ghosttime.bsky.social
Creative - Art/Music/Code
Games: Jettomero, Test Tube Titans, Tux and Fanny
FREE PALESTINE
39 posts
116 followers
34 following
Getting Started
Active Commenter
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You also won't ever go viral in a small discord server, which means it changes the way you think about what you share, and for me that's maybe one of the biggest benefits.
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+1 for discords
I have a few that are very small to bring together friends from different places. Not a ton of action, but it's a very safe place to share.
I also don't ever feel like I'm sharing too much, which is very nice. I have a tough time posting on public social sites these days.
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Sure! Thank you!
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Oh that would be video games? Not once have I been proud of my game skills when compared to someone who plays less games than me. Don't mean to shame anyone who is good at video games, but for me all I can think of is how I could have been better at something more meaningful.
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I've listened a number of times now and really love this one. Farewell Sea Friend is giving me some Drexciya vibes - makes sense with the maritime theme I guess.
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I think it's worth normalizing talking about pooping. Keep it up!
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I've developed a Friday evening ritual which involves getting stoned, eating cheezies with a sugar-free soda, then making nachos, and then some combo of movie/video games. It doesn't sound like much, but it's a powerful reset, and I look forward to it all week. I love a good ritual.
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Oh rad, thanks for sharing. This should make for some good research for me as well.
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Hello, @albertbirney.bsky.social and I are here too :D
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Admittedly, I judged it much more as a film than a piece of art - it was difficult not to. I think I can also be hypercritical of procedural systems when I feel they lack effective and meaningful integration, largely because I've made those mistakes plenty myself.
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Based on the format, I might have liked it to be more focused on the idea of creating using procedural systems and that specific process. There were too many scenes that felt tangential and belonged in a more linear biographical piece.
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I watched one full screening and then tuned in to pieces of others. We had a household discussion afterwards and kind of came down hard on it in the end. It's an interesting experiment, but as a film/narrative the lack of direction really bothered me. I thought the content could have been tighter.
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All your characters are frightening in their own way, but somehow this one might be the scariest of all...
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I'm glad to hear the sale got some new eyes on the game! So hard to convey what the game really is - we need more people taking chances on it like this.
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I only know this series from the Action Button video review by Tim Rogers, which is about 6 hours long, but it's honestly one of the best and most worthwhile videos on youtube if you haven't seen it.
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Depends how deep control needs to be? If everything is on a different channel then it's fairly easy to play them all simultaneously. If CC is important, probably want to set up a template or find a specific plugin per module? But the constraints are part of the appeal too, at least for me.
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I've had three summers of teaching an intro to unity dev at my old uni now, and I think one thing most students come away with is that if something isn't working properly then it's often something simple and stupid (or unimaginably obscure). Still very fun, but sometimes wow.
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I'm working on a game that takes a lot of inspiration from Vandermeer, so I can totally relate.
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We're in a similar boat. The game is all music, and we don't necessarily want to introduce distracting off-beat/out-of-key sounds with anything else.
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Hey, I'm usually pretty flexible with my schedule. Not sure if you're still looking for someone now. I'm keen to see what you're up to. I'm ghosttimegames on discord.
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Thanks! That's exactly my use case.
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Where did you learn this? I've been meaning to look into these kinds of features.
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As someone who spent 80+ hours on Dark Souls and then walked away when it felt too overwhelming, I can relate to this. I also had a mini-breakdown playing Demon Souls last year (I eventually pushed through that one though).
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It took me a session to come around and understand what the game was asking from me and then I loved it. I only stopped playing at the point when it was taking me 30+ minutes to make any new discovery in the post-game section.
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Absolutely! I don't think I even realized it was an option not to play it in Japanese XD
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I started playing in Kurosawa mode (black and white) with high contrast enabled and even though I know it has amazing colours I found I only wanted to play with those settings. It's such a good atmosphere, but my playthrough got derailed because it was so cozy and I got sleepy every time I played.
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I always wish that I had $ for hiring professional porters, and then I realize that I could perhaps be a porter-4-hire myself, and then I remember that I hate porting more than any other part of the development process. Sorry to complain about porting. Happy to hear you've got it all taken care of!
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Hope it all goes smoothly for you! Such a draining experience. Doing the ports after that is even worse, so hopefully you don't need to do much for that yourself.
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4, 7, and 2r are also the only ones I've played, and just did 2r last month. I saved very often and was always concerned I had wasted too many resources but only actually loaded back once or twice. I almost bounced off it early, but once I figured out the pacing I enjoyed the way scarcity added fear
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I'm looking forward to playing Pacific Drive!
Dragon's Dogma had a similar night system that would go completely black without a lantern and it was properly terrifying. Lends such a great shift in the experience.
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I was impressed how effectively Nobody Saves the World incentivized experimentation with the many mechanics available there. Feels like the whole game was built around that concept.