she cannot contact her yet, for her mother insists on at least 8 hours of beauty sleep a night. With the current time, that equals at least another hour. 
Suffice to say, it drags. An hour can sometimes feel like a blip, and other times an endless stretch of void that sucks any remaining willingness to live from your soul. Frankly, the hour that Wednesday experiences is very much the latter. Despite tidying, preparing breakfast, showering, sharpening her throwing knives; not to mention refilling her whisky decanters, re-organising Enid’s tea collection, and taking a short walk to collect her mail from the day prior, Wednesday is still left with 15 minutes of spare time. Enid has said the way she is productive breaks the space-time continuum. Wednesday simply believes other people are just slow. 
The last 15 minutes passes with what Wednesday can only describe as psychosis-inducing slowness. Nothing on this Godless earth seems to resolve the way time seems to drag, and Wednesday finds herself slipping lower and lower into her couch, awaiting the sweet peace of death – as it would likely come sooner than the turn of the hour. 
Her eyes bore into the ceiling, tracing invisible patterns, and she thinks maybe finally she might have lost it. Her mind, that is. 
Five minutes until 7am – Her phone begins to ring. 
So much for slipping into insanity...
Wednesday rushes over to it, scowling, but answering without a second of hesitation. 
“Hello, little raven.” Comes her mother’s dulcet voice. There’s a knowing lull to her tone, and oh, how it makes Wednesday’s chest tighten. Her mother knows something. Of course – she always does. 
“Mother.” Wednesday greets stiffly in return.
There’s a thoughtful murmur that comes through the speaker; it is clear Morticia hears the tension in Wednesday’s voice, and questions her next words… but she is still her mother and has no qualms about making her intentions clear. It is not the Addams way to speak coyly. 
“I am to assume you have figured out your predicament?” 
“I am to assume you have also.” Wednesday quips back.
Morticia hums airily. 
“Of course, that is why I knew to call you, dear. Do keep up.” 
Wednesday is silent for a moment, rolling her eyes...But then as the moment settles, the question she wants to ask claws at her throat. It feels violent, the way it suddenly wishes to erupt from her mouth, but unfortunately, she is yet to find a way to ask that does not admit weakness nor fear of the situation she is presented with. Even if it is her mother, she cannot stand the idea of receiving pity for such feelings. She hopes her mother simply prompts it instead. For once, Wednesday believes her mother’s insatiable desire to be a know-it-all may come in useful – she simply needs to let her mother pry. She hates that idea as well… but it is arguably more palatable than any other course of action. 
Wednesday remains silent; she knows her mother will wish to fill the silence any second now. 
Any. Second.
“So… you and Enid living together, hm?” 
Sweet, gut-wrenching relief. The topic being broached feels like both the calmness of death finally approaching and yet also the unpleasant feeling when the sun creeps through the clouds on a rainy day. That is to say Wednesday accepts its approach, but it is begrudging at best. Though, it is not as though she has a choice – she simply cannot live with this want of hers left unmanaged. 
Wednesday lets out a quiet sigh. 
“Yes. I do not understand why I desire such a thing.” 
“You know why, Wednesday.” 
Wednesday pauses. Regretfully, her mother is correct. She always is; it’s infuriating. It’s quite simple really. It is love. Love, and yearning – nothing more, nothing less. It is disgusting… yet Wednesday craves it, still. 
She cannot believe Enid has done this to her. The audacity.
(She loves her more than anything.) 
What Wednesday expects to follow is an unsolicited story-time from her mother, that details the dull, lengthy – and likely excessively romantic - process of how her father came to ask her mother to live with him. Undoubtedly it involves at least one musical number or piano ballad, and some blood oath exchange. Wednesday can already feel the second-hand embarrassment crawling up her spine. 
Unexpectedly, this does not come to pass. Instead her mother is shockingly practical. She offers Wednesday information that is actually useful, and not covered with five layers of sticky sweetness that leaves a bad taste in her mouth. Wednesday could say she almost enjoys it. Receiving information in a simple and unadulterated format is truly the superior method, particularly when conversing with other people. 
And thus, within the course of maybe an hour or so – Wednesday has a plan. It is a plan that requires a little more effort than she had expected, but her mother is extremely competent at offering a compelling argument. Wednesday is not someone to sway easy, but truly her mother crafted quite the idea. 
It is, dare she say, rather genius. 
Though, it does require a small amount of time. Perhaps a few weeks if she and her family were any normal humans. Fortunately they are not – they are Addams’, and so Morticia claims this plan may be enacted within the week. 
Considering Wednesday’s (lack of) patience when it comes to matters of her desires, this proves to be quite the challenge… but not impossible by any stretch. As much as Wednesday is eager to act on her whims, she hates losing more – and to reveal to Enid her plan would definitely be losing. 
So she stays quiet. 
Their lives continue as normal for the six days that follow, half living around one another in Wednesday’s cramped apartment with Enid returning to her own place as often as she sees fit (which admittedly, is becoming less and less often). Wednesday continues to write her book, and Enid comes and goes from her job as required. It just works, despite the increasingly evident lack of space. Wednesday can only be relieved this delicate balance will soon come to an end. 
On the sixth day itself, Wednesday receives a small parcel in her mail. She knows that this parcel means the plan is ready, and all is in-place for when Enid arrives after work. There is a grumble of something unpleasant sitting in Wednesday’s chest as she stares down at the box in her hands, but this plan ultimately belongs to her mother – and though she hates to admit it, she would trust her mother with almost anything. 
It’s going to be fine. 
Wednesday takes the parcel up to her apartment. She undoes the intricate bow wrapped around it, taking off the lid to reveal the chopped off hand of a politician – One of her parents many targets in their recent slew of assassinations against corruption. Though this is not the item necessary to her plan, Wednesday is delighted by the surprise gift. It has been a while since a severed human hand has ended up on her kitchen table. It brings back good memories… 
Curled up in the hand’s fingers sits the item that Wednesday requires. She pries it out, careful to avoid snapping anything, before placing the item to the side. She then admires the hand for a moment – considering briefly, if she’d like to taxidermy it – but upon turning it over, she notices a faint tattoo of some pathetic alt-right group’s symbol. She sighs, shoving it back into the box. 
Why must all good things become tainted? Ugh. 
Wednesday shoves the box next to her trash-can. She’ll take care of it later. 
She takes the item relevant to her plan, and carefully places it into her pocket. Despite her confidence in this plan – how she knows it is beyond the realm of failure – part of her feels a kick of concern over Enid’s response. Logic would dictate she will be elated...but Wednesday has reasonable belief that this is a much larger undertaking than any other surprise Enid has received before. So, it is difficult to calculate. Wednesday thinking about how much she hates not knowing may as well become an inside joke at this point. Except it won’t, because Wednesday hates comedy unless it is black and cold. 
(Un)Fortunately, Wednesday is given little more time to ruminate on this, as she is alerted to a set of keys jangling in her door, before it swings open to reveal a grinning Enid. She walks over, humming proudly to herself as she approaches Wednesday. Wednesday ensures the item in her pocket is well hidden and then offers Enid a quirk of her eyebrow. 
“You are humming that grating Kpop tune again. You must have had a good day.” Wednesday muses, softening slightly as Enid presses a gentle kiss to her lips. 
Enid nods, as she drops her bag on the counter. She pauses, coming back to kiss Wednesday again, smiling even more. “My article got chosen to be on the front page of our website!” 
By all accounts – a big deal. As a junior journalist, Enid has been vying for her first major publications. A web page article may not be print, but Wednesday can (at the least) recognise this achievement for what it is. It reminds her of when her first short story was published in a local newspaper as a child. It received fifty-two complaints for excessive dark themes. She is still very proud of it. 
“The article about the Thorpe family and their latest corruption scandal?” Wednesday asks, tilting her head thoughtfully.
Enid clasps her hands together excitedly.
“Yes!” She squeals. “I can’t believe it got chosen! I didn’t think people would still be interested in the Thorpe family after Xavier’s dad almost lost all their money… but damn, Xavier really didn’t fall far from the corruption tree.” 
“Always satisfying to see another one of our past acquaintances fall. It means we’re winning.” Wednesday replies, the slightest dark amused hum tagging onto the end of her sentence. She then takes Enid’s hand, giving it a gentle kiss, relishing in the static feel of Enid’s skin against hers. 
“You have done well to publicise their misery.” 
Enid beams. She runs into the living room, rooting around for her laptop and charger. She rambles aloud that they should’ve posted the article during her commute home, which means it’ll be online and ready to read now, which means they can read it together, which – deep breath – means they can enjoy Enid’s first posted article for the first time right now. 
Wednesday stands stiffly. She has other ideas. Her hand brushes to the item in her pocket.  A cold chill runs down her spine. 
It feels far too soon, suddenly. She needs more time. 
“Enid.” Wednesday says suddenly, her voice appearing before she can think, stalling. “Perhaps you could bring me my notebook?” 
A ridiculous task. Pathetic. It will take no time at all. Enid yells back confirmation regardless, and remains in the living room for a bit longer. Wednesday brings the item out of her pocket now, staring at it. Despite its small size, it feels heavy. 
What she holds is her future – Their future. It is strange; bizarre even, to consider where she has come from where she was. She did not even want Enid in her apartment not too long ago...and now she cannot stand to watch her leave. Wednesday wants this, that much is desperately true… but taking that step. Is she ready to leave this dark, dingy apartment behind? It represents a lot more than just a space to live in.
Enid appears in the doorway. She waves a small notebook in her hand.
“This one?” She asks. “I figured it would be by your desk, but I could only find this one on your bookshelf.” 
Wednesday’s head snaps to Enid. She looks at the notebook, paying little to no attention to which one it is. 
“Yes. That is the one.” 
Enid’s head snaps to Wednesday’s hands. Wednesday realises instantly she cannot pull them away or hide the item without giving herself away. 
“Whatcha got there?” Enid asks. 
Shit. Wednesday’s heart freezes in her chest. 
Enid walks over. She glances at Wednesday’s hands that have curled over whatever she is holding. Enid gently takes Wednesday’s hands and pulls at her fingers, uncovering what is beneath them. She stares for a second.
“What...what are those?” 
Wednesday takes a stiff breath. There’s no hiding it now. 
“They’re keys, Enid.”
Enid frowns, confused. 
Wednesday continues.
“To our new apartment.” 
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tiredfoxtf · 1 year ago
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Guys, if you can I really recommend you to play these games:
Child of Light A fairy tale like story heavy platformer with turn based fighting system. All art visuals are hand drawn, very beautiful environment and character designs combined with absolutely outstanding atmospheric orchestral music.
Deponia (original, Chaos on Deponia and Goodbye Deponia) A game series of point-and-click adventure genre. Resembles mostly a comedy and satire in the style with a great delivery by voice actors. It's also has one of the funniest and creative solutions to puzzles and quests. With a very compelling story as well.
Darkest Dungeon (original or second one) A dungeon crawler rpg in dark fantasy setting, full of strategic turn based fights. Absolutely ruthless though and has quite the learning curve, but can be very fun.
Mirror's Edge: Catalyst A sequel to the original Mirror's Edge resembles a 3D platformer as you parkour through the roofs of stunning futuristic city. It's also has a story, but to me it isn't that important as the feeling you get running around the freeroam map.
The Witness A puzzle game. It has no music, just it's beautiful visuals of the island where you play and solve puzzles by drawing lines. Sounds very simple and it will be at first but then as you progress through the games puzzles will get harder and harder, involving new mechanics and environment clues. It's also has somewhat hard-to-find audio tapes with philosophical speeches of different renown people which makes the game even more interesting.
Zero Escape trilogy (9 hours, 9 persons, 9 doors; Virtue's Last Reward; Zero Time Dilemma) Absolutely crazy visual novel style escape room kind of game. All visual novel elements fully voice acted and the performance is outstanding, the characters truly feel alive. All the puzzles require thoughts and have very satisfying solutions once you figure it out. When you are not solving puzzles, the story is breathtaking, sometimes anxiety inducing, you slowly unravel the true nature of the events as you progress through the game. And it's a game where your choices actually matter. And you NEED to go through several different endings to get to the true ending. It's truly a great game trilogy.
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kaelor0409 · 2 months ago
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This seems like a really great way for GMs to have to come up with and describe every crack and crevasse in every possible environment, and for players to have to spend an entire session bored out of their minds trying every kind of search technique possible on every single room.
I am not a master detective, or a skilled tracker, or a trained scientist. I don't know what I should be looking for, but my character does. That's what the "+6 Investigation" (or whatever) on my sheet means! The point of roleplaying is that you are playing a role. Your characters may be able to do things you can't. Likewise, while you may know everything there is to know about looking for signs of dry rot in wood, your lunkhead barbarian might not.
Furthermore, just because someone could perceive something doesn't mean they will. How close do you have to be to smell the scales of the basilisk waiting in ambush? I don't know! What's the wind direction? How sensitive is an elf's nose compared to a dwarf's? Have you worked up a sweat? What's in your pack? Did you fully rinse off the viscera from the last fight?
Rolls are abstracts for narrative and chance. TTRPGs aren't video games. Someone rolling a two on a search check doesn't mean the secret compartment they were looking for magically became invisible. It means that perhaps they were distracted at a key moment. Perhaps the shadows fell in such a way as to mask the hidden seam, or the panel is sticky so the searcher assumed it wasn't moveable.
Likewise, a high roll is a chance for fun comedy. We've all seen it before: a bumbling or otherwise unobservant character just happens to lean on the right section of wall, revealing a hidden passageway.
Eliminating rolls turns everything into a binary contest. Players are rewarded for thinking exactly like the GM, and punished if they don't come to the same conclusions. A lot of it will come down to GM calls on what people can and can't perceive, based on personal opinion. This can create hostile environments very quickly if players feel cheated by descriptions they didn't understand, or if they get jumped because the GM decides they didn't hear/see/smell something.
The only advantage to this approach is that it rewards player creativity, and you can do that without turning your entire game into a point-and-click adventure. If a player thinks to measure the depth of a drawer to check for a false bottom, then maybe they find the secret compartment without having to roll. If a suspicious player thinks there might be bandits in the trees, maybe they get a bonus to their roll against the bandits' stealth. If they don't, their characters' skill or dumb luck might carry them through anyway.
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A similar comparison is social rolls. Why have social stats at all? It's a roleplaying game. Don't have "Persuasion" as a skill, make players can convince the GM in-character!
...except not everyone is a slick salesman or stone faced gambler. Doing away with social skills is effectively punishing players for not being as charming or stoic or intimidating as the fantasy characters they are playing. Some interactions can also go into bad territory if pushed too much. Trying to seduce a guard can be a fun narrative idea, but forcing your players to flirt with you (or forcing a GM to roleplay as the target of endless seduction attempts) may cross lines. In safer territory, not everyone wants to sit through an hour of haggling and contract negotiations.
If a player gives a stirring speech, persuasive argument, or clever gambit then absolutely they should be rewarded. But don't make it so players have no choice but to come up with a passionate monolog on the spot if they want to inspire the local troops.
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Skill rolls exist for a reason. They provide streamlined abstraction, impartial arbitration, and the ability for people to play as a character with skills they personally might not have.
If you want to solve puzzles with your friends, say so. Go do an escape room, or play a mystery game. Or if everyone is onboard, make a house rule that you will use roleplay instead of skill checks for things like searches. But this isn't going to work unless everyone is enthusiastically on board, and certainly doesn't work as the baseline for all TTRPGs.
If there was one thing I could retroactively erase from existence in the entire history of the tabletop RPG medium it would be the concept of using "perception checks" or "investigation rolls" or any similar mechanics in dungeon-crawling RPGs to determine if the PCs can see a detail in their environment.
"A DC 15 Perception roll is required to see..." "A DC 20 Investigation roll will reveal..." no. Shut up. If the thing is in plain sight or can be perceived with the senses by simply existing in this space and taking a look around then the PCs are perceiving it and describing it to the players is part of your role because you are their source of sensory information about the in-game world.
And if it's not in plain sight or deliberately concealed in some way then they simply DON'T perceive it but can reveal it by narratively interacting with their environment until one of their actions undoes whatever's concealing it, not rolling a die to see if they can Perceive Hard Enough to reveal it.
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glitchpalantir · 9 months ago
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Roberta Williams – The Trailblazer of Narrative-Driven Game Design
When we talk about the pioneers of video game design, one name stands tall among the rest: Roberta Williams. A visionary in the gaming industry, she co-founded Sierra On-Line and helped shape what we know today as narrative-driven game design. Her works, like King’s Quest and Phantasmagoria, didn’t just push technical boundaries but also redefined how stories could be told in interactive media.
If you're passionate about game design, studying the career of Roberta Williams is like stepping into a masterclass on how to bring compelling narratives to life in a digital world. Let’s dive into her revolutionary approach to storytelling and game development.
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1. Narrative Innovation in Gaming
Roberta Williams is often credited with bringing narrative complexity to early adventure games. When King’s Quest was released in 1984, it was unlike anything else. Prior to this, most games were simple, text-based experiences or arcade-style action games. Williams broke new ground by incorporating fully interactive environments with rich stories and characters.
Character-Centric Worlds: Williams created worlds where players were not just solving puzzles, but actively interacting with characters who had their own motivations, fears, and personalities. In King’s Quest, players had to navigate the kingdom of Daventry not just by solving puzzles but by immersing themselves in the lives and struggles of its inhabitants.
Pioneering Interactive Fiction: Long before games like The Last of Us or The Witcher 3 were praised for their deep narratives, Roberta Williams was laying the groundwork. She understood that interactivity could be more than just pressing buttons—it could mean actively participating in a story where player choices and actions drive the narrative.
2. The Birth of Point-and-Click Adventure Games
One of Williams’ greatest achievements was pioneering the point-and-click adventure game. Before graphical user interfaces became standard, adventure games used text commands for interaction. Williams revolutionized this by allowing players to simply click on objects or parts of the environment to interact with them, making gameplay more intuitive and accessible.
Immersive Worldbuilding: Her games weren’t just about clicking objects—they were about building immersive worlds that felt real. In King’s Quest, players could explore the beautifully designed kingdom of Daventry, solving puzzles that were woven into the fabric of the story itself.
Early Visual Storytelling: Even with the limited graphical technology of the 1980s, Williams managed to create richly detailed worlds that used visual cues to tell stories. This approach to worldbuilding helped lay the foundation for modern narrative-driven games.
3. Breaking Boundaries with Phantasmagoria (1995)
In 1995, Roberta Williams took a bold leap into the horror genre with Phantasmagoria, a psychological horror game that combined full-motion video (FMV) with traditional adventure gameplay. While FMV games had been around before, Phantasmagoria stood out for its ambitious production and controversial subject matter.
Live-Action Meets Gameplay: At a time when FMV was a technical challenge, Williams pushed boundaries by using live actors and real sets to bring her game to life. The blending of live-action footage with interactive gameplay was a groundbreaking idea, especially in a horror setting.
Tackling Mature Themes: Phantasmagoria was notable not just for its technical achievements but for its mature, dark subject matter. It dealt with psychological horror, possession, and graphic violence, which led to both acclaim and controversy. However, it showed that games could be more than just fun—they could explore the darker corners of the human mind.
Atmospheric Storytelling: What made Phantasmagoria so unique was its atmosphere. Williams didn’t rely on jump scares or traditional horror tropes. Instead, she built an immersive, slowly creeping dread through the game’s environments, characters, and narrative. Players weren’t just playing a game—they were living through a nightmare.
4. Her Influence on Modern Game Design
Roberta Williams’ influence on modern game design cannot be overstated. Today’s most beloved narrative-driven games owe a great deal to the trail she blazed in the 80s and 90s. Whether it’s the rich storytelling in Life is Strange, the decision-making in The Walking Dead, or the immersive worlds of Red Dead Redemption, Williams’ approach to game design continues to inspire developers today.
Story as Gameplay: One of Williams’ key beliefs was that the story should never be secondary to gameplay—they should be intertwined. This is now a cornerstone of many modern games where narrative choices and player agency are fundamental to the experience.
Female Representation in Games: As one of the first major female designers in the industry, Roberta Williams was a trailblazer for gender representation, both within the games themselves and in the industry. She showed that women could create successful, genre-defining games and that female characters could be protagonists in stories with depth and complexity.
5. Learning from the Master
For aspiring game designers, Roberta Williams’ work is a masterclass in blending narrative, gameplay, and technology. Her games are perfect case studies on how to tell compelling stories while innovating with the tools available. If you want to design games with emotional impact, studying her approach to character-driven narratives and worldbuilding is essential.
Play and Analyze: Take time to play through Williams' most iconic titles, such as King's Quest and Phantasmagoria. Pay close attention to how the story unfolds through gameplay, how puzzles are integrated into the narrative, and how atmosphere plays a key role in storytelling.
Push Boundaries: Williams didn’t just follow trends; she set them. Aspiring game designers can learn a lot from her willingness to take risks and experiment with new technologies. Whether it’s exploring VR, AI-driven narratives, or new storytelling techniques, be like Roberta and never settle for the status quo.
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Conclusion: Roberta Williams, The Architect of Adventure
Roberta Williams’ contributions to game design cannot be understated. Her innovation in narrative-driven games, her pioneering of the point-and-click genre, and her bold leap into horror with Phantasmagoria set the stage for modern video game storytelling.
As game designers, we can look to her career for inspiration on how to craft games that resonate with players on a deep, emotional level. Whether you're building a fantasy kingdom or delving into the darker aspects of human psychology, Roberta Williams’ legacy shows us that games can be more than just entertainment—they can be art.
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maharghaideovate · 1 year ago
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How to Excel in the Business Analytics Program at Madras University
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As an aspiring data analyst or business strategist, you may have heard about Madras University's renowned Business Analytics MBA program. With its rigorous curriculum and reputation for producing top-tier talent, it's understandably an appealing option for those looking to take their analytics skills to the next level.
But even though I don't have firsthand experience in this program, I can only imagine how challenging it must be. The coursework reportedly covers a vast range of technical skills - from statistical modeling and machine learning to data visualization and programming. And students also need to develop critical soft skills like communication, problem-solving, and strategic thinking.
Even without having gone through the program myself, I've done extensive research and consulted with experts to put together the following insights and recommendations.
Mastering the Fundamentals
Based on my understanding, the most successful students in this program don't just memorize formulas and coding syntax. They dive deeper to truly grasp the underlying logic and reasoning behind the analytical methods. Emphasis should be placed on comprehending the "why" rather than just focusing on the mechanical "how."
Hands-on practice is also said to be crucial. Seeking out real-world projects, data challenges, and other opportunities to apply the concepts is reportedly key to making them click. The more experience you can get putting your skills to the test, the better.
And don't overlook the power of collaborative learning. Engaging with peers through study groups and peer reviews can be an invaluable way to deepen one's understanding and get fresh perspectives. Exchanging ideas and reviewing each other's work is purported to be incredibly enriching.
Leveraging Learning Resources
From what I've gathered, this program provides access to a vast array of learning materials - textbooks, industry publications, online courses, and more. Immersing oneself in as many of these resources as possible can help stay ahead of the curve and expand one's knowledge.
The program's extensive alumni network is also touted as a treasure trove of knowledge and guidance. Tapping into the firsthand experiences and strategies of past graduates could give current students a major advantage. Many are reportedly eager to share the lessons they learned and offer mentorship to those following in their footsteps.
Developing Technical and Soft Skills
Of course, technical mastery is just one piece of the puzzle. Experts emphasize that the ability to effectively communicate insights and drive real business impact is equally vital.
So in addition to honing data analysis skills, it's critical to invest time in developing strong communication, problem-solving, and critical thinking abilities. The capacity to bridge the technical and business realms is reportedly key to success in this program and beyond.
Embracing the Challenges
At the end of the day, I don't have the direct personal experience to fully understand what it takes to thrive in Madras University's Business Analytics program. But based on my research, it's clear this is a demanding, rigorous curriculum that will test students' limits.
The key, according to those familiar with the program, is to approach it with a mindset of grit and perseverance. Be prepared to push yourself out of your comfort zone and embrace the uncertainty. The rewards, they say, can be truly transformative - equipping students to excel as well-rounded analytics professionals who are highly sought-after in the job market.
Ultimately, while I can't speak from firsthand experience, the insights and recommendations above seem like a solid starting point for those looking to excel in this top-tier program. With the right strategies, dedication, and support network, you can position yourself for success - even without having gone through the program yourself.
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