Do You See That? Looks Like A Joke Image, Right? Well, It Isn’t.

Do You See That? Looks Like A Joke Image, Right? Well, It Isn’t.

Do you see that? Looks like a joke image, right? Well, it isn’t.

This happens in Venezuela. It looks like nobody knows how is our crisis, because I’ve talked with a lot of people (Americans, French, Canadian and even Mexican people) who really don’t know what is happening.

I’ll explain the imagen.

In Venezuela, we haven’t medicines, even in the hospitals. This is because a patient with hypoglycemia is being attended in this way, because the hospital don’t have dextrose for the people. This is happening in Caracas, Venezuela’s capital. But not only in Caracas, is confirmed that in Maracaibo too, and who know where too.

Another cases:

Do You See That? Looks Like A Joke Image, Right? Well, It Isn’t.

“I take prednisone for animals because I can’t found it anywhere and it helps me, isn’t logic, but our health can’t wait”

Do You See That? Looks Like A Joke Image, Right? Well, It Isn’t.

“Confirmed, I’m medic performing in so many decadency. We even’t have privates places for dextrose for decompensated diabetics and believe me I could write for hours about so many that I’ve lived in the middle of this catastrophic crisis, where personally I’ve take with me a hurted pacient behind of a 350 because we haven’t ambulances, where we haven’t gloves for protect ourselves and a lot of  things like that, this is the reality…. It must be give “ORALLY” because the drink is rich in glucose (Sugar) for these pacients this imagen showes [She means the soda imagen] how is conected to a micromanager where it doesn’t looks very good… But it’s valid by an OROGASTRIC probe. As a heroic way, becase like we know “It’s incorrect”.

I even can give my own testomony. My mom is sick, and she must work everyday, I can’t help her because my leg is broken, and my brother must help his own family. She’s in pain everyday, and the money is too hard to found. If there’s money, but there’s no medicine. And, if there’s medicine, there’s no money, because all the treatments are very expensive, like everything, for our inflation on the 1600%.

Please, help us.

More Posts from Wonderer125blog and Others

2 weeks ago

games i liked in 2023 (And Other)

I like games ! You know that ?! and I played a lot 2023! and I liked a lot :). They aren't in any specific order, it's just a little highlight of games that stood out to me this year. I've attempted to write a few thoughts on each so I hope take a look. I wrote playtimes for some also but that is very subjective.

-Ones that actually came out 2023-

Lunacid https://store.steampowered.com/app/1745510/Lunacid/ I think I mentioned enjoying this in 2022 but it officially released so I can say it was one of my favorite games in 2023 :3! I like to feel around this game's walls for secrets. I like the npcs that are full of hope and whimsy despite the bleakness of its world. Chill and occasionally spooky first person dungeon crawling around moody caverns and ruins varying from underground forests to vampire castles and blood lake. (Blood lake!!!! Lake of blood!!! Big creature there.) Lots of fun weapons and spells to find, I like the one that lets you turn blood into coffins.

Games I Liked In 2023 (And Other)

~20 hours

Orbo's Odyssey https://feverdreamjohnny.itch.io/orbos-odyssey If you played the massively popular demo for "Peeb Adventures" by feverdreamjohnny then you know that Johnny makes some fun and funny games and this is certainly one of them. speedy and satisfying platforming! funny dracula moments! short and sweet.

Games I Liked In 2023 (And Other)

~2 hours

A Walk in the Woods https://mooncaller.itch.io/a-walk-in-the-woods Quaint little GBStudio game :) Made by some friends of mine for a jam :) It's cute I like it. There's minigames where you catch bugs and birdwatch.

Games I Liked In 2023 (And Other)

~30 minutes long

Undertale Yellow https://gamejolt.com/games/UndertaleYellow/136925 I've only completed the pacifist run and checked out a neutral run so far. as the title somewhat implies, this is a prequel to Undertale where you play as the fallen human who had the yellow colored soul. This Undertale fangame has a lot of charm!!! A lot of battles really feel like they could have been in the original, with quite a bit of extra flair in some circumstances.

Games I Liked In 2023 (And Other)

~10 hours

vs really cool bird https://bobacupcake.itch.io/vs-really-cool-bird you know that really cool bird that rob bobacupcake made well you can fight it in undertale and it's really fun. yeah two undertale fangames. . . wat of it …

Games I Liked In 2023 (And Other)

~30 minutes

Misericorde: Volume One https://xeecee.itch.io/misericorde I wont lie the main draw for me into this was cute anime nuns I sure didn't know a whole lot else about it when I dug into it. But it's (the first part of) a VN murder mystery! And I enjoyed it a whole lot. All the characters are memorable and I really enjoy how all of them have differentiating designs. The protagonist is so failgirl. She sucks so much and I love her. I'm very intrigued by the mechanics of the game's world, it clues you in near the beginning to expect something a bit supernatural/fantastical, which gives you (and later the protagonist) a curiosity about what's real and what isn't. The music is all very impressive too, with the ost reaching past 100 tracks varying through post-rock, folk, drum & bass, and others. (Remembering when the track "Scandal" played and my friends and I took a moment to be like- okay hang on this track pwns.) Big fan of its haunting locals and how the aesthetic of the game fits them well. Also the humor is a lot of fun, and I love all the moments getting to know the different characters. Very excited to see the eventual continuation of this.

Games I Liked In 2023 (And Other)

~12 hours

Absolutely Perfect Specimen https://chambersoft.itch.io/absolutely-perfect-specimen It seems like a lot of people are craving toxic horror yuri lately. Here's a recommendation. It's a VN about the android maid "Pan" and the mad scientist girl who created her. Horrifying & gut wrenching & largely about having other people define you. The art and music is haunting & poignant and matches the ever increasing feeling of dread throughout. It's yuri with the chunks. Peak robotgirl horror for those who can stomach it.

Games I Liked In 2023 (And Other)

~90 minutes

Wordhopper https://kokoscript.itch.io/wordhopper Very quaint word search type puzzle game for ms dos! I think its style is very slick and that's pretty impressive to see. Chill game with nice vibes and eyecandy visuals. also it was so cool to have played this and then ended up seeing the dev's booth at Vintage Computer Festival Midwest. I was like omg woah I just played this.

Games I Liked In 2023 (And Other)

~bunny

Bossgame https://lilyv.itch.io/bossgame This game is yuriful as f*ck. Delightful humor and fun character dynamics! A simple-to-understand-difficult-to-master boss rush battle system that makes you satisfied to get it right, and enticing to get just a little farther if you get it wrong. There's a lot of detail and charm to this game's menus and dialogues and win screens, I remember noticing that once you beat a boss there would be some marquee text that would pass by with some prose on it. I love how it balances its silly moments with its heartfelt moments and its high octane moments. I like the character development and revelations had throughout the plot. & I like how good the protagonists are for each other :) It's very sweet. It's hype as hell. if you want some boss rush action paired well with that sweet sweet girl's love, you *will* play this game.

Games I Liked In 2023 (And Other)

~5 hours

Elly's Adventure https://bikwins.itch.io/ellys-adventure Very cute and witchy!! You are the little witch girl "Elly" on an adventure to get your toys back!! Feels like a pretty authentic gameboy type experience, it takes a lot of design cues from Kirby's adventure and the like. I am a big fan of how playful it feels.

Games I Liked In 2023 (And Other)

~1 hour

Nour https://store.steampowered.com/app/1141050/Nour_Play_with_Your_Food/ This was a treat for me, but I understand that not everybody is going to get it. It's a game where you play with food(and food accessories). And that's it. It knows what it was going for. I think a lot of people were expecting something else for some reason. It's a cute little toy game and I felt satisfied with my time with it.

Games I Liked In 2023 (And Other)

~food

Hi-Fi Rush https://store.steampowered.com/app/1817230/HiFi_RUSH/ Do I have to say this game is super fun? It's a big one everybody probably already knows it. This game's dopey humor made me laugh a lot and I'm not afraid to admit it.

Games I Liked In 2023 (And Other)

~12 hours

WHISKEY.ST2007S https://bonicle.itch.io/whiskey-st2007nes One of the last games I played in the year because it released super last minute. Does anybody else get a rush when running a shopping cart down the parking lot? This emulates that feeling. Short game where you collect whisky stones in the whisky stone dimension because you forgot to go christmas shopping until the very last minute. it rules. It's very short you can go play it right now & get a highscore.

Games I Liked In 2023 (And Other)

~5 minutes

re:curse https://devpalmer.itch.io/re-curse Discovered this one near the very end of the year also. Fun little rpg maker horror/humor game about a weird scientist lady, her butch, and an evil clown computer virus that figured out how to warp reality. I got a kick out of it. and also enjoyed digging through the game's files, which was actively encouraged by the dev, which I thought was very fun.

Games I Liked In 2023 (And Other)

~90 minutes

-Didn't technically get to until 2024 but released last year-

SWOLLEN TO BURSTING UNTIL I AM DISAPPEARING ON PURPOSE https://1207.itch.io/swollen-to-bursting-until-i-am-disappearing-on-purpose People love to dunk on a lot of indie rpgs for being "quirky Earthbound inspired and about depression" or whatever. Earthbound's great. If people can nail the kind of humor and absurdity it likes to pull off while also balancing difficult topics I think that deserves a high mark. SWOLLEN TO BURSTING was fun. Bizarre and charming places to explore & distressing secrets to find. I like how it blends meander-around-the-town gameplay with Yume Nikki sort of exploration and effects. Also I'm a big fan of the music. I like how it has the lofi sound which matches the early 3d look of the game.

Games I Liked In 2023 (And Other)

~6 hours

HalOPE https://starbage.itch.io/halope Another for the fans of sweet little rpg maker games that have a lot of heart. HalOPE is about an incomplete little angel wondering through worlds. Each has a theme, usually to do with an emotion or feeling, and they do well at evoking that feeling as well as its antithesis. a lot of the music is very homey and charming at moments and unnerving at others, sometimes lonely, all doing well in their corresponding chapters to further the feeling of its specified theme. There are so many delightful characters and designs in this & I found myself feeling really attached to their tiny little stories. The narrative at the core of it all hit me. If I may be vulnerable, I cried a whole lot at various moments in this game. It was really cathartic. I feel very excited for people to experience this game.

Games I Liked In 2023 (And Other)

~5 hours

-Favs I finally got around to that didn't come out 2023-

An Outcry https://quinnk.itch.io/an-outcry Kind of sad it took me so long to get to this one, but glad it meant I got to play the "definitive" updated version of it. Apartment wandering RPG maker horror. Bum smokes from your neighbors and use them to save the game. I wish I could unwrap a lot more of what I like about this game than I can without spoiling too much. But if I could, I'd probably go on for too long. Let me attempt to be succinct & not giving too much away. You can tell pretty early on that An Outcry is about taking action when necessary & not turning a blind eye. What it explores about player vs protagonist agency is very fascinating to me as well, and I enjoyed learning about the inspirations for why the game's narrative works the way it does. The character Anne is such a sweetie and I love her a whole lot. This game has a very tangible feeling, this apartment complex is dirty and crumby, it smells of smoke, and there's a surrounding desperation you can feel.

Games I Liked In 2023 (And Other)

~5 hours

Pigments https://punkcake.itch.io/pigments Honestly I had gotten this game in a bundle and while I was playing it I hadn't looked at the name and I just kept calling it FRUIT. On call with my friends I'd be like "hey im gonna play more FRUIT". I straight up didn't read the title screen. But it's called Pigments. You play as a fruit and you try to paint the whole floor and not get sliced by buzzsaws. Fun little arcade type game.

Games I Liked In 2023 (And Other)

~fruit

Bridge, October 3rd https://lowpolis.itch.io/bridge-october-3rd Very short vignette. I like it. It's what it says it is. I'm not going to overexplain.

Games I Liked In 2023 (And Other)

~like a minute

-Other Games I Want To Mention-

Pseudoregalia https://store.steampowered.com/app/2365810/Pseudoregalia/ I think a lot of people might have already known this one but I felt like it was a pretty fun 3d platformer. There were a few issues I had with it (boss fight at the beginning was frustrating, and I got lost a lot [but it looks like there's been a map patch by now, so, perhaps for some that is a fix]). I enjoyed it but sure felt weird that the only accessibility option was to give the protagonist pants. What kind of joke is that?

Games I Liked In 2023 (And Other)

~5 hours

Mushroom Musume https://mortallymoonstruckgames.itch.io/mushroom-musume (Disclaimer, this game is still early access, but I saw a lot of people talking about it last year. SO I will mention here?) Haven't played much of this yet, but I have enjoyed what I played so far!! As of writing I've gone through 6 playthroughs, I feel like I've hardly scratched the surface and I've been so impressed by its depth. It's very charming, you never know what sorts of fairytale shenanigans are going to happen, and it's very cool to see how your different stats will affect things. It very much plays out like a roguelike vn. Which is not the sort of thing you may expect to make much sense but it pulls this off well. Also all the mushroom girls are very cute and I love them very much. I hope the sad goopy one who had bugs in her skin rests in peace.

Games I Liked In 2023 (And Other)

~mushroom

Knuckle Sandwich https://andybrophy.itch.io/knuckle-sandwich -_- Hm. Where do I start with this one. I was pretty excited for this one since the demo and kickstarter in 2018. I felt like the demo was a hell of a hook that got me curious & horrified. As time went on, it seemed to be shaping up into something really cool. turn based combat with action commands and wario-ware-type microgames?? with a banging soundtrack?? like, count me in!! Then it released and well, the gameplay, art, music all delivered. It was very fun and engaging in those aspects. But the story… oh it just devolves into disappointing nonsensical randomness. The whole hook at the beginning seemed to be completely thrown away for the wild goose chase plot that ensues, leaving you to wonder if it was ever going to be relevant again. It felt like it had no idea what it was trying to say or do. It disappointed me that a game that has so much good in so much else about it gets brought down so much for me by this plot.

Games I Liked In 2023 (And Other)

~12 hours

Rhythm Doctor https://store.steampowered.com/app/774181/Rhythm_Doctor/ (Putting this one in mentions because it is early access.) I really enjoyed the act 5 release. When I first saw this game, I kind of shrugged it off, thinking "that base mechanic doesn't seem like it will last". I thought it was basically just that one ghost shooting game from Rhythm Heaven which I Hate. Well let's just say I am now seeking penitence for my previous transgressions. It's really fun. There's a lot more to it that I didn't know when I first took a look. Also, consistently amazed by people's custom levels, I had no idea that its level editor allows people to do so much in it, I look at some levels and think "This editor seems as complex as an industry standard video editor". I'm looking forward to what they're planning next, very curious how they could possibly one-up the last update.

Games I Liked In 2023 (And Other)

~rhythm

El Paso Elsewhere https://strangescaffold.itch.io/el-paso-elsewhere This was really fun & funny so far but unfortunately I had been encountering an issue with a certain level where the game would crash. I reported the issue, got a response, and there has been an update since then so I think there's a possibility that it got fixed but I have not tried yet. I would like to return to this sometime but having to relearn controls midway through is always daunting to me.

Games I Liked In 2023 (And Other)

~?

-Things that looked good but didn't get around to-

Cosmic Wheel Sisterhood https://store.steampowered.com/app/1340480/The_Cosmic_Wheel_Sisterhood/ Still don't know a whole lot about this. But there are witches, and I like witches.

Casette Beasts https://store.steampowered.com/app/1321440/Cassette_Beasts/ I haven't felt thrilled about Pokémon lately. I know a lot of people seemed to really enjoy this little monster-collecting-rpg. The style is appealing to me as a die-hard gen 5 fan. I started playing it but haven't set aside the dedicated time for it yet, but I'm excited to dig in more when I do.

Little Goody Two Shoes https://store.steampowered.com/app/1812370/Little_Goody_Two_Shoes/ Started watching a friend play this, and I'm certainly curious.. Some sort of horror fairytale but also there's yuri? Yum. Enjoyed the style and animation in the nightmare segments that I saw.

Venba https://store.steampowered.com/app/1491670/Venba/ I've picked this up a while ago but still haven't gotten around to it, but I'm eager to, I've heard nothing but good things.

Goodbye Volcano High https://store.steampowered.com/app/1310330/Goodbye_Volcano_High/ I think there are gay dinosaurs in a band and it's going to be the apocalypse? I have also heard nothing but good things about this.

-Things I watched friends play-

Signalis https://store.steampowered.com/app/1262350/SIGNALIS/ This was a pretty big one. You probably already know it, right? Watched a friend play this and I missed various parts but I understood a solid bit of it. hey. robotgirls are always getting put in these fucked up situations. have you noticed this? one time i got really high and cried about it. it isn't fair

Bomb Rush Cyberfunk https://store.steampowered.com/app/1353230/Bomb_Rush_Cyberfunk/ This one was also probably big enough you don't need me to sing its praises. but it looked really neat. swag.

-Various Thoughts-

Lately I've been thinking more about design and narrative. I feel like I haven't been doing as much analysis as I should be when it comes to games. I want to dissect more what games are saying and figure out meaning. Also attempt to see how the mechanics aid in that. I feel like most of my own work is pretty abstract & random. I simply make what I like. While that's fun and all, I still want to improve in a lot of ways, especially in having more of a theme or message. Figuring out how other games accomplish this is obviously a good step toward this.

If you saw games here that interest you I highly urge you to take a look, many are pretty short, and I pretty explicitly wanted to highlight some smaller titles. If you know me you know I like to uplift small games. (Save for the occasional big game, but that's rare these days) I think it's healthy for you to play and support independently developed & published works. I don't want to ramble too much this time about why that's important, but I hope that you might have found something you may enjoy here and if not then I encourage you to find small stuff that you would like. And I would like to encourage everybody to share their findings as well! Little games need our help to be seen and talked about! They don't have the budgets the big ones do for advertising, and advertising on your own is a whole ton of work. If you like something, spread the word! I'm sure the developers would very much appreciate that.


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2 weeks ago

INTERVIEW ON THE MAKING OF THE CANCELLED MMORPG NINELIVES

Ninelives is the most beautiful RPG that was never completed, but can still be experienced as it was left. As part of my video on the game (now up for early access on Nebula), I also interviewed Tota of SmokymonkeyS on its inspirations and development before its suspension in 2016.

What would you say are your main inspirations for the art style in Ninelives? E.g. other artists, film, games, literature, history etc.!

I was a huge fan of Adventure Gamebook when I was a kid. Well, maybe you don't know what that is. Please read the wiki if you need: https://en.wikipedia.org/wiki/Gamebook. I was reading (playing) translated oversea gamebooks well, and love the inner artwork especially what draw by monochrome. I had never seen pictures like that before, and had a strong impact on me. So, I wanted to make a gamebook by my self. When I started making my own gamebooks, I learned a lot about how games are made. That's because a gamebook is a medium in which the player can see all the source code. At first I started making gamebooks because I was attracted by the artwork, but my interest eventually shifted to making the game itself.

Related to the above, do you take a lot of inspiration from real world cultures and places? Are there any that you particularly gravitate towards?

I like the mixed culture, like Chinoiserie in France at the 17 century. Plus, since I'm Japanese and this country has always been greatly influenced by China. So I'm not limited to any one of these cultures, but trying to create as I am influenced by all of them. Sometimes people say that what I create looks Japanese, Chinese, or Asian, which is neither correct nor incorrect. I try not to be only of a certain culture when I create. That's because I want to create an imaginary world that is somewhat like reality, but slightly different.

Why did you want to make Ninelives?

Ninelives was the first game I ever thought of making, I think when I was about 17.

Do you think Ninelives being in an unfinished state provides a different atmosphere when playing the game and exploring the world?

I don't particularly think so. The atmosphere of the game is still complete. I wanted the game to be a relaxed, free-roamed adventure for players.

I wasn't certain during my research, so I wanted to confirm if Tomomi Sakuba was involved in Ninelives in any way?

Yeah, Sakuba was involved in Ninelives lots of ways. As you said, he did some of the texture pictures for flowers, plants and tree leaves. He also drawn the world map and area maps of the game like below: http://www.smokymonkeys.com/kyrill/index.asp?direct=138 He actually walked around the world by himself to make this. He was one of the most earliest game tester of the game. Oh, and I have to tell you this. He's a voice actor of male Nightbreed and Elf! In addition, his wife did some of creature voices. Her voice is also used on Triglav too!

What are your own personal thoughts on Ninelives? Is there anything you would drastically change looking back on it? Or any big changes you would want to make if you were to continue development at any point?

Ninelives was too much for me in many ways. It was a world I had been thinking about since I was young, but there were too many things to actually create to handle, and in that sense it's exactly the dream a child thinks about. We are a team of two in SmokymonkeyS, but one of us is in charge of programming and system engineering, and the game itself was created completely by myself. I had to create all the pictures, models, terrain, music, and story by myself. Now if I'm going to make something, I don't make it on such a large scale anymore.

Apart from the Switch release for Garage and occasional updates on Triglav that you mentioned before, is there anything that SmokymonkeyS are working on for the future?

Not yet so far.

I noticed your banner on the official website (http://www.smokymonkeys.com/kyrill/index.asp) has a character on a train platform, I wondered if that might be a future game?

Once it was. It was a previous project of Triglav for mobile. But it was going to be on a larger scale again, so we decided to port Triglav before that. There are no plans to make that game now. But I may make another game with that worldview and atmosphere. For example, as a mobile game.

A big thank you to Tota for taking the time to answer my questions! You can find SmokymonkeyS and their games here:

smokymonkeys.com
Ninelives - Free Online RPG
ninelives.smokymonkeys.com
          

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2 years ago

Hello!! If you like my art, please consider supporting me!

Dealing with a super stressful financial situation irl so I opened up a few commission slots on my kofi. Any support would mean the universe to me!

It's been a little while since I've updated my account (I've been busy!!) but for reference all my art can be found directly under #spademimesart. Right now, I only have sketch comms open, as I am trying to push through previous bigger comms.

And if you don't want a drawing, you can also support me by donating there as well, or checking out my shop! I'm trying to raise some money to order new items so I would seriously appreciate anything at all!

Thank you!!!!

Ko-Fi:

Buy Max Vandergrimm a Coffee. ko-fi.com/spademimes
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Become a supporter of Max Vandergrimm today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.

Etsy:

Gorillaz Inspired 2in Glossy Vinyl Stickers - Etsy
etsy.com
This Stickers item by SpadeMimes has 307 favorites from Etsy shoppers. Ships from Weatherford, TX. Listed on May 1, 2023

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2 years ago
A plush of a snail infected by the parasite, Leucochloridium
Kickstarter Now Live For The Leucochloridium Plush! I Had This Smaller Prototype Made Already, But The

Kickstarter now live for the Leucochloridium plush! I had this smaller prototype made already, but the final plush is going to be BIGGER and more realistically proportioned!

Kickstarter Now Live For The Leucochloridium Plush! I Had This Smaller Prototype Made Already, But The

You can preorder a plush, an enamel pin, or a combo of both for the next 30 days. The plush will need a couple thousand dollars in factory costs alone, but if successful, there’ll be at least 100 of them made with some left over that I’ll put up on etsy by fall/winter!


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1 year ago
HUECYCLES's Ko-fi Commissions
Ko-fi
Ko-fi Commissions Open! Click to see HUECYCLES's commission menu.

opened commissions again after a long time! there are 9 slots available for simple sketches :)


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1 year ago
Commissions Are Very Open! Pay What You Can!

commissions are very open! pay what you can!

https://ko-fi.com/wobblydev


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2 years ago
Amazon.com: Crises Girlfriends eBook : Hudson, Michael, Karely, Arts: Kindle Store
image

Art by ArtsKarely Two girls go into a Crises Recovery Center looking for answers and help. Is love the answer they’re looking for? Can love even help in the face of depression, anxiety and trauma? A story about depression, anxiety, trauma, that which leads to crises and how one recovers from it, the sort of advice I’ve learned over seven years of therapy to help with these issues and the ever pervasive question of “Can this actually help?” It is the first time I’ve thought maybe I could help people with a book but that wasn’t the intention. The intention as always with me was to give something personal and emotional. And there is probably not going to be a more personal work of mine than this. Not for a long while at least. So please, if you can, consider checking out Crises Girlfriends, available on anything with a web browser for $2.99 USD. Or less, sometimes much less, depending on where you live in the world. If instead you want a physical copy, you can get it for $11.00 USD or something close to that in other regions of the world. The back cover was also done by ArtsKarely and is a reference to something I did in the Crises Recovery Center when I went and also an event in the story where the girls pick out leaves to put positive reminders of their life onto. I’ve left them blank on the back cover so you can put down whatever will remind you of your own triumphs.

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Thank you all and one final link as well as the number to the National US Crises Prevention Hotline. Please remember to reach out for help when you find yourself struggling. It’s never showing weakness or cowardice to seek help, not when what you face is always so terrifying. It only makes you all the braver for being willing to confront it as you must when seeking help. 1-800-273-8255


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2 weeks ago

I made a game called SuperQuest!

It's a comedy-focused turn based RPG that you can buy now on steam.

https://store.steampowered.com/app/3488200/Su


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2 years ago

my lazy ass finally put more designs up in the shop!

stickers & prints like whoa *gold star, pat on the head*

https://society6.com/lousydrawingsforgoodpeople


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2 weeks ago

INTERVIEWS WITH OLEANDER GARDEN, CRISPPYBOAT AND ADAM PYPE

For my current video on fictional dead MMO/servers in games (https://youtu.be/AXSJ27bTRzw), I interviewed some developers with experience creating such settings. Oleander Garden (Autogeny), Crisppyboat (NetEscape) and Adam Pype (No Players Online) kindly took the time to discuss the creation of their respective games, with their answers compiled here:

What gave you the inspiration to use an empty MMO setting?

Oleander Garden (Autogeny):

The post-vaporwave / hauntology / Dan Bell deadmall universe was at its apex when I started working on Autogeny in 2018; mostly I wanted to play with that sense of longing for lost futures, & put it in conversation with the ideas the Pagan games had been orbiting around (i.e. contemporary technological mythology, poetic-making, degraded game forms). The dead y2k MMO format was a fun solution that had a little tie in to everything I wanted the game to think about.

Crisppyboat (NetEscape):

The idea came to me when watching Redlyne's video series on dead mmos, and theories about cults within them. Just the atmosphere that brings with it, a seemingly derelict digital landscape, rich in history from past users, now occupied by some malevolent force (or one that’s always been around) really fascinated me! Especially with the popularity of liminal spaces, I really connected with the idea of exploring the online equivalent of that. For this game jam version it was on a fairly small scale (only about 4 areas) but we’d love to explore that idea with a more believable expansive online space, that was really the heart of the idea for me. Sitting alone at night and logging into an abandoned online game, shifting through the past memories of long forgotten players in a vast digital space. It has this sort of unnerving feeling to it, why's this still up after all this time and who knows what could still be around. 

Adam Pype (No Players Online):

I was actually doing an exchange at the time when I was making the original version of the game (from 2019) at a game design school in the netherlands. i reallyy hated this class because it was super designed focus without much practical work, and im really more of a design-by-doing person. anyways, one of the assignments was making a map for Unreal Tournament, and it was this tedious process of having to block out the level and then write endless documentation about the design process. i guess the class was super triple-A focused or something. since halloween was coming up and i was still doing game-a-month at the time, i really wanted to give a go at making something super scary. and as i was doing this assignment i really enjoyed just walking around the little map without any bots, and just taking in the vibes. i did a little extra flair to my map by adding ambient sounds to it (i have a video of that actually, here: https://www.youtube.com/watch?v=j_22Q_oNwk0) and it really did a lot for the atmosphere. then i remember that as a kid i used to play GMOD a lot with my friend, and because I was always hosting the server and our computers were very slow, it would always take like 10 minutes at least for my friend to join. adding that ambient sound really reminded me of that, because gmod maps always have this ambient sound in them that's a bit unsettling. i remember being so scared to wander around on my own because these maps were always known to have jump scares, so i would just wait at spawn for my friend. so i realised that this would make for a cool horror game. i originally planned to just port the map into unity, but then i decided against it because it wouldve been more work than it was worth. so i really quickly made a map that didnt make a lot of sense and made it somewhat symmetrical. ironically, not thinking about it too much made it so good, because the map is a bit disorienting, which is perfect for a horror game. it's a little bit funny that i found the most success by making a multiplayer map that was badly designed instead of what this class was trying to teach me. :-)

Did you initially have specific themes you wanted to explore or did the idea of having an empty mmo setting come first?

Oleander Garden (Autogeny):

Ideas came first, setting later! A month before the game came out I still wasn't 100% sure I was going to commit to that framing device actually - otherwise it would have been a straightforward haunted-EXE type of deal, like luna game (2011) or those 2010s haunted video game creepypastas. I'm glad I went with it; 'digital space you inhabited' is a much cooler ('weightier?') frame for this sort of story.

Crisppyboat (NetEscape):

I think the setting had developed first before any specific themes came to mind, but to me NetEscape in a lot of ways represents the melancholy that comes from the loss of fun, safe virtual spaces. Like many people I grew up in these spaces and to see them shuttered in favour of a handful of social media platforms really fills me with a sort of nostalgic sadness, as genuinely I felt that these spaces were really important for kids and young adults. The term "dead internet" comes up a lot nowadays and I feel in part it can be attributed to the sort of forced migration towards a handful of social media platforms devoid of the liberties and expression niche online spaces provided for people. Other than that, existentialism as a theme kind of just fell into place when attempting to craft a story for the concept.

What was it about the empty server/MMO concept that helped you explore the game's themes?

Oleander Garden (Autogeny):

I think the multiplayer and especially persistent-multiplayer character of an MMO makes that kind of game world feel a lot more like /a space/ and less like a strictly authored object; that helped make things feel 'lived in', 'decayed', 'lost', &c. in a way that really worked with the whole 'self-making out of techno-mythic-rubble' thing the game was going for.  Likewise, I suspect the 1995-2004ish era of MMO design in particular - which was much less authored, much more sandboxy, much more scattershot and weird - is (A) /especially/ good at producing that impression, and (B) developed out of a very specific mythical-ideological project which has now been abandoned: the prevailing y2k notion that one might live a 'second life' in a 'digital world', which seems almost quaint or pastoral today. I figured this would produce a certain feeling of dislocation, of 'living in the ruins'.

Crisppyboat (NetEscape):

We use the internet as an escape from reality, and now with the progression of time a lot of these places no longer exist or stand dormant. The empty mmo, to me, represents a sort of time capsule for people you’ve never met. A public space where people put so much of themselves into it, you get to learn so much just through the fragments they’ve left behind. It’s this sort of melancholy nostalgia that I hope we can really channel in the game’s full release.

Adam Pype (No Players Online):

the first version of the game had no story at all. i just did the whole setup of being alone in a multiplayer game, and then a ghost showing up and it ended with a jumpscare. i showed this off at an event on the last day of the month and was planning to publish the game the day after. people really liked the setup but they were dissapointed it just ended on a jumpscare and had no point to it. so on the walk home i thought about adding a story to it. at the time i was really kind of against (or uninterested even) in adding a narrative to my games. looking back on it it's a bit stupid, but i figured it would be a good opportunity to try out adding a story to one of my games. so that same night i quickly added in a story by having the developer join just before the end and explaining that the ghost was his dead wife and that capturing the last flag would undo all of his work. it was a bit rushed, and most of the critique i got was that it was a bit cliché. but without it the game would have been super uninteresting and nobody would have liked it as much. really goes to show that people really like a story :) lesson learned! now many years later we're doing this big version of the game because the original was such a success (mostly thanks to the ARG i think). since i'm now much more of a matured developer I wanted to really focus in on the story and work it into something that is actually interesting, has depth, cool characters, and not just a story about a dead wife stuck in a game (which is a bit of an overplayed trope maybe). but, i had to work with what I had, since it is a successor. i think the direction we're going in now is much much more interesting, making it about old tech more broadly as a vehicle for horror and also telling the story about the relationship between john and sarah, and giving sarah more agency. for the full game we are kind of purposefully doing the opposite of what the original did. by not letting john say anything until the very end, and making sarah more of the main character. in the end I think the game is also much more about grief and using the concept of a dead person stuck in a game and the obsession of the developer to revive her as a kind of allegory about creative work and obsession over your work preventing you from finishing it. this is something i personally quite strongly believe in, that it's important not to let a project take control of your life, and making it so important that it never gets done. the unfinished fps game prototype is so much about this, here is this game that had so much potential and interest, but the developers were so busy trying to make it into this impossible thing that people just lost interest and it never becomes something real or alive. the dead server is literally a testament to a dead idea, a dead person, an unfulfilled potential and a constant reminder of not being able to let go.

What is it about this setting that lends itself well to the horror genre? What kinds of things in the empty server/MMO space did you specifically think about including and/or subverting to make the experience scarier? 

Oleander Garden (Autogeny):

 Living in the shadowed ruins of a gestalt social project which has fallen away and left monoliths behind - this is the essential characteristic of the 19th century European gothic novel, and the 20th century southern gothic that followed. Maybe we could say that 'living in the ruins of an MMO' works as a sort of '21st century gothic', i.e., that the dead server spooks us for the same reason dead castles spooked Bram Stoker, and dead plantations spooked Faulkner. It's not the space, precisely: it's the social field that created that sort of space, and the way its influence still lingers. Playing too much Everquest will probably destroy your life, but there's something fantastical and romantic about early Everquest stories - people waking up at 3AM to go kill a dragon with 70-odd strangers in their shared digital space. There's nothing romantic about Meta or AI-girlfriends: only the life obliterating part survived. In the home stretch of development I tried to give Autogeny lots of little details that would scream 'early MMO' in particular. Open world dungeons with bosses to farm, impossible zone transitions: this sort of thing. I don't know if it would have worked if it felt like Final Fantasy XIV, you know? It had to be an old MMO.

Crisppyboat (NetEscape):

We tried to play with sound and limitation to generate horror. Sound played a huge role, (masterfully provided by louceph) stuff like repeating footsteps and ambient noise really added a lot to the overall experience of wandering alone. Taking inspiration from Iron lung, I really pushed for the on screen navigation system to give a bit more anxiety in the moment, having it be limited, and a bit harder to quickly turn or walk if you catch something in the corner of your eye. We sort of quickly realized that there were a lot of pitfalls in presenting the game in a totally accurate, realistic way without confusing the player, we actually had to patch in a notification sound for the file system just cause a lot of people would never bother actually checking the photos they took during the game. In the games full version we’re going to try and add stuff like working text chat/emotes, and other core staples to really give it that believable feeling, the jam version turned out nice but I’m really excited to go extra hard on hammering down what makes a game feel like a real abandoned mmo. 

Adam Pype (No Players Online):

I think old tech, limitations of old tech and just old design standards or quirks or imperfections are all things that make something feel a bit uncanny and scary. games nowadays are so juicy and smooth and responsive you are constantly at ease because you're being taken care of, there is no friction. all those small things, those small barriers make the game feel like an ominous force, or like a big heavy lid on a tomb that you have to tear off. there's something powerful with horror when you have to make a player do something tedious with the anticipation of the scare. going through that old server list menu really feels like you're undusting something. you also can't jump, you cant look very far ahead. it makes it all feel so evil... then there is also the subversion of it, adding things for authenticity that have no point. you have a gun but there is nothing to shoot, you have a player list but nobody is online, you have a match timer but the match never ends, even delivering the flags doesnt have a point because there is no game because nobody is on the other team. it makes the whole environment feel like you're not welcome, like it's just this graveyard and all you're doing is trampling the flowers. another thing is that everything in the game is "in-story". the game's story is about someone being on this mysterious computer and discovering old and scary things. it's cool because everything from pressing buttons or opening applications, none of it is OOC, it's all supposed to be the experience of discovering this thing that wasn't meant for you, this invasion of privacy and literally uncovering some old skeletons. this is kind of the core design principle for the game, if one of the games in the forum is a bit badly made that's like part of the story cause it's a hobby gamedev. everything is supposed to be authentic and part of the narrative. the full game will have no open ends, every single file and link or application has a point or some subtext.

Has there been any interesting feedback from players that made you think about the empty server/MMO setting in a new way?

Oleander Garden (Autogeny):

Yeah! It especially makes me smile when I find some cool new dead-mmo game, and it turns out the developer liked Autogeny, and figured they could do the idea better, or in a different way. I wasn't sure if the conceit was too particular, but it seems like it really resonated with people - it's like I got to contribute a little formalism to the tapestry of weirdo indie-game culture, you know?  It's cute and it's probably the main thing that keeps me feeling positive about the game. Now I get to play different games, by different people, with their own ideas about the gothic digital-plaza.

Crisppyboat (NetEscape):

Well, one thing that I sort of regret for the demo version was implementing the text chat and emotes as fun visual dressing rather then actually functional, a lot of people kept interacting with it like they’d be able to have full conversions in the game, it’s something we’d like to do for the full release but it wasn’t possible on this jam version. A lot of feedback was also related to the overall story and how it was presented. We plan on focusing way more on the actual exploration of the abandoned space, as that seems to be what people were mostly interested in (as am I haha). Of course the actual way in which the story was presented (taking photos to get files) was not realistic to a mmo at all but I think there's a lot of potential towards the connectivity between actions in the game and the desktop itself. Hypnospace comes to mind as a huge inspiration, doing something similar to that but in 3D would be great. It makes me really excited to explore mmo staples like photography, mini games and other realistic features, turning them into puzzles throughout the full game. We also found a lot of people were annoyed by the slow movement, but I felt that element would be super important for the kind of slow burn anxiety that we went for with this jam version, plus you’d move pretty slow in those old games haha.

There's a pretty big amount of interest in dead MMOs/game servers these days! What is it about them that you personally think is intriguing? Is it mainly just nostalgic elements or are there less prominent aspects that you think make them so interesting?

Oleander Garden (Autogeny):

I don't think it can just be nostalgia, in the empty sense of 'consumer fantasy'. If that was the case, you would expect consumer activity to follow a similar pattern to e.g. console game nostalgia (buying lots of knick knacks and status signifiers, attaching cultural value to a particular major corporation, &c.) Instead, we got this cool thriving scene of DIY horror, and illegal pirate revival servers! Critically, the dead mmo genre is not /just/ pro-forma nostalgic-horror (e.g. afraid of a terrible, romantic past) but also, as Mark Fisher might have said, essentially 'Hauntological' - it's oriented towards a speculative /lost future/. There's a certain longing for a separate digital world, and a new realm of human activity Online - which seemed totally possible, until the real world got digitized, and the digital world died an unceremonious death. From this the dead-mmo form can draw all the drama and emotional weight of a failed revolution, in our deeply repressed cultural milieu, where emerging revolutions fail before they get started.

Crisppyboat (NetEscape):

Honestly I think it’s just the generation that had been raised on mmos like this having grown up with nostalgia for these spaces. Online chat games have basically come and gone, contained in a specific generation of kids, and I think it’s pretty profound how impactful it still is on us. For me just the idea of an online games player legacy really fascinates me. In a way it's almost like exploring an abandoned home or school, where you get the opportunity to catch glimpses of lives and relationships etched into the environment. Like any abandoned or “liminal space” I think people find it intriguing based on the mystery of discovery, finding something clearly human made, and stopping to think how or why they did it. It's an extremely fresh and untapped market, because it is so relatively new, there’s a lot of potential. We see it a lot in internet horror, stuff that at this point has been around for decades, where we can start collectively referring to it in media.

Adam Pype (No Players Online):

everyone keeps telling me this but i haven't really looked into it! it doesnt surprise me though, i think this fear of being alone in a multiplayer game is a pretty shared experience and everyone who's had it is now old enough to make games about it. i wasn't really inspired by any game in particular, i would say the main inspiration i had was Petscop, which is also about an abandoned unfinished game that has a whole layer under it revealing some ulterior use for the game. this whole idea of a game being a facade hiding some grand conspiracy under it is soo interesting to me. it's like easter eggs or 4th wall breaking stuff, or little out of bounds areas. it makes you think about what's hidden underneath all of this stuff you were meant to see. i've always as a kid thought so much about "what if there is a whole other level behind this wall" or like these creepypastas like Ben Drowned or even the luigi stuff in Super Mario 64. the idea that this thing you know and love has something sinister and it was always there you just never noticed will always play well into people's fears.

A huge thank you to Oleander Garden, Crisppyboat and Adam Pype for taking the time to be interviewed.

Oleander Garden: https://x.com/void_hyacinth

Autogeny: https://store.steampowered.com/app/1165750/PAGAN_Autogeny/

Crisppyboat: https://x.com/CrisppyBoat

NetEscape: https://store.steampowered.com/app/3344890/NetEscape/

Adam Pype: https://x.com/adampi

No Players Online: https://store.steampowered.com/app/2701800/No_Players_Online/


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