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kitsch [active at chitter.xyz] @kitsch@witches.town

Pouet épinglé

have you ever just wanted to reach out your tentacles and pull someone into your lair? you know what i mean?

thoughtvoice Afficher plus

apparently this evening is one of various small aches

though, they'd have more choice in it, after a point. the bear's motives aren't clear, maybe he just prefer not settling down. the duo might have a home, but go wandering anyway just to see what's out there. i dunno. probably won't ever get around to manifesting any of this.

on even more of a tangent, i realized my semi-characters, the picayune bear and toothpaste duo, are very... wanderers. i'd imagined the duo as looking for somewhere safe to settle down. and the bear as indefinitely passing through and moving on.

i mean, those are mostly kind of negative feelings, now that i look at them. i guess that reflects my attitude towards life <<
but i'd like to convey optimistic feelings too. finding a new home. meeting friendly people. travelling through strange and pretty locations. i uh. yeah

but like... all in a low-key, low-energy, maybe calming sort of way, i guess

not that i ever end up doing much, but...
i'd love to make games with environments (and the protagonist's place in them) that might cause the player to feel a bit lonely, or pensive, or unsteady, or faintly threatened, or so on... idk

thinkings for this are... "what kind of design would elicit the feeling that seemed to accompany the game in the dream."
secondarily, "what would be fun to play" is filling in the design gaps

idle game design thoughts Afficher plus

idle game design thoughts Afficher plus

idle game design thoughts Afficher plus

idle game design thoughts Afficher plus

idle game design thoughts Afficher plus

i think maybe it wasn't for the fate of the world, but for the fate of the protagonist. that sounds more like the kind of dream design i'd have <<

it was like a mix of wario land 4 level design, early 90's dos sidescroller shooters mobility and weapons, and i think there was somehow some kind of collect-em-all aspect. the whole thing had an air of tensely racing the clock, probably for the fate of the world