A simple 3 frame skull inspired by the fabulous work of @lameboysp !
So good!!

shark vs the universe
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oozey mess
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Monterey Bay Aquarium
sheepfilms
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@lameboysp
A simple 3 frame skull inspired by the fabulous work of @lameboysp !
So good!!
Snippets from a gameplay video of my stealth-action-platformer immersive sim, HEARTRENDER. These are all common occurrences in the sandbox. Watch the two-minute video now and see even more, including a player-launching catapult!
One of my favorite horror tropes
Imported the 3D model I was working on to THEY SPEAK and it looks terrifying (good!)
vermin room
Midwest Lost Post #1
Introduction:
This is my second time writing this post because I pressed ctrl z on accident at the end of my (very long) first attempt and apparently tumblr doesn't have a redo button. I am going to scream. Anyway, Midwest Lost is a souls-like set in the American Midwest in which you play as an angsty teenage boy with a big fuck off sword. My main inspirations for this project are the mainline souls games (also bloodborne psx), metal gear rising revengeance, and kingdom hearts 358/2 days. The best way I can describe my goal for this project is that I want it to be a fun, earnest, introspective, and emotionally raw teenage drama with a focus on atmosphere, narrative, and cool bossfights. As you can probably tell this project is the most early in development of the three I'm currently working on.
Story:
I'm not going to go into too much detail here because I want to avoid talking about spoilers, and, also, anything is subject to change at this point. The gist of it is that you are playing as an emotionally troubled teenage boy who (figuratively and literally) hides behind his big ol' sword. His ultimate goal is to leave his dead-end home town behind and make a better life for himself. The first obstacle of many in this goal is the protagonist's abusive stepfather who serves as the introductory bossfight of the game. I have a lot of ideas for bossfights that I am extremely excited about, but I'll avoid talking about them here so that I can show them off when they are more developed (one of them I'm excited about is a mom van). The game is likely going to be 50% exploration of a vibin small town and 50% fighting bosses, so most of my effort is going into those two things. The game's story is going to take place in chapters with various time gaps between them. This will allow me to set different chapters in different seasons, and, most importantly, it will let me set a chapter on Halloween night. The last thing I'll talk about in regards to the story is that, as absurd as the subject matter may get, I want to avoid the game feeling irony poisoned at any point. I want the game to feel earnest as that is how I'm feelin' while making it.
Mechanics to Appease a Goopy Goblin Gamer Brain:
I would describe my enjoyment of games as a medium as belonging on a spectrum where the left has experiences that touch me in an more complex emotional sense, and the right has experiences that are pure serotonin injected straight into my soul. The souls games sit comfortably in the middle. This is because the atmosphere, storytelling, and general vibe of the souls games is really harrowing and beautiful, and the gameplay gives me the kind of intense brainworms that lead me to play through it twice a month. Before working on my current three projects, I hadn't really worked on something that I intended to necessarily be fun. In a way, I'm sort of getting out of my comfort zone by making something so mechanically heavy. It's been a nice change of pace to learn that I can focus on atmosphere and gameplay without either of them feeling creatively unsatisfying. Something you must know about me is that I have an immeasurable fixation on dodge rolling, and I think it's one of my favorite mechanics of all time. All this to say I put a dodge roll in my game, and I think it's feelin' really good.
Animation is Hard:
(But if I'm being honest, I'm getting there.)
Souls-likes are sort of unique as a genre in that animation is extra important in them. In something like a platformer you might have a bad jump animation that makes the gamefeel all wonky, but the jump itself will still work the same. In contrast, a 3D-Action game like Dark Souls is very dependent on its animations to control timing, spacing, and telegraphing on top of the gamefeel. Before starting this project I didn't really know if I had the animation chops to pull something like this off, but heading straight into the deep end has, I think, really helped me improve my animation skills quickly. The moment I got the stepfather's "lunge + spin knife around" attack implemented (as pictured above) I got a lot more confident in my ability to probably make this game feel pretty dang fun. Recently, I had to make 8 different strafe animations and it strangely didn't feel like a chore at all. I'll talk about that more next week since it's related to the mechanic I'm currently working on.
Drinkz:
The main healing items in this game are a variety of energy drinks, coffee brands, soda, etc. that each have their own unique effect. In the above gifs you can see the two that I have currently implemented. These are the green and blue varieties of in-world brand "Vlade Energy". The green one is the most basic heal item, and it's the one you start off with. It allows you to take two sips per can with each sip healing a good deal, and you can roll out of the drink animation at anytime; however, cancelling the animation also discards any sips yet taken while still using up the can. The blue one stacks a passive buff on the player that allows them to heal by dodging through enemy attacks. I'm really happy with the presentation of the heal mechanic with the fun particles, the sfx (take my word for it I guess), and the animation of the protagonist throwing the empty can away.
Music:
The game currently has none. I'm looking to commission a bunch of artists to fill up the soundtrack with some banging Midwest Emo or songs that otherwise have an indie feel. If you make music and are interested in doing a song or two please hmu. It'll be a p long while before I'm actually worrying about getting music in the game, but I thought I'd mention it. There is also gonna be some fights that have tracks way outside of the Midwest Emo genre, so don't be afraid to hmu if you are making different types of stuff.
Conclusion:
I wish I could talk more about this project, but I'm gonna have to wait until it's further along. Next week I'll be talking about my strafing / sidestepping mechanic that I'm currently implementing, so I'll see ya then. I'd like to end this post by mentioning that the amazing portrait of the main character seen in the health UI was commissioned from lonesomnia. I cannot stress enough how much I love how that piece came out.
Desk Diorama → Triangles: 596 / Vertices: 364
I’d rather stay here in my room Nothin’ out there but sad and gloom
More on Twitter: https://twitter.com/itemrender
Nightmare Zapping Is what I’m calling this experimental game. (I may change it later…) It’s a game where you watch a TV that it may show some Horror Stories, small horror mini-games, or… creepy stuff…
Currently I have 5 channels done, 15 more storyboarded and XX ideas to make more. I think I’m going to release it once my motivation is over… But as of right now, that is still really far away. So please look foward to it in the future.
terrifying haunting noise
My final project in RM 2k3, “Crumbs”, a short life-sim game, will release on the 12/2/22 - in 3 days.
It has been accepted into the December issue of the Indiepocalypse anthology.
:) Very happy to finally be able to show this off.
This is a small experimental Adv-Horror game I’m working on (It’s not a fishing game…) I’ll be updating more frequently about this one in the future
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About Fishing Frights, I’m taking a break on it for a couple of months. Gonna shift focus on this small experimental game so I can have content that I can actually share and give more frecuent updates.
Because Fishing Frights has a really high resolution, I tend to burn out really quick, so I have to be careful while working on it. I’m not going to cancel it or anything, just slowly working my way through it. So don’t worry about it.
With the high resolution, I mean, the art assets, Salazar House had screens of 160x96 (with some exceptions that were 256x144) But a Fishing Frights screen is 512x288 and has more frames… So that’s why I work really slow.
Camcorder footage from a member of a Miami “neighbourhood watch” team that began patrolling the beaches after a number of pets, and eventually elderly beachcombers, started going missing during night-time walks. The cameraperson was identified by a tattoo found on his severed arm.
Details from an unpublished piece in late 2020, oil.
Cryptids, for cryptids in july a few months back.
I posted them here before, but here is a more cohesive set
Get Lucky, 2021