this touched me very delicately 🫀🫀
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this is fantastic :]
i had 13 dreams before i thought it was time to go. spent a long time with the rain falling, cursor dancing with the bubbles, the very soothing flying friend.
if you don't mind me askiing a technical question, is the sound all generated on the fly with MIDI? just because that's something i was working on for my jam entry, would love to know how you went about this.
thx so much! I'm having trouble getting this working, pretty rusty with vertex shaders. if you wouldn't elaborating a little more on the setup from a few questions?
1. did u have the shader in the surface material override of a MeshInstance3D?
2. did u mean 1x8 subdivisions on a quad that's horizontal?
3. I'm on Godot 4.2, do u think the version might matter? there's no errors
really beautiful! It took me quite a few trips up and down the path to find the secret, but I didn't mind too much because this janky atmosphere was delightful to spend some time in. honestly, the narration takes away from this, would probably be a lot spookier without it. I spent a long time just admiring the grass and flowers - would you mind sharing how you achieved that look? is the source available?
thank you for this comment. I'm lucky that I've never visited a slaughterhouse in use, only heard stories and researched on the internet and filled in the rest with my imagination, so it's strange to me (not quite gladdening, but I feel a certain kinship) that it resonated with someone who has actually experienced that. I really hope this didn't agitate trauma of those experiences too much. big love.
when I saw the theme my initial thoughts were on hostile architecture and exploring spaces in games that don’t feel like they’re meant for you, so I wanted to somehow make a hostile place in Bitsy. but then I got to questioning whether I have a bit of a fetish for experiences like that, then wondered whether if that was similar to a degradation fetish, then I went in to a fruity haze and when I came out of I’d written this game.
Played four or five times. This was sublime, and although I never achieved the stated goal of the game I’ll be thinking about this for a while. Although it’s pretty obtuse in its messaging and hard to know what to do without reading the comments, there’s a lot about it that was really evocative after spending a bit of time with the game.
- The feeling of not knowing whether I was exploring a dead online game—was I just following my own trails?
- The sudden death of the protagonist, with no prompt to play again, giving you time to sit with the journey you just took them on.
- The merchants selling things I could probably never hope to afford within one lifetime.
- The cues on where to hide/find the artefact based on the different cultures’ superstitions, creating a sort of meta-roleplaying-game that you can choose to participate in and you can only hope the previous bearer was playing too.
- The time I played as a farmer—the only time that when I died my body and possessions dissolved and returned to the earth. That really struck me.
Thank you for this!