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2oul2ilver · 9 months
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‼️Important notice if you play the Indigo Disk DLC‼️
If you synchronize with your pokemon, it functions a lot like auto-battling does, you can attack pokemon by pressing Y, or by just plowing right into them.
DO NOT DO THIS WITH SHINIES!!!!
I killed a shiny trapinch (which I was hunting for) by doing this, as seen here!!! If you're like me and hate killing shinies, do not go near them in synchronize mode, you'll just knock them out!
(Apologies if this is old news, I'm slow to play but I found this out Immediately on my first trial run with synchronizing free range and I'm TT_TT )
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capsulecomputers · 5 months
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Minishoot’ Adventures Review
Developer: SoulGame Studio Publisher: SoulGame Studio, IndieArk Platforms: PC (Reviewed) Release Date: 3rd April, 2024 Price: 14.99 USD
We checked out the #indie #shooter from SoulGame Studio MiniShoot' Adventures. Is this unique and #colorful take on a shooter worth your time? Read our review inside to find out.
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yet-yo-be-named-game · 5 months
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Bullet Hell Games
Schism (Fami, 2023):
Schism is a game that combines aspects from both rogue-lites and action-RPGs, Its art style utilizes flat colours with lots of details, using quite dull colours and a mechanical theme. In terms of gameplay, Schism plays like most other rogue-likes and dungeon-crawlers, however it utilizes the bullet hell genre to give it some uniqueness. One of Schism's unique features is the ability to change frequencies to match the colour of enemy bullets, making them effectively immune to those bullets. I really like how everything seems to be on one screen, so you aren't running around trying to find an enemy that is offscreen. It also creates a sense of claustrophobia, which is another thing I quite like and I have used in my own game.
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Voidigo (Semiwork Studios, 2021):
Voidigo is a top-down game where you are tasked to track down and defeat bosses using a variety of both mele and ranged weapons. The art style of this game is quite vibrant, using bright yet flat colours and minimal details in most of its shapes. The gameplay utilizes the usual dodge mechanic, however it also gives the player the ability to "stomp" which will stun enemies for some time.
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Minishoot' Adventures (SoulGame Studio, 2024):
Minishoot' Adventures is an indie game with a unique look, featuring colourful visuals in a top-down 2D style. It mixes elements from two popular game genres: Metroidvanias and twin-stick shooters. In simpler terms, players explore different areas while shooting enemies.
Even though it's 2D, the game offers diverse environments to explore, each with its own feel. It also has different difficulty levels to choose from, and some helpful features like auto-fire and aim-assist to make things easier for players.
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Windowkill (Torcado, 2024):
Windowkill is a distinct type of action game that mixes fast-paced shooting with a unique twist. Instead of just aiming and firing at enemies, players also manipulate the game window itself, pushing it around the screen to navigate through levels and defeat enemies. This adds an extra layer of challenge and strategy to the typical bullet-hell gameplay. As for the artstyle, it is relatively simple using only basic shapes and colours.
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Nuclear Throne (Vlambeer, 2015):
Nuclear Throne is a top-down shooter set in a world ravaged by apocalypse. Players assume the roles of different mutants, each with their own special powers, as they navigate through various post-apocalyptic landscapes. The game's core challenge lies in battling numerous enemies and formidable bosses amidst a flurry of bullets, creating an intense and fast-paced experience. As players progress through different biomes, they encounter a diverse range of enemies, adding to the game's complexity. The artstyle, yet again, does not utilize many details and uses quite washed out colours.
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jcmarchi · 4 months
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Minishoot' Adventures Review - A Link Between Genres - Game Informer
New Post has been published on https://thedigitalinsider.com/minishoot-adventures-review-a-link-between-genres-game-informer/
Minishoot' Adventures Review - A Link Between Genres - Game Informer
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Games inspired by The Legend of Zelda are common; after all, the long-running Nintendo franchise is among the most influential series in gaming history. Because of this, various games take the Zelda format and try to replicate it, but these homages often miss out on the magic that makes that series greater than the sum of its parts. This is particularly true in the indie space, with Zelda-inspired titles a dime a dozen, making it difficult to stand out from the crowd. Minishoot’ Adventures clearly draws inspiration from Zelda – specifically A Link to the Past – but by applying the formula to the twin-stick shooter bullet-hell genre, it elevates itself to the top of the field.
In a clever twist on the Zelda formula, Minishoot’ Adventures puts you in control of a small ship exploring a corrupted world. Navigating the map feels fantastic, thanks to fluid controls, an ever-growing repertoire of moves, and a crisp, beautiful art style. During the course of your adventure, the main thrust of the gameplay is rooted in the game’s compelling and finely-tuned twin-stick shooting. As you traverse from screen to screen, enemies spawn and create battle arenas. These opponents range from small ships with single-firing bullets to swarms of dive-bombing, armored menaces that leave a trail of projectiles each time they fly forward.
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As you enter each individual battle arena, you face escalating waves of enemies. Since each biome contains distinct baddies, and the arenas present unique combinations of adversaries, I eagerly anticipated each drawn-out battle – I often moved to the next area, hoping it would trap me in and begin spawning in waves of enemies. At its most hectic, the bullets fly at you in varying patterns and sizes from different angles on the screen, but more often than not, I found myself completely mesmerized by the alluring patterns I needed to navigate to avoid taking damage. One of the things I appreciate most about Minishoot’ Adventures is that while it ramps up the difficulty as you progress through the campaign, nothing ever felt unfair.
Even the bosses, who appear at the end of each dungeon and out in the world, present a stiff and engaging challenge but never made me question the fairness of the task at hand. Don’t get me wrong: I died plenty during the approximately 10-hour journey, but there were only a few encounters that took me down more than a couple of times. The only downside is that on rare occasions, the camera swings out so far that it can be difficult to be as precise in my avoidance of an incoming barrage of projectiles. However, most of the time, things are perfectly framed, giving me enough space to get a good view of my surroundings while still possessing the precision to navigate the cracks between the bullets.
Minishoot’ Adventures leverages the top-down Zelda formula to great effect. Exploring the handcrafted map for secrets kept me up late on multiple occasions. Each area flows naturally into the next, making it so I rarely got lost. Even the secret areas tucked behind walls and trees are easy enough to spot; on rare occasions, I would miss a visual cue for a secret or a puzzle solution, but it was always my own fault. There was never a time when I had to look up a solution or thought to myself, “How was I supposed to know to do that?” Everything in Minishoot’ Adventures’ world feels organic and rewarding.
Developer SoulGame Studio expertly encourages exploration through a plethora of upgrades; I loved taking on race challenges (which perfectly highlight the stellar movement mechanics), but the primary driver of my desire to explore was the extensive suite of upgrades. You gain experience for each enemy you defeat, as well as for finding caches of experience-granting red gems; each time you level up, you get a skill point that can be allocated to upgrade things like your damage, firing range, movement speed, and more. The upgrades you unlock through leveling are helpful, and if an encounter ever felt too tough, I knew I could go grind nearby spawn points to gain enough experience to bump up those skills.
However, the biggest improvements arrived through modules and stranded friends you discover through dungeon completion and exploration. The friends you rescue do things like heal you, improve your guns, and even open new areas. Meanwhile, the modules are scattered throughout the overworld map or for sale at hidden shops. These modules, like one that requires less experience to level up, one that tells you when a location on the map has more secrets, and one that grants you a small chance to take no damage when you get hit, are perhaps the most valuable items I found. Every corner of Minishoot’ Adventures provides you with rewards, which is why I kept saying, “Just one more area,” long after I told myself I needed to step away from my PC.
Thanks to its excellent utilization of well-worn Zelda-inspired conventions and enough unique twists to differentiate it from the pack, Minishoot’ Adventures delivers an outstanding bullet-hell experience with less frustration than most entries in the genre. I didn’t set out to 100 percent Minishoot’ Adventures, but by the time I reached the end of the the story, I had experienced everything the game has to offer, a testament to how enamored I am with this fun, twin-stick title. Minishoot’ Adventures bridges the gaps between disparate genres with outstanding gameplay and thoughtful level design to deliver one of the best games I’ve played all year.
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pletnet · 6 months
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¡Minishoot' Adventures: Un Viaje Épico a Través del Espacio y la Aventura!
¡Embárcate en una odisea emocionante con Minishoot‘ Adventures y descubre un universo lleno de desafíos y misterios! Desde hoy, los amantes de los videojuegos pueden sumergirse en la acción con el lanzamiento de Minishoot‘ Adventures en Steam. Este emocionante juego, desarrollado por el talentoso equipo de SoulGame, ofrece una experiencia única que combina la exploración abierta con intensos…
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anujapathi · 8 months
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SIGHS & SIGNS-SOULGAME
sighs-signsDownload
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games-und-lyrik · 10 months
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RaiderZ Mobile von SoulGames: Dein neues Abenteuer in einer MMORPG-Welt
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Du bist auf der Suche nach einem neuen MMORPG-Erlebnis für dein Mobilgerät? Dann ist Raiderz Mobile von SoulGames genau das Richtige für dich. Dieses Spiel ist eine Neuauflage des beliebten PC-MMORPGs RaiderZ und verspricht ein fesselndes Abenteuer in einer von Monstern überlaufenen Welt. ©SoulGames. Das Spielgeschehen in Raiderz Mobile In Raiderz Mobile tauchst du in die Welt von Rendel ein, einst ein reiches und mächtiges Land, das nun von Monstern heimgesucht wird. Hier erwarten dich Gilden-basierte RVRs auf Ballyx, wo du zwischen verschiedenen Klassen wechseln und deine Fähigkeiten einsetzen kannst, um Ausrüstung zu sammeln und deinen Charakter weiterzuentwickeln. Actionreiches Kampfsystem Das Besondere an Raiderz Mobile ist das actionreiche Kampfsystem. Du musst deine Waffen geschickt schwingen, feindlichen Angriffen ausweichen und deine Position im Kampf clever verändern. Das Spiel verwendet ein Nicht-Ziel-Kampfsystem, das deine aktive Teilnahme im Kampf erfordert. Herausfordernde Bosskämpfe gegen mächtige Gegner in Dungeons und der offenen Spielwelt sorgen für spannende Momente. Charakterentwicklung und Crafting Dein Charakter in Raiderz Mobile wächst auf eine einzigartige Weise. Das Crafting-System ist der Schlüssel, um neue Rüstungen und Waffen zu erhalten. Die meisten Gegenstände sind an deinen Charakter gebunden, aber die Ressourcen und Rezepte sind frei handelbar. ©SoulGames. Musik und Magie Eine besondere Note bringt das Musikinstrumente-Feature ins Spiel. Du kannst lernen, Instrumente wie Gitarren zu spielen und mit anderen Spielern zusammen Musik zu machen. Außerdem kannst du deine Gegenstände mit magischen Steinen verzaubern, die du im Spiel findest oder im Cash-Shop kaufst. ©SoulGames. Fraktionen und Allianzen Das Fraktionssystem im Spiel gibt dir die Möglichkeit, dich als Verbündeten oder Feind der Nation zu positionieren. Es gibt drei Fraktionsstufen: normal, freundlich und vertrauenswürdig. Auf diesen Stufen kannst du neue Gegenstände aus im Spiel erworbenen Materialien herstellen. Fazit Raiderz Mobile von SoulGames bringt eine aufregende Mischung aus traditionellen und innovativen MMORPG-Elementen auf dein Mobilgerät. Mit seinem actiongeladenen Kampfsystem, einzigartigen Crafting- und Musikfunktionen bietet das Spiel eine reiche Palette an Erlebnissen, die sowohl langjährige Fans als auch neue Spieler begeistern werden. Bist du bereit, die Welt von Rendel zu erkunden und deine eigene Legende zu schreiben? Bei MMO-Culture findest du einen weiteren Artikel zu dem Thema Lesen Sie den ganzen Artikel
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gmlocg · 1 year
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2,326.) Swords & Souls
Release: October 18th, 2015 | GGF: RPG, Real-Time Strategy, Action, Point & Click | Developer(s): SoulGame Studio | Publisher(s): Armor Games Inc. | Platform(s): Browser (2015), Flashpoint (2018)
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solplparty · 2 years
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게임커넥션유럽2022 한국공동관 참가 지역 게임사 홍보영상 https://youtu.be/9FA5r2FLukQ 국제 게임 B2B 행사 게임커넥션유럽(Game Connection Europe) 2022 한국공동관에 참가하는 지역(서울 제외) 게임사 7개사를 소개합니다. (지역단 : 🇫🇷) 지금 바로 시청하세요! [게임커넥션유럽 한국공동관] 2022.11.3.(목)-11.4.(금) 프랑스 파리, Paris Expo Porte de Versailles Hall 2 #한국콘텐츠진흥원 #콘진원 #KOCCA #게임커넥션유럽 #GameConnectionEurope #VisualLight #Skywalk #Soulgames #Weaveractive #studiovr #Flyingstone #Widebrain #전국11개 #글로벌게임센터 #지역글로벌게임센터 #경기 #경북 #광주 #대구 #대전 #울산 #부산 #전남 #전북 #충남 #충북 한국콘텐츠진흥원 Korean Content
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zeltparker · 3 years
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Almost 133 hours later but I have finally done it. I am the Elden Lord!!! . . . . . . . . . . . . . . . #eldenring #eldenlord #achievement #achievements #platinum #trophy #diamond #game #games #gaming #videogame #videogames #videogaming #zelt #zeltparker #soulgame #souls #accomplishment https://www.instagram.com/p/Cbnh8TTLVQd/?utm_medium=tumblr
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2oul2ilver · 3 months
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Mood
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capsulecomputers · 5 months
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Minishoot' Adventures - Gameplay
Check out the first hour of Minishoot' Adventures, where we explore and attempt to save colorful world riddled by Corruption, and dodge plenty of bullets in the meantime.
If you enjoyed the video, give us a thumbs up and subscribe!
Fly into a charming handcrafted world and go on an adventure that mixes up open exploration with crispy twin-stick shooter action. Fight your way from the shiny overworld to the deepest caves, improve your ship and overcome the dungeons' bosses to rescue your friends!
Minishoot' Adventures Developer: SoulGame Studio Publisher: SoulGame Studio, IndieArk Platform: Windows Release Date: 3rd April, 2024 Price: $14.99 USD
Available here - https://store.steampowered.com/app/1634860/Minishoot_Adventures/
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niche-gamer · 5 years
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Niche Spotlight - Swords & Souls: Neverseen https://nichegamer.com/2019/07/30/niche-spotlight-swords-souls-neverseen/
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dazenightmare · 3 years
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I’m Half Human, And Half Machine
Please read the post in the wheel spin tag called Cabinet Man to fully understand this :)
Wow I think this is the most trigger warnings I’ve ever put on anything
T.W.: Electricity, someone being electrocuted, mentions of someone getting electrocuted, death, mentions of dead bodies, dead bodies, implied dead bodies, crying, implied drinking, bullying, bruises, injuries, mentions of breaking in, breaking in, flashbacks, memory loss, mentioned memory loss, implied memory loss, crises, identity crises, shouting, arguing, arguments, blaming, let me know if I need to add more!
~~~~~~~~~
The boy blinked his eyes open, as he felt electricity surge through his veins for the first(?) time in his life. He looked down at his pixelated hands, then up and craned his neck a bit.
What did the text above him say? Un.. unbeetble? Wait wait hold on, he can get this. The boy swears it’s just the angle.
Unbeatable Madness. Why did that sound familiar?
The boy then stared straight ahead. Outside the screen, his mind provided as he looked out on a clearer environment than the pixelated one behind him.
A man stepped into his view. He was much bigger than the boy, he couldn’t help but notice. The man had red rimmed eyes above dark bags, mussed up hair, and overall seemed miserable and out of it. The boy tilted his head as the man teared up, staring at each other.
It’s okay, the boy tried to reassure. I’m here, please don’t cry.
The boy’s words never made it out though. He wasn’t programmed to talk in the title screen. The boy did his best to frown and held a hand up to the screen, a force meeting him far before the glass.
The man gave a broken chuckle before walking away, leaving the boy alone.
——
Another night the boy sat, curled tightly in a ball. It was night outside, and the lights of the machines kept glowing and going despite the arcade having closed a while ago. That meant the owner -the man- was still here. Probably pouring over his papers, numbers and bills, perhaps.
The boy wasn’t quite certain where he got that assumption from, but he fuzzily remembered the man doing it, waving him off with a tired but fond smile.
That was what his coding had assumed before the man came stumbling over to his machine, more red in the face than he usually was, hiccuping and close to tears.
Perhaps the boy was finally getting the plug. He’d been there for quite some time without a single player. His game was a waste of the electricity bill, and he hadn’t got a single quarter to make up for it. Maybe the man would replace his game with a more popular game, like the yellow circle thing or the shooty alien game. Something that would actually get the man money.
But no, the man only leaned on his machine, balling his eyes out which got worse every time the man so much as glanced at the boy.
Play the game, the boy prayed. I can’t comfort you unless you play the game. Just play until you feel better.
The boy didn’t like seeing the man upset.
As if god himself answered him, the man calmed down enough to slip a quarter in, standing ready to play the game.
“Insert name please!” The boy chimed out, smiling and pointing at the keyboard that appeared. The man chuckled quietly, typing out the name slowly.
When the man finally hit enter, the boy just smiled wider as he processed the name in his database.
“Welcome, player Pops!” The voice chimed, getting his own battle stance ready. “To Unbeatable Madness, the game that never ends!”
Pops wiped more tears out of his eyes as he widened his own stance, smiling.
“Remember to drink water after you cry!” The boy said, a reminder he made up. The game officially declared the start of Round One.
——
The boy stared out at the world, watching all the kids play the games. If he could sigh, he would. He missed Pops. It was lonely in this corner of the arcade.
He watched two small children pull each other around, looking at all the bright shiny lights and older kids playing the same games they’ve been playing since the boy’s game turned on. They both seemed amazed, and the boy let out a slight chuckle sound. Must be their first time in an arcade.
The two kept walking and looking, and the boy wondered what they were looking for. An empty game? They had passed plenty, though. Perhaps they were looking for their soulgame, like all the older kids had.
Eventually, they ended up in his corner of the arcade, staring at all the older and less liked games. When their eyes settled on his game, he swore they had frozen.
The two boys, surely younger than he was designed to look, pulled over one of the many stools to get a better look. The boy felt like jumping when the one with dark hair got ready to play after the other inserted a quarter. If he hadn’t been a PG game, he would’ve cussed from the shock.
Either way, he smiled as brightly as he could as a pixelated figure, and pointed at the keyboard.
“Insert name please!”
The two young ones whispered back and forth to each other before a name was typed in. The boy smiled all whites.
“Welcome, player Boo , to Unbeatable Madness, the game that never ends!”
His stance widened, and he wanted to laugh at the way Boo copied it with a determined look.
“Hold on to your hats, it’s about to get bumpy!”
——
Cabinet boy, or Tubbo, as his players called him, was watching the dark arcade bored. He thinks it was winter, around Christmas time. His only guess was Pops’s weak attempt at decoration. The arcade had also been closed today, and the day before, and likely tomorrow at this rate.
He missed his players. Holidays sucked, Tubbo decided. He was bored, and his players likely were as well. All the two did was go to school and play his game.
Even so, he was not expecting them to just appear out of thin air! Okay, well not out of thin air, but close enough!
Tubbo heard glass breaking in the office and frowned. He hoped nobody was robbing the place. They’d find nothing but grimy quarters that Pops had earned by dealing with these children all day.
There was shouting and thumping, and Tubbo pressed as close to the screen as he could to try and see what was happening. It soon became clear though as six people came into the room, two putting up a heck of a fight only to get dragged along.
Tubbo swore he short circuited realizing those two were his players and these kids were mocking them.
He went against all coding he ever had as he tried to yell profanities at them, punching the barrier between him and the screen.
Don’t you hurt them. Don’t you do shit.
“Aw, look,” one of the kids not holding his players said, pointing at his game. “Never seen the game do that before.”
Tubbo tried to growl and kicked the barrier. His game purred as if overheating. He punched and punched.
Give me quarter and I’ll show you “never seen”!
His players looked a mishmash of upset, in awe, and shock. Tubbo started shouting, but no sound left.
The players, his players, started screaming, close to crying as the kids started damaging his vault, thrashing. All three of them could do nothing.
Eventually, one of the kid’s pulled out a bat.
“NO! Put that down or I swear to Mr. Schlatt—“ Innit shouted. They fought more, and then Tubbo fought more as his players received a black eye and bruised cheek.
The next thing he knew, a bat was crashing through his screen.
Tubbo woke up with a gasp, curled up in a tight, dark space. He could feel wires, and something unnervingly stiff and cold, which he did his best to not touch. The box smelled, and he pressed against the metal wall.
There was muffled shouting outside. He started punching the wall, gasping when it hurt. Nothing in his existence had hurt physically before.
After a moment, the shouting picked up volume, and Tubbo pressed his ear against the wall. Until of course, his world had severely shaken quite literally as the box tipped over.
He groaned quietly, rubbing his head. He wondered if he would have to get used to pain. A panicked shout, sounding very much louder brought him out of his thoughts.
Looking over, Tubbo saw a piece of the wall seemingly gone. He quickly but carefully crawled out of the awful smelling box, and took a deep breath in as he stood on shaky legs. Gasps echoed behind him, but he paid no mind.
In front of him was another wall, but different yet familiar. Presumably, one of the walls in the arcade. But... how?
Tubbo slowly turned to his hands, and inspected hands like the kids in the arcade, albeit more dainty with scars. He flipped them over, watching small spots become pixelated before going back.
Another noise from behind him finally attracted his attention as he looked over his shoulder before slowly turning around.
The arcade. The one he’s been seeing for years now.
Oh, also six kids. That seemed pretty important.
Tubbo’s eyes were immediately on the ones he recognized, his players were staring at him with wide eyes, tears still gently flowing. They had a couple bruises, and they were slumped in the kid’s hold, as if they had given up. They looked disbelieving, but it seemed the recognition was mutual.
His eyes drifted to the other four kids, glancing over at his game, decently broken. Tubbo frowned, feeling electricity trail down his arms. He just stuck his tongue out, like he had seen Innit do so many times to Boo.
“Nobody likes a cheater.”
——
“WE INVITED A GHOST TO YOUR HOUSE!”
“YOU THINK I WASN’T AWARE TOMMATHY?!”
“OH GOD WHAT HAVE WE DONE?!”
“ALL WE DID WAS EXIST AND GAME!”
“WELL I GUESS THAT’S A SIN RANBOOB!”
Tubbo watched his players go back and forth, curled into a ball. They were watching the news, which was apparently like an arcade game but a lot more boring, as it was explained to him.
Anyways, they covered the break in on the arcade, thank god. Also, apparently he was a ghost of a kid inside his game. He honestly would’ve never guessed.
Getting slightly dizzy from watching them go back and forth, he settled his gaze back on the tv. Tubbo sat up straighter at the crying man on it.
He pushed his hand against the screen of the tv, frowning.
Why was Pops crying again? He had been so happy recently. He doesn’t deserve to feel so bad.
“Don’t cry Papa, it’ll be alright!”
“Yeah?”
“Yeah! Soon I’ll get a job, and we can pay the bills together! You’ll have all the money for juice that your heart desires!”
“Heh, thanks Tubs.”
“It’s okay,” he whispered, now that he could. “I’m here, please don’t cry.”
Tubbo got more upset, and put both hands on the screen. He bit his lip.
“It’s okay, it’s okay...”
“Tubbo?”
He looked back at the quiet kids, feeling tears well up in his eyes.
“Why’s Pops crying?”
There was confusion before one of them saw the tv and lit up in understanding. Boo moved closer and grabbed one of his hands, holding it.
“Well uh, Pops is sad that there was a child- or um, your body in the game.”
“Why?” Tubbo tilted his head, wiping his tears before they fell.
“He- he cared about you a lot before you died,” Innit said, taking his other hand with reluctance. Tubbo sat rigidly as he thought.
“... I cared about him too,” Tubbo murmured, curling up again.
——
“Are you sure this is a good idea?” Tubbo whispered, glancing around as he stood on the back of the bike. It was pitch dark out, the only lights being porch ones and the ones that occasionally littered the sidewalk.
Innit started pedaling, scoffing.
“Of course, just throw on your hood, ‘kay? Last thing we need is night owls seeing a person that glitches out sometimes.”
Tubbo did as told, watching the passing houses before he spoke again.
“Won’t Boo be mad we did this?”
“Oh, no he’ll be downright furious,” Innit shuddered. “However, we’re running low on snacks, and Mr. Schlatt needs to know you’re... are you alive?”
“I like to think so,” Tubbo responded, setting his head down on top of Innit’s. “I can breathe, and feel emotions and pain. I’m just a different person now, I guess. Or maybe I’m the same as I was before, and I just can’t remember.”
“Dang. Well, Mr. Schlatt needs to meet you. Maybe he can tell you whether you’re the same or not.”
“... maybe,” Tubbo sighed, staring at the scenery. It had been a ‘fun’ time discovering he was alive before his game turned on. All this time he thought he wasn’t a person or had a personality, just some code someone had made to entertain. And now suddenly, he was human? Or human-ish?
Needless to say, it’s been a not so good time discovering who he was or if he even had a place in the world still. Tubbo didn’t know if he preferred just being a character in a game, or a person who shouldn’t exist.
“Hey, I know you’re having a crises up there. I’ve been Ranboo’s friend for years, I can spot them a mile away,” Innit joked, and Tubbo snorted. They sat in silence for a bit before Innit spoke up.
“So, what you havin’ a crises about?”
“... who I am, mostly. Who I was. Who I might become... I could’ve been sixteen by now, Innit. I could’ve been living a normal life instead of whatever this has become. I don’t even know what a normal life is supposed to look like, or if I’ll ever become older.”
“Hm, that my friend, sounds like baggage.”
“Heh, yeah.”
“... it’s nice getting to know you.”
Tubbo raised an eyebrow, glancing at the blonde hair below him.
“What do you mean?”
“Well, like, you know almost everything about me and Ranboo from one way conversations,” Innit started explaining as their surroundings slowly turned from houses to local businesses. “Years of consciousness, taking in information, watching us grow. Meanwhile you’ve only been able to say one liners that never mattered. It’s nice, hearing you say your thoughts, and seeing who you become.”
“I also like saying my thoughts. The privilege of speech is not one to be taken for granted,” Tubbo mused with a smile. There was a huff of amusement from below him as they finally reached their destination.
They got off the bike slowly, perching it against the wall. Innit peered into the glass, and they watched the games glow proudly.
“Well, seems as if he’s still in there,” Innit said before turning to him with a smile. “You ready to do this?”
Before Tubbo could even open his mouth, another bike suddenly almost crashed into them, startling them. Boo sat on the bike, panting as if he ran a marathon, which he must of done in order to catch up with them.
“Ranboo?! What are you doing here?” Tommy whisper shouted to not alert anyone. Ranboo glared as he tried to regain his breathing.
“What am I doing?! What are you doing?! We’re supposed to be asleep and not freaking any adults out!” He whisper shouted back, waving his arms drastically.
“How’d you even know we were gone?! You were dead asleep!”
“Gee Tommy, it’s not like I’ve been sleeping with one person on top of me for weeks now! Not that I mind it,” Ranboo reassured, glancing at Tubbo. “But it’s kinda easy to tell when nobody’s sleeping on me!”
“We gotta tell Mr. Schlatt, Ranboo! His son is still alive!”
“And what if he freaks out, huh?! What’ll we do if Schlatt calls the authorities?!”
Tubbo frowned as they kept going at it, glancing back inside the arcade. His gaze immediately glued on the figure that moved behind rows of games, disappearing. He hummed quietly, glancing between his players and the glass uncertainly before stepping to the door, closing his eyes as he glitched through into the arcade.
With only one more glance at the two on the other side of the glass, he started walking forward slowly, taking off his hood as he looked around. It was nice to see the arcade from a different angle.
He turned a row, immediately seeing Schlatt leaning into a machine and—
His foot was stuck, and trying to get it out only resulted in his right arm and left wrist getting tangled, a wire lightly pressing against his throat.
Tubbo decided to just wait for Papa. Papa could get him out.
Sudden pain. Oh god it hurt somebody HELP HELP ME IT HURTS! PAPA!
—Tubbo flinched backwards with yelp, hiding from the sight behind another game. He pressed his hand to his mouth, breathing shaky as he slid to the floor. The electricity that had always flowed through his veins was no longer comforting, and instead served a harsh reminder of the pain.
What had he done to deserve that?
“Hello?” A voice called out. “Anybody here?”
Tubbo held back tears. It was now or never, he told himself as he moved his hand.
“... hi.”
“Kid, the arcade closed a while ago,” Pops said, sounding like he was coming closer. “You need a ride home?”
“No... no, they’re outside.”
“That’s good. Come on, I’ll unlock the door so you can leave.”
Tubbo stood up just as Pops rounded the corner, and he froze as they stared at each other. Tubbo smiled shakily.
“Hi Pops,” he whispered, waving. Pops started crying, and Tubbo did nothing but leap forward to hug the man. The tears he held back left his eyes, soaked by a shirt as arms wrapped around him and hugged just as tight.
“Please tell me this is real,” Pops whispered into his hair as they sunk to the ground, still embracing.
“I hope so,” Tubbo sobbed. His fuzzy memories cleared in some spots, making him cry more. He only had bits and pieces of a previous life, and it only made him more sad. “P... papa?”
“Y-yeah buddy?”
“I- I don’t, I don’t remember too m-much,” he cried more. Tubbo earned it, surely.
“Sh sh, buddy it’s okay. I’ll help you remember, I promise. We’ll be okay.”
They calmed down not too long after, both running out of tears. They probably would’ve sat there until dawn if it weren’t for the shouting outside.
“Is that-?”
Tubbo nodded, separating himself from Pops as they stood back up. He held a hand much bigger than his own as he dragged Pops to the front door, where his players were still arguing. Pops unlocked the door and they pushed it open to hear the conversation.
“—HOW COULD YOU LOSE HIM?!”
“WH- ME?! I’M NOT THE ONE WHO BROUGHT HIM HERE!”
“YOU STILL LOST HIM THOUGH!”
Tubbo sighed, pulling his hood back on. Sometimes he was embarrassed these were his players.
“This is your ride?” Pops whispered to him, obviously trying not to laugh. Tubbo only nodded and pulled his hood over his face as his face burned.
“Why are you like this?” Tubbo said loudly, moving his hood to see them as he glared.
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pletnet · 7 months
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Embárcate en la Aventura con Minishoot' Adventures - Lanzamiento en Steam el 2 de abril
¡Descubre la combinación perfecta entre exploración abierta y acción frenética en el nuevo metroidvania de SoulGame! Únete a Minishoot’ Adventures y viaje desde el inframundo hasta las estrellas y rescata a tus amigos en este emocionante shooter estilo bullet hell. ¿Listo para una experiencia de juego única? SoulGame, el estudio francés de dos personas, lanza con orgullo “Minishoot’ Adventures”…
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spoonhandles · 7 years
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I wrote an article about Until Dawn and you should totally check it out! 
- Spoon x
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