🖤 i don't believe in concepts like "ugly" and "dumb"
🖤 i'm against generative A.I.s and N.F.T.s
🖤 i don't allow reuploads, only reblogs of my posts
i'm Anfey Care, a queer non-binary artist and writer! i go by gender neutral words only (as for pronouns: "they/them" — "ê/elu/-e" in portuguese)
i enjoy art and science. i'm a fan of lots of things, specially Undertale, Dead Plate, Married in Red, Cold Front, The Picture of Dorian Gray, Omori, and Adventure Time! i'm brazilian, too. you're welcome to follow me if you enjoy:
art, pixel art, animation;
books, comics, mangas;
cuteness, horror, comedy;
games, music;
indie, alternative things;
queer, LGBT+, gay stuff;
shows, cartoons, animes;
thought-provoking stuff;
nerdy things in general!
i'm fairly silly, quite gay, and very nerd!
nice to meet ya!
( ^ ꒳ ^ ) [cute face smiling*]
(*i can use text in brackets like this to describe text emojis for screen readers; similarly, i can use text in brackets preceded by a slash as tone indicators, such as: [/silly] )
🐾 ooo, look! you found a boop post! 🐾
💙✨ about me: ✨
besides being a silly gay queer nerd artist and writer, i'm atypical, a furry, a fan-enby of a bunch of characters, an adult and a game dev. i'm an introverted, shy, and asocial person. somewhat antisocial too; sometimes i can be completely silent and spend weeks alone when too overwhelmed from socialization. (i'm INFP and pisces, but i don't take these seriously, although i can relate at times)
i'm completely atheist. i don't mind religion, even if i might take it as stories and thoughts, but i just don't mind as long as it isn't fanatic christian stuff — i was raised around these people and it got me very tired of those things.
i graduated on a game development technical course i took along with high school (public education, got in through an entrance exam, got in first place on the classification list), and i'm often studying things on my own, like languages. i draw, design, paint, conceptualize, illustrate, make pixel art, research, edit, write, and can animate and code too — sometimes i also try music, acting, photography, and cosplay. i'm still working on being an indie game dev; for now, i'm mainly an artist and writer
as for how i identify as LGBT+, i'm queer as in all pan a-spec atractions-wise. gender-wise, i identify as pangender, which in my case includes agender; i'm transneutral and non-binary (and — it's obvious but just to mention — gender non-conforming). i usually put it all in short by just saying i'm a queer enby, or a pan a-spec enby, but i don't shy away from just saying i'm gay (as in i'm definitely not straight)
as an enby, i'm also dionysian (more often known as diamoric), and any kind of relationship with me would be called this — 'cause they'd have an enby (me) in them. you could call me almost anything from the LGBTQ+ definitions and that'd still be almost fitting, but if you were to call me something accurately fitting, that's queer, pan a-spec, diamoric/dionysian and enby, heheh
i could be considered legally blind, as i can't see anything a few inches away from my face without glasses (8 degrees in each lens, but i've been needing a new prescription for some years... couldn't afford it yet). i suspect i might be neurodivergent (ADHD, ASPD and autistic, mainly), and i have lots of symptoms of depression, anxiety and C-PTSD, but also can't afford to look into those. (funny fact: i managed to get in a psychology college earlier in 2024, and for a good while was studying psychology there before even being able to go see a psychologist-) (i still do deep researches about those topics of mental health)
from the way i understand relationships and concepts related to it and to living in society — understandings that have some connections to my pan a-spec (includes asocial) pangender agender way of being —, i'm also non-monogamous in attractions and beliefs. i could be either in a monogamous or non-monogamous relationships romantically, though. i'd do fine in any, i can adapt quite well to who i love and/or like and care about! it could even be an undefined relationship — it all would be up to who i'd be with. (i'd develop an attachment, and even a hyperfixation on them, too, which would make it even easier for me to adapt,,, anyways-)
i know spanish and french, besides portuguese and english. i don't have a lot of practice with those other two languages, but i can understand them well (speaking portuguese helps, heh). i still want to learn more languages — for now, i'm also studying japanese, LIBRAS and ASL from time to time
i aim for diversity, inclusion and equity, specially for my games. that's a reason why i study a lot, and that's also why i want to make most of my creations available for free. and that's why i encourage you to give me support if you want, as it helps it all to be free of charge, and can give you a custom art or some cool extra things for a low tip!
i'm interested in:
Undertale;
Rot in Paradise;
Dead Plate;
Married in Red;
Elevator Hitch;
Cold Front;
Bittersweet Sentence;
Eloquent Countenance;
The Picture of Dorian Gray;
The Owl House;
Omori;
Revolutionary Girl Utena;
Deltarune;
Dracula;
Adventure Time;
She-ra and the Princesses of Power;
KinitoPET;
My Little Pony;
Sonic;
Don't Hug Me I'm Scared;
Welcome Home;
Puella Magi Madoka Magica;
Studio Investigrave in general;
and the Daycare attendant from FNAF
i also like to roleplay/perform as characters at times, and used to play D&D, besides liking the RPG genre in videogames itself
as you see, i'm all over the place — i'm not completely organized, and i allow myself to let some things be messy (like tags); it's what works best for me, as far as i noticed
i like lots of things! and, though i enjoy horror, i don't make much art of this kind. plus, i create original stories, art, and characters of my own, like Safey — they're my mascot persona, and they're the fox creature on the pixel art by the start of this blog post. i have a bunch of projects i develop on my own, including ideas of comics and games! and sometimes i write poems, generally in portuguese, but i mix languages and write in english at times
i usually make cute things! whenever i happen to make something scary or with sensitive topics, i let it with the warnings i think it needs. personally, i'm positive about NSFW topics, specially sexual-related ones, in regular conditions. however, i very rarely allude to NSFW — if anything, it can be there as subtext, if i ever even include anything like that at all. to my mind, these are not NSFW, but either way: i do enjoy artistic nude art, i do like philosophically/sociologically/literarily analytical thoughts and texts that could be about/related to sexual topics, and i also do like (well, you know) horror. i take a different approach on my own art that's around these, but you can avoid it if i ever make it due to the warnings, and i hope you will use the warnings' opportunity to avoid it if you're sensitive or just don't want to see it.
overall, specially for other people like me, i want my space to be a safe space
Undertale, Dead Plate, and Married in Red are my most favorite pieces of media, so i'm drawn towards them most of the time. for the characters in those respectively, Flowey and Sans, Vincent, and Bok-su are my favorites (i know, they're the popular ones... sorry, heh, i genuinely love them)
nice to meet you, and i hope you will like what i create!
the project i'm currently working on is a horror roleplay game, but there'll be a few cute moments and so i'm considering allowing to pet a little animal at some point
and the existence of the animal plus the fact it's horror gave me a fitting horrible idea for an implication that makes the animal feel more linked to the ambient plus course of events in the story, and it makes me both smile from how fitting it is and the thoughts of how a player would react, and curl up from the agony of the implied horror-
Hello!!!! It's been a while since rot in paradise came out but was there a canon reason everybody went in the ocean at the end? I know it was more metaphorical but I was still confused
Typically I don't like giving an outright "this is what the game was about" with projects I work on because I feel it can take away from the player experience and leaves less room for speculation and theorizing. Right after the game came out and for the month during the game jam I wanted people to be able to have their own take away of the game and didn't want to interject or place the idea that there was a "right" way to view it, especially since its a game with a looser plot and I didn't want it to cloud players individual interpretations of it.
A lot of people mentioned feeling like the story hit hard and felt personal to them which tells me that the themes and emotions we were going for were felt by some players but even more players were left confused or frustrated by the ambiguity. I understand that stories with more subjectivity that lean more into surreal visuals and open endings will land for less people but it still falls on the creator to tactfully deliver that message and I agree with a lot of the criticism that Rot in Paradise kinda fell flat of that.
From what Ive seen a lot of people felt like RIP had potential but it didn't follow through or feel cohesive enough. The main story was meant to touch on the themes and feeling of losing loved ones to dangerous ideologies and addiction. There wasn't a set in stone plot reason that everyone on the island falls victim to it, there wasn't a secret wrong thing that all of them did that June didn't- which was intentional to portray it as some people being susceptible to things you wouldn't think as reasonable but also potentially muddled the themes.
It was also meant to work as grounds for making the player feel confused and disoriented and wonder what they could have done differently to save them. There isn't anything that it seems the others interact with that June doesn't, she's able to partake in the same activities everyone else does without it altering her the way it alters them. It's a matter of forces outside her control effecting them more than it effects her and whether she wants to succumb to something she's capable of escaping to stay with her friends or leave them behind as they get worse and worse is up to her.
There were a lot of elements I think that worked against the favor of having that theme work. Even with a lot of the people who did notice and remark upon the message, it felt like the general vibe was "oh heyyy this part kinda sorta reminded me of this theme but idk if that was intentional" rather than a direct "this is what the theme of the game is". Overall while opinions on RIP were more mixed than previous entires I'm excited to tackle stories with more subtextual elements more in depth in the future outside of game jams. Rot in Paradise is probably one of less narratively successful games I've worked on in my opinion but still got me really excited about exploring that space and improving on stories like it in future projects and I'm still really proud of working on it
ooo, the points of June making all the things her friends did and still not being affected like they did, and it not being anything objective the people on the island did in particular that affected them to act like they did, are very interesting points! it makes a lot of sense
i feel like fear of deviating from the intention of the writing could have made part of the audience take the more subtle points with the "but i don't know if it's really part of the idea" grain of salt, which didn't help them explore the points (i'm included in this part of the audience kjskksc i'm guilty of being afraid and thus not taking some points as points that were intended — there's some fear to unlearn i think), but this is a thing that comes along with subtleties, subtext and such — what is subtle can go unnoticed sometimes and it happens; noticing subtleties and taking them into account is more on the audience, who is encouraged to learn and exercise it, than on the writer who wrote something in a subtle way
the best a writer can do to make a subtle point more clear is adding more points that go on the same direction, which can be subtle too, and Rot in Paradise had a lot of those! even if some points a writer does could feel a little against other points, they're often there not to contradict but to add nuance to the main point, and this is a nice touch! it deepens the idea
part of the audience not exploring some subtleties in the story could make the subtleties feel confusing when looking from other points, but also, on other hand, a lot of the confusion complements the idea of the game itself
June gets confused with the situations with her friends and the island, and then the players who get confused too really get in her shoes — and this honestly makes Rot in Paradise amazing as an RPG; feels like role-playing at its finest, with the players feeling just like her, getting on her role, sometimes without even noticing it
pros of making the expressions animated and blinking while the characters aren't talking anymore: little neat touch, adds personality, is another signal that the player can press to continue to the next dialogue/end dialogue
good evening long time no see, i'm about to write a devlog update of a project i'm working on for a game jam, i just have to finish the dialogue system i'm thinking of and get it working (i'm halfway through the code) (you know where i'll post the update :3 for supporters) (they'll also get to play it a week earlier once it's done!)
Back in the 1960s Judy Garland- the actress for the 1939 Oz movie- was one of the few celebrities to openly support the queer community and was frequently seen at gay bars accompanying her male friends so "friend of Dorothy" basically became a codeword amongst the community. If you were trying to get into an underground club then the code phrase was often something like "I'm a friend of Dorothy's." or "Dorothy sent me."