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april 2025
I need a post here or else the art of formatting will be lost to me forever! I kept the body of the lastest blog post from solflo that way I can steal his formatting, much the same way I've stolen lots of his code
FORMATTING EXAMPLE BELOW
new on the site: beyond the third piece: understanding layers and depth, a fashion article from me to you. planning a second part, i'll get to it i prommy!
new elsewhere: new vn dropped!! a machine walks on the beach at night.
it's short and sweet and i made it in a week. i made music for it! the
titular machine gets all wet and shiny and has abstract erotic
encounters! read it now! more about it on this log, right after the
links list ^_^
- pretty pretty please i don't want to be a magical girl (pilot animatic). yay and yippee! it's out!
- why permadeath matters.
interesting video even if don't 100% agree with his opinion. i think
he's right that saves are very much taken for granted as the default
state of game design, and i'm always interested on questioning what we
view as Good Game Design, and in this case specifically the view of
(games) history as linear improvement. while i have a couple games that
shift me into git gud mode (i'm aware of this channel in the first place
because of my vague interest in stgs / bullet hells) i'm not a skill
oriented player as a rule so i don't find the high stakes of permadeath
and similar mechanics to be important motivators. however i do think the
roguelike saturation is in part a sign of yearning for that arcadey
permadeath, and heavy reliance on metaprogression is hindering the
genre. this is an incomplete read: live service games have created on
some game designers a perceived need for constant updates and keeping
players hooked for longer, and roguelikes are pretty good for that. i
say perceived because i think the players who whine about
replay value and dollars per hour are a vocal minority. but uh yeah one
thing that often puts me off about roguelikes is the expectation of
grinding to unlock shit versus improving yourself, because i don't like
it when games feel like chores. idk! i just really like it when your
knowledge as a player is taken into account by the game design, and i
suppose this is an extension of that, only in a different way. anyway
yeah video got me thinking.
- guide to using calibre's "kindle collections" plugin to manage collections on your pc.
this is the most straightforward resource i've found for jailbreaking
this little guy, and collections are basically the only point of doing
so, since an ereader is a single use device. btw fw version 5.3 sucks
ass because it has garbage ui when it comes to dictionary lookup and you
can't view page number, only position. downgrade to 5.4.4.2 (direct download) instead.
- my octopus girlfriend.
- lena.
- the other AI art.
- anatomy and the eight-legged beast.
ok severely slept on youtube channel found. very interesting
production, with a vibe closer to a idiosyncratic blog or zine! super
cool.
- my casual god. look sometimes research means going on ao3 and look for explicit fic of the ultrakill earthmover. what do you mean there's only one. who said that.
- what does it actually mean for a video game to be "horny"?. welcome back "everyone is beautiful and no one is horny". see also these bsky posts. maybe i should play a horny survivors clone just to feel something.
- yuri evn webring. it's a pretty new project and i hope it thrives. go play some yuri, and submit your vn if you have one! let's go lesbians ^_^
- a 1-star review of slay the princess, a terrible game. ohohoho. interesting video. i haven't played slay the princess,
as usually happens with hyped up games, but i have seen exactly one
person criticize it, and it was in a way that lodged into my brain. so
getting this one on my newsboat via sortition social was a treat. the
intro really sold the review for me, because the thing about ironic
oelvns is very real and true. i find fiction that attempts to distance
itself from its own medium and genre extremely tiresome, and i hate
being condescended to. rip disco elysium you'll always be famous.
art
more importantly: the new vn!
a machine walks on the beach at night
is my first chunky project in a while, and i'm pretty happy with it.
i've been wanting to make another vn for some time now. i came up with
the idea because i really wanted to paint some dark cloudy skies, and
it's more of a mood piece than anything else, but there's also a lot
more to say so i figured i'd make a dev log about it. the word count
here is longer than the vn itself btw (writing fiction...).
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