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luka

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A member registered Apr 30, 2020 · View creator page →

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oh thank you! 🦩

okay, we are getting somewhere. my system specs are the same, and it works perfectly fine. have you waited past the introduction section?

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what in the chaos of a comment 💀

(unfortunately, i do not understand at all what you are trying to communicate.)

yessssss!!!!!!!!1111111!!!1!1!!!!!!!!!111!!!!! 🔥🔥🔥💜💜💜

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That's nice to hear, thank you!!! I'm glad you like it! 🦩🎅🎁



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thank you for your comment.

1) i do not tolerate any misgendering against me in my online spaces. please use no pronouns/my name or they/them pronouns when referring to me. or, even better, talk to me using the second person "you" and therby not risking misgendering. otherwise i will react accordingly with measures to protect myself.

2) this specific text is first and foremost an artistic and emotional text and not a strictly fact-based scientific paper. (the more energetic, polemic and combative tone is one of a manifesto.) otherwise i wouldn't have called it a rant. otherwise it would have been way longer and more in-depth, and i probably would have worked on it for months/years. the fact that i didn't have this approach of polishing towards this specific text is in the spirit of the text, form follows content here, that embraces the unfinished, the processual. 

but still, in feminist theory, emotions, and especially those by marginalized people that are directed at overarching societal structures, such as anger, are valid in what they tell us about society and about marginalized subjects within that society. as for example stella young does in the ted talk that i've linked/referenced, i too subscribe to the social model of disability and neurodivergence, which definitely doesn't put any blame on any dis_abled or neurodivergent person, but on barriers and internalized biases and traditional knowledge of an ableist society. in my reading this text does make this standpoint explicit, but if it apparently doesn't, i apologize. that we are all socialized within an ableist (one could add: racist, patriarchal-colonial, misogynist, queerphobic etc) society is a fact, widely acknowledged by scholars and activists from for example the fields of disability studies and critical autism studies.

3) in my view, both several contradictory facts and feelings can be true at the same time. several facts can coexist despite contradicting each other. several feelings can coexist despite contradicting each other.

4) i think it is a good thing, if we would step back and take a more empathetic, self-reflective look at art and its creators, especially when dealing with marginalized artists and when there is an imbalance of societal power at play. this mode of making space would be, in my view, a great one for the future of art critique and the art world in general. maybe art critique served a gatekeeping function in the past that doesn't fit the 21st century? maybe we could think about whole different, whole new ways of communicating these things, and whole new concepts for art schools, in order to build an art world based in strong solidarity? right now, i always like when people stay more silent and sensitive about art, even if this means that we don't say something. additionally, i am always speaking from a perspective of institutional critique and of a more general critique of power. 

i hope that this helps to clarify things.

this is a really great saying that i should remember!!!

and a quick web search confirms this as indeed true; beautiful! > https://www.boredpanda.com/nocturnal-trash-posts-raccoon-memes-instagram/


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thanks! yeah, i might know why... i will see if i can optimize/reduce file size for a future build, and maybe even create a web build then.

💜

oh yeah, i'm sure you can! ^^

thank you for playing & your feedback! i see, the little videos might be read as ironic or serious, i guess it's more post-/metaironic - it can be both, ironic & at the same time serious, but also not, but also yes & so on & so on. (if the repetition of the hashtag made it feel more sincere overall, that's an interesting observation!) to me personally, it was really just an ironic contrast between the landscape that is devoid of water and the presence of these little strange corporate advertisments, that are in fact the only little thing, in which ✨water✨ is actually present in the game.

yes, you made it somewhere, congratulations! ^^ yeah, the game goal is in the end to just literally walk all the way straightforward, until the credits are shown (it's not timed) & in the very end a dedication message is displayed. and also you can collect all of the video files along the way :)

thank you for playing and commenting! i'm sorry, english is not my native language: what exactly does "up there" mean, like is this a positive thing or something you would criticize?

Thank you for playing and commenting; I'm very glad you liked it, because I actually had a bit of a hard time figuring out how to actually fill this vast space and make it captivating.

Ah yeah, I have to admit that I kinda still haven't figured out how to work with video in Unity without the game lagging, but great to hear that you enjoyed it anyways!

And nice that you are pointing out the jarring contrast, I think a kind of beautification of otherwise horrible exploitation processes & also the medial over-staging of like late capitalist "consumer culture" + exposing these contrasts is something that I am oftentimes interested in & definitely aimed for in this one :)

Oh yes, i did in fact miss the tutorial. I personally actually liked the long stairwalk in the end more than i would like an elevator. Thank you for your explanations.

Cute bunny, cute bunny ears. The controls where a bit hard - especially the mushroom platforming (the jumping force was a bit difficult + the camera), but also the gliding (loved the flower glider design tho) and the thin lighthouse stairs at the end were a bit of a struggle too. Sometimes I didn't knew what I have to do next, so maybe you could improve guiding the player a little bit more (The arrow above the player character was supposed to point into a direction, I guess? This absolutely didn't work for me at all, unfortunately). When picking things up in the lil hill houses, the camera & player always glitched out of bounds, this could also be improved, I think. The skating was so much fun! Lovely atmosphere.

This is so good!!! I loved your writing and the atmosphere etc. I already created a bitsy game myself once and therefore I kinda know what I'm talking about when I say that your first one is a really really good one. Bitsy is always so minimalistic/limiting and you really did a great job in getting everything out of it!

Depression the video game lol. I loved especially the aesthetics of the end scene and the overall slow altering of the flat (even its architectural layout)! At the beginning I made the mistake to sit on the chair in the bedroom and couldn't get up anymore (as victfv also commented); furthermore, I found it difficult/confusing sometimes to find out what exactly the game wants me to do/where to click, for example when blocking the bedroom door I didn't knew which door was meant and with what piece of furniture etc. Maybe it would've been nice if there was something to do in the bathroom? But overall interesting!

I liked the atmosphere and the visual arrangement of the texts; and also how the menus are very well incorporated into the game world like on the sticky notes & the display on the arm etc.

Mark Z. Danielewskis House of Leaves is actually my favourite book and I'm very happy to find something here that was inspired by it!!! I've never thought about classifying the book as cosmic horror until now, but it makes perfectly sense with the unknown/unnamable horrors surrounding the house. One could even say: Cosmic horror par excellence. And a very interesting idea to turn the act of journaling the imaginary life inside the house into a game, thus mirroring the structure of the actual book!

The thing that I would suggest is, because it was hard to get into the mindset of your writing/instructions, to maybe have a more in-depth introduction for people who haven't read Danielewskis book. And I also did find the instructions a bit unclear written overall, but that might be because I've never actually played journaling games (although I'm a writer myself and it sounds like an interesting genre!). As LegionGames already commented, I too think that an example of a playthrough would be really helpful in understanding your game.

On another note, there is this conceptual video by Elli Koliniati on YouTube, called House Of Leaves Introduction videogame, which is a final project in architecture studies and in which a part of House of Leaves was turned into a video game. Idk if you've already seen this video, but if not, it might be inspirational or something :) - According to the video description, the author unfortunately doesn't want his book to be turned into another medium, which is sad, because the video game concept video looks very promising, but yeah.  And your journaling game definitely also proves, that his book theoretically could be turned into interesting game ideas!

thank you for playing & commenting!

regarding the laughter, my thoughts were that the "iconic" laugh track used in certain types of comedy etc can also be read as incredibly perverted and uncanny, manufactured human emotion, completely automated and detached from a living equivalent, additionally being overly repeated in this game; therefore what was meant to represent "fun" might be twisted into its opposite. (i mean also the content & atmosphere of this game is kind of far from funny and i think that this specific kind of laughter can create an incredible alienation.)

also on another note, as me being an autistic person having a rather complicated relationship towards laughter in general, it might be kinda an "insider joke" (which kind of twists the laughter again lol!) in regards to an autistic experience of being ridiculed and gelotophobia (the fear of being laught at): in that way it was to me personally incredibly important to really only use laughing (+ applause as an overarching frame), laughter that happens at seamingly random points in the game where absolutely nothing you did was funny, and also to include the inherent & kinda traumatic violence, that to me always exists within laughter; and therefore laughter as an experience of horror, and maybe horror on an existential level. idk if this is something that came across when playing, if yes: that's great, if not: it's not that important, but just adds an additional layer to it i guess!

Thank you for playing! I don't think there are stupid players, but there definitely is too confusing/bad game design.

Thank you very much for playing and thanks for the feedback! Yeah, I'm gonna add a video, thank you!

thank you for playing and uploading a video!

ballert!!! (& stimmig <3)

juhu, das lädt zum wiederholen ein & mag den collagestyle!!! <3

Etwas verwirrend, die interagierbaren Dinge zu erkennen und sich zurecht zu finden, aber mega vom Gesamtdesign & dem Lerneffekt <3

Mega Stimmung <3 Love it!!!!

Bin beim ersten Mal ganz rechts oben durch den Screen gefallen und diese Leitermechanik ist iwie kompliziert zu verstehen/auszuführen, aber ansonsten hurra!