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1.5M ratings
277k ratings

See, thatโ€™s what the app is perfect for.

Sounds perfect Wahhhh, I donโ€™t wanna
apricotsandlemondots
STAR BASKET WITH ROCKS :D
shoelace-and-friends
ummmmandy

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โœจIt's finally done!โœจ

Calling this one "Dress Up Schmess Up 2" since I sort of want it to be an extension of the first game, just with a different bigger/chubbier body type for the doll. So it's got similar style, item count, and color palette, but all new items just drawn for this game.

๐ŸŒŸ& this game was also sponsored by DollDivine.com!!๐ŸŒŸ

You can play this game HERE on Meiker

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cyaniiderain
prokopetz

The thing I like about the Blood Moon mechanic in Breath of the Wild and Tears of the Kingdom is how it affords game-mechanical transparency to the player.

Like, we all know the reason it exists is because, like any complex open-world game, BotW and TotK periodically need to hit the reset button on all non-trivial changes to the world state; in games that don't, your save file has unbounded growth due to the need to keep track of every little thing you've ever done, and eventually the system runs out of memory, save/load performance goes to shit, or both. It's basic software engineering constraints dictating the shape of play.

The thing is, most open world games try to do this subtly, perhaps by setting individual timers for the consequences of different actions to expire, or by linking world-state cleanup to proximity to the player character, but in practice it never works – trying to be sneaky about it paradoxically makes it more obtrusive to the player by rendering it opaque and unpredictable, often prompting the development of superstitious gameplay rituals to work around it.

BotW and TotK take precisely the opposite tack and make it 100% transparent and 100% predictable. Once a week, at exactly the same time of day, there's a spooky cutscene and an evil wizard undoes every change you've made to the world that doesn't have an associated quest log entry. Why everything at once, and always on the same schedule? A wizard did it. Why exactly and only those changes that don't have quest logs attached? See again: a wizard did it.

And this isn't just a gameplay conceit. Everybody knows about the evil wizard! The fact that the evil wizard keeps resetting everybody's efforts to fix the befuckening of the world is a central plot point. There are organisations whose chartered purpose is to go around redoing stuff that's been undone by the wizard.

It makes me wonder what other potential synergies between fantasy worldbuilding and mechanical transparency are going unexploited.

pangur-and-grim
spookyloop:
“ citizen-zero:
“ beyond-the-canvas:
“Hugo Simberg, The Garden of Death, 1896.
”
Every time I see this I always wonder what the painter’s intended message was. It looks so pleasant, that middle skeleton looks so happy with its...
beyond-the-canvas

Hugo Simberg, The Garden of Death, 1896.

citizen-zero

Every time I see this I always wonder what the painter’s intended message was. It looks so pleasant, that middle skeleton looks so happy with its work.

Maybe it’s supposed to be a memento mori, but a comforting and encouraging one.

spookyloop

This is one of the most famous paintings in Finland. There are multiple interpretations of it but they all share the same base idea:

“According to Simberg, the flowers represent people’s souls, the skeletons are aids to Death, and the Garden of Death is a purgatory of sorts for souls waiting for entrance into heaven. This artwork invites the viewer to consider the afterlife, to take comfort in his or her own passing, and to not fear what happens after the body fails to function.”

“It depicts Simberg’s thoughts on afterlife, which is not run by angels but skeletons who take care of the heavenly garden with a gentle hand, while waiting for more “gardeners” to arrive. It is derived from the medieval belief that the dead sleep in a blooming garden.”

“In Simberg’s garden the humble Death-like figures struggle against harsh conditions; the landscape around the garden has burnt yellow, it is dry and barren. The cherished flowers grow in exotic shapes, slowly, requiring constant care. The black-clad figures love their nurslings. The garden is a place where Death is allowed to realize its feelings of affection. The Garden of Death can be seen depicting the impossibility of this love; maybe the flowers are tender and fragile because they can not handle the love of Death. Love has two faces: one of them is the face of devastation.”

naomiknight-17