angelgirl whose halo feels like touching a staticy old crt tv screen; fuzzy, electric fur. it has the same flickery glow, too.
Lint Roller? I Barely Know Her

@theartofmadeline
I'd rather be in outer space šø

Product Placement
Cosimo Galluzzi
taylor price

oozey mess
TVSTRANGERTHINGS
DEAR READER
cherry valley forever
Game of Thrones Daily

shark vs the universe
YOU ARE THE REASON
2025 on Tumblr: Trends That Defined the Year
Aqua Utopiaļ½ęµ·ć®åŗć§čØę¶ćē“”ć

titsay
Peter Solarz
Sweet Seals For You, Always

⣠Chile in a Photography ā£
Monterey Bay Aquarium

seen from United States

seen from United States

seen from Brazil

seen from United Kingdom
seen from United States
seen from Serbia
seen from United States

seen from United States

seen from Romania

seen from South Korea

seen from Canada

seen from Malaysia
seen from United States
seen from Canada
seen from Malaysia
seen from United States

seen from United States

seen from United States
seen from Singapore

seen from United States
@keygirls
angelgirl whose halo feels like touching a staticy old crt tv screen; fuzzy, electric fur. it has the same flickery glow, too.
i donāt care what anyone says, the āmultiple floating weapons controlled by telekinesis/whateverā is, has been, and always will be cool as shit
(source - fanart of this person's oc)
more bird yuri..please... please save us
i maaayy or may not be a little late
whoops,,,,, ehe
quick animation i did for fun. selene is flapping
maybe i gotta study the art of flappy wings more
so now that im on the last dungeon of ff3, something on the mind is how i havent actually cleared any of the first 3 games and the reason why. i love the three, final fantasy 1 inspired me to make a game of my own and 2 is what really drew me into jrpgs as a genre. 3, likewise, was a delightful experience that i think is largely amazingly crafted with a few minor missteps.
but the last 10% of every early final fantasy seems to be where its formula kind of breaks down, and i think its because the games haven't got any idea of how to scale in difficulty. 90% of the game has things balanced to where its moderately challenging at every beat, with bosses that require an attempt or two of careful planning and sometimes unique approaches, and dungeons full of gauntlet-style enemies that press against the limits of your party and ability to be efficient in winning. it's great! aside from when ff1 falls off a bit early with all the content suddenly quite easy, or a gap in ff2 depending on how you sequence its optional side dungeon, the games scale fluidly..... which means, how do you make a harder part?
and i think that's where the games don't really have an answer. final fantasy 2 in particular feels a bit egregious - most enemies, every one in a group of as many as eight, will cast confusion level 16 on your entire party, effectively a 50% chance of making them kill one of your party members instead of taking a turn. the status can't be negated. ff3 puts you through a difficult boss rush, which is difficult only because its bosses strike twice per turn and deal 90% of hp on hit, meaning if they doublestrike your healer your run's nigh guaranteed to spiral into a loss. final fantasy 1 only really has the aforementioned sudden loss of difficulty, just because levels scale higher than it's ready to account for, until its last dungeon becomes a "how many high potions will 9999 dragons burn through" test.
the mechanics of each game are strong and compelling in themselves, but end up breaking down under the question of "what's the natural endpoint of this route of design", and its something i'm trying to evaluate as i do the combat design for my own game. pokemon functions well under such circumstances because the game's symmetrically designed, with teams able to very easily equal each other because they are equal in terms of what tools, odds, and pool they all come from. i accidentally dropped bravely default, but on the whole it scales well becuase of the breadth of tools you're granted and the ways its unique blocking and aggro systems allow you to optimize around singular bosses' attack sequences as you fail and learn. so there are doubtlessly ways to do this, and i'm eager to see where each sequential entry in the series starts learning how to craft a more difficult experience without falling off, but its also something i'm keeping in mind as i progress and trying to consider what difficulty really is in a game's context
let's be puppies together
Im trapped in a (non-perverted) dungeon
you say to me here is a woman. she's insane and irreparably broken and probably a danger to herself and others. and i say yay yippee woohoo! and things of this nature
Somniloquium Serenum
i don't have time for an mmo, especially with birding season nearly upon us, but final fantasy 3 has gone and given me nostalgia for crystal tower of all things.
haha that was some sick ironic misogyny. the humor was totally based on it being indistinguishable from any other misogynistic comment and everything, and meant to surprise me because you think i'd never assume you'd say the thing you just said
New arrivals
Avemygo.jpg
We need to erase the light in a character's eyes more often. It's enriching for them to look completely hopeless and lost
(source)
You can force people into being happy by saying shit like good morning :) follow for more emotional manipulation tips