Toli got an upgrade!
Magpie lets him keep a bit of the belly, while also giving a cute nose and some false-shimmer* on the wings! :D
Give him a boop on the snoot?
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@clanthorn
Toli got an upgrade!
Magpie lets him keep a bit of the belly, while also giving a cute nose and some false-shimmer* on the wings! :D
Give him a boop on the snoot?
Day 471
The Imposter from Among Us by Philanthropy
Bought a novelty salt lamp but I think it's defective or something. It keeps walking around the lair
Bonus:
is flight rising a video game
yes
no
no nuance just follow your heart
the new familiars are literally my bf & i's cats ?? im weeping
Bogos binted? 👽
two of the very old dragons I revamped (mostly just outfits), Titania and her son Sagan. Titania is an extremely well-established CEO in Tempest City and Goldensparc. She has been around since the first years of the 4th age and has basically been running a successful business the entire time. She specializes in mechanical armor/exoskeletons, enhancements, and prosthetics, and has a doc ock thing going on with her big scary extra robot arms. Her son, Sagan, is a Great Disappointment to her. He left the Shifting Expanse centuries ago to help build the Astrolodome and never came back. He now does a bunch of cool arcane stuff and they basically never talk except for every few years Titania will send him nifty hardware upgrades for the arm she sent when she somehow found out he'd lost his in a portalgate experiment. She also shipped an entire mech suit for his partner, Tycho the faun, as a wedding present, but he was too scared to wear it and donated it to the Tourmaline Archives where its parts are currently being used in several different student labs for poking at scary magical materials.
"wdym I don't have enough to buy two longneck caravans I have 600k in my pocket- O H"
YAAAAAAAAAAAAAAAAAAAAAAAAAA
Lantern Keeper // Outfit #2983274
POV: You just walked in on their private conversation about rock collecting without knocking first
happy riot of rot
coral saddle will save me...
Hey. Huge shout out to anyone on Tumblr dot com who saw my Sinclair post, disagreed, and then moved on without insulting me on it. I did not realize discussing Sinclair on the forums was gonna be HELLA toxic. People keep insinuating moral failings about me without even realizing it, just as a part of making their argument.
"If you don't like Sinclair, you must be able to use Swipp all the time--so you don't have a life or a job (and being unemployed is evil, I guess)."
"If you want staff to change the game because you like the fae NPCs, you must be lazy and selfish, because you could just go visit the NPCs anyways."
"If you want Swipp to have any friction at all, you must need to feel superior to other people, and want to make the experience worse for everyone else so you can have exclusive items."
I'm exaggerating the way things are phrased here, but well-intentioned people keep making these implications and its making me feel a little insane. Like. I need people to have a little bit more empathy before they post. If you want to say "some people can't be on FR all the time, and Sinclair makes it possible for them to do Swipp trades" then that's fair. Don't say "Some of us have JOBS and can't PLAY ALL THE TIME", you're making it personal for no reason.
I will preface my Sinclair opinions post by saying: I was relieved to see that Sinclair didn't cost, like, 100g to use, and I was excited to no longer need to worry about Swipp RNG.
However. I think its a little crazy that they made a change to an older mechanic that actively makes it less unique right after I spontaneously decided to complain about several of the site's mechanics feeling too samey lol
It is just bad design to me. Sinclair is supposed to be selling things at a "premium price" but the price doesn't reflect that at all. As a result, the Swipp stand's whole mechanic of time-sensitive trades is basically irrelevant now. Yes, this addresses some problems that made Swipp frustrating to use, but now Swipp is no longer unique, and that's going to replace the frustration with tedium. Collecting items and treasure is only so interesting, and it's something that several site mechanics expect you to do. The Swipp stand itself needs to feel fun and interesting.
The point being that they could have addressed these problems better, with a creative solution that either preserves Swipp's existing uniqueness or introduces something new.
For example, Sinclair trades could require a token that you get from trading with the other siblings, but which appears at a much higher rate than regular trades. If it were up to me, I would make these trades limited to one-at-a-time as well. This way you have a reason to check the trades, but the RNG can be much more forgiving.
That's just one idea. I don't need this specific suggestion to be implemented. But I don't like Swipp being less unique. To me, grinding out specific combinations of items isn't unique or fun enough. I would like using Swipp itself to be interesting, too.
Truly I go a little crazy every time they release a new feature where it seems like, despite its interesting flavour and the potential mechanics the flavour evokes, they've reduced it to the most boring, minimalist "gameplay" possible.
Arlo's should have had an actual excavation mechanic, where you don't know exactly where items are underneath the dirt. It doesn't have to be hard–put two items per plot and have the pickaxes work the same way, except maybe there's a small number of empty squares (or not if you really must make it utterly easy). The magnifying glasses would make so much more sense if you had to pick specific squares. c'mon.
Sophie's could have used the colour data that every item automatically has to produce different colours of string (preferably not stored in the hoard) that are used for respectively-coloured recolours. Or literally anything to make her have distinct-feeling mechanics from Baldwin. Maybe there could have been a loom-themed UI with different boxes where you put string, and each recolour has a distinct pattern of boxes it requires you to fill. I'm just spitballing now. It doesn't have to be an elaborate minigame. Just, anything. Please.
I don't know if its an attempt at accessibility, but accessibility shouldnt mean boring gameplay. It actually drives me nuts how straightforward some of these ideas are (why did you do that to the archeology mechanic. why). Genuinely my number 1 disappointment with Flight Rising right now. I utterly adore flight rising, but my excitement for the future is diminished knowing how little they seem to be willing to innovate with the mechanics. If they release more "go to webpage and click button every x minutes" mechanics with no additional meaning, I don't know what I'm gonna do.
Hard disagree. It's already time consuming as fuck to get the color I need from Baldwin. I'm glad Sophie doesn't have different colors, and I'm glad if I have to spent ever fucking 10-15 minutes clicking on arlo that I know what I'm getting and not one of two items.
If you want more innovation and more different game mechanics maybe don't choose a free to play browser based game?
You may not like my specific ideas, but you don't seem to overly enjoy either of these mechanics either. You seem to agree that Arlo is tedious. I'm not arguing for making things complex or difficult, I'm arguing for making them like, interesting and varied.
(Also my first idea for Sophie was that the string wouldn't be random. It could just be like, you melt an item that mostly has colours in the red range, you get red string. Colour information already exists in the item database. But it doesn't matter, I don't actually expect FR staff to read my specific suggestions and implement them. I just don't like how boring/tedious/samey Arlo and Sophie feel to me.)
Truly I go a little crazy every time they release a new feature where it seems like, despite its interesting flavour and the potential mechanics the flavour evokes, they've reduced it to the most boring, minimalist "gameplay" possible.
Arlo's should have had an actual excavation mechanic, where you don't know exactly where items are underneath the dirt. It doesn't have to be hard–put two items per plot and have the pickaxes work the same way, except maybe there's a small number of empty squares (or not if you really must make it utterly easy). The magnifying glasses would make so much more sense if you had to pick specific squares. c'mon.
Sophie's could have used the colour data that every item automatically has to produce different colours of string (preferably not stored in the hoard) that are used for respectively-coloured recolours. Or literally anything to make her have distinct-feeling mechanics from Baldwin. Maybe there could have been a loom-themed UI with different boxes where you put string, and each recolour has a distinct pattern of boxes it requires you to fill. I'm just spitballing now. It doesn't have to be an elaborate minigame. Just, anything. Please.
I don't know if its an attempt at accessibility, but accessibility shouldnt mean boring gameplay. It actually drives me nuts how straightforward some of these ideas are (why did you do that to the archeology mechanic. why). Genuinely my number 1 disappointment with Flight Rising right now. I utterly adore flight rising, but my excitement for the future is diminished knowing how little they seem to be willing to innovate with the mechanics. If they release more "go to webpage and click button every x minutes" mechanics with no additional meaning, I don't know what I'm gonna do.
Credit where credit is due though, Pursuits was a baller update. I only wish they were a little more rewarding, bc it is actually a fun little excuse to navigate around and do all the little site activities I don't usually bother with.
I isolated and upscaled the Starfall bird--a lovely magpie! As with Flameforger's, I made a few minor edits to remove some of the extra elemental stuff if you just want the bird by itself. Enjoy!