Bullet dodging has never been this stylish. Love the art direction with the models.
Farfama
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On the surface you see a kaleidoscope of colors, but engage with your perception enough and it taps into imagery that connects to how you view the world. I saw birds falling into the ocean, a man screaming into the sun, a forest burning. When I was a kid I would press my hands hard against my eyes for long periods (something I think many kids did?) to enter what I called "the eye world". This felt like reliving that.
Hey. Really cool that you shared these thoughts. There's definitely a lot of approaches to take with the genre. Still countless other potential combinations to explore. It's interesting that you both looked at it in different ways. Really, you can take any architectural style, combine two, or even more interestingly, invent your own.
Thanks for listening! I'm usually pretty quiet about giving any type of feedback as I don't want to intrude on your original vision. Well, while were on the topic one feature request if possible...plants. Eco brutalism would be such a delight to create. There are also some procedural vine tools that can be crated during runtime. If you're using Unity 6, you can also apply post processing layers so you can seperate the black and white volume and apply a subtle color pop
https://docs.unity3d.com/6000.0/Documentation/Manual/urp/cameras/apply-different...
Played around a bit. Can see myself jumping in and messing around a lot. Not sure how these types of game work, it seems a bit random what gets built. Like I'm kinda just letting the tool do its own thing while I sort of nudge it slightly in a direction. Also couldn't find the controls.
Lots of potential with this and looking forward to updates if there will be any. Really vibey chill experience as it is now though. Windows build would be nice!
Oooo this is a good one. I've started to plant these seeds last year and this is like pouring some super growth juice on them seeds. I'm starting to think that sharing stuff to be experienced offline is the best way. I still share stuff but more often it's under my controlled conditions.
This site is full of some of the most deranged comments where people pick apart someone's free personal art project like they own every piece of it. Artists are cool though. Love being in spaces where we all just show our gleeful awe at each others stuff.
Lots of great points. As someone early in curatorial hobby, many things you wrote spoke to me. Currently my site (https://exhibitplay.com/), has a lot of niche topics in games, but its lacking many things that go beyond it just being a listacle. I want community, discussion, collaboration, critique. A hub of new ideas where the curation is just the spark for something deeper. Thanks for writing this manifesto.
Thanks for sharing your thoughts. I really enjoyed reading this and I agree, I like to think about how a game, or really any piece of art, made me feel rather than finding some objective truth. And that feeling comes from many factors both on the surface and through the players own experience in life.
The screen tearing was intentional. It's interesting to explore "engine glitches" as a material for art. Z-fighting, low framerates, boundary breaking, etc. Lots of interesting applications to explore (I'm sure you're familiar with Yuha's Nightmares which is also doing this on a larger scale)
Yes! It has became such a common pattern for games to be talked about as "replay value, multiple endings (I must see them all!), achievements (I must get them all!), daily quests/rewards (I must return everyday!)". I like it when a game tries to be one thing, committed to telling one story, evoking one thought that you can sit with and absorb for a long time without the noise of all the retention strategies dissolving the thoughts before they can enter longer contemplation.
As soon as I told myself that I wasn't going to make products/seek commercial success, I started making my best art. I'm starting to believe in this theory of obscurity where the most pure and original art comes from having zero audience, zero expectations, and being completely unknown. It's why I think kids make the best art.
Love it all! Very inspiring. When it comes to visual novels, Set Yourself on Fire by denhop fits as an extremely good example of something released recently that showed a new potential for visual novels. It's extremely experimental and uses cinema/experimental storytelling in ways I've never seen a visual novel do before. And it's made in RenPy which I think is even more radical because it breaks out of all the constraints you see in so many RenPy games.
Thank you for making this! For so long, projects have filled up a space of my mind that is hard to decouple when doing literally anything else. A part of it is a deep passion, excited about new ideas constantly and finding everything an inspiration. But it's so exhausting. Impossible to live in the present often. But this is a good reminder to just enjoy the process without big expectations.
Really love the washed out and blurred art style. Interesting concept too. Even growing up in North America I don't relate with a lot of environments in liminal games but do still get the nostalgic sense of it. Like there's the childhood hazy memory of something that isn't fully in focus. The feeling is more clear than the actual image. Well done.

I can tell you that a game design document is a living document. It evolves with the project and acts as a source of guidance and truth in the present moment. I personally couldn't see the point in "creating" the whole game in the document before actually making the game. The document is initially very simple and rough and is guided by the project goals as you run into design challenges spread through all skills (level design, gameplay, sound design, music, art, vfx, programming, etc) related to the project.
I just completed it. I was really motivated to see all the planets. Fishing was a bit too easy. I didn't need to buy any upgrades, and was a bit let down that the final catch was extremely easy. Difficulty could use some fine tuning for those that want a fun challenge (wasn't a big deal for me because I enjoyed the vibes a lot). The art and music was really well done. The cloud planet was my favorite. The star map reminded me of Star Fox, so I was really intrigued what awaited me on each planet. By the end of it I was pretty invested in the world. The royal cats. The chef. The tiny bits of lore in the descriptions. Great experience overall.
Hey. I've been thinking about this game since I last played it. I like to take notes when playing games with a lot to think about, and I transcribed the notes I took for this game. Again, such an important project. Something I plan to explore again and take more notes. There's a lot to ponder.
https://farfamahar.github.io/digital-garden/rebody-notes/


















