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I also have I a guestbook too for more casual messages though you're free to leave them here too! Just know I may not respond if I'm unsure of what to say, and I'm a bit slow right now.

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Q: also this has probably been asked a million times but are there any games that inspired you to start gamemaking? if so, what are they? :3
A:

I actually don't know if this has been asked in relation to me Starting to dev ahaha! RPG Maker has been a special interest since the early RPG horror blew up, but I recognize a lot of the classic titles would be a boring answer, so I'll go into some detail for later in life.

At age 16(?), I played Hello Charlotte which as probably a huge catalyst for me going back to game development. It's technically in that category of RPG Maker horror about a strange girl but it's story is told in a unique way and goes more towards VNRPG (visual novel rpg) than a lot of the classics did. That format is like drugs to me. 

I also played the 8:11 demo, and that game really motivated me.. I at some point befriended the developer and seeing his work style did something to my brain.. He developed maps in a similar way to me but he works on a larger scale and it's hard for me to wrap my head around. I played a lot of indie games on itchio to get my brain into gear really though 8:11 is the most memorable after all this time. It day 2 of Omma HAHA. I really like churches in games now though. I see they are in many RPGs.

Um regarding visual novels, a lot of the VNs that inspired me are no longer publicly available on the internet, but one in particular is Liar Liar by tokimekiwaku. It's structure and styled inspired the first VN I made in high school. Obviously I don't make stuff like that right now but I'm still fond of choose your path horror stuff. 

It took me a while to really figure out my voice as I developed VNs cause I had taken a break from writing longform fiction because of depression and my art focus in HS, but I certainly took inspo from HeartLovePowerTemple and many other VNs released for other jams I partook in early on (ie I love Spiral Egg Challenge and it's use of art and real life images of cooking and the topics really resonate with me). I like the designs and names in Spiral Egg Challenge a lot (I think about Fabric Johnson all the time). It winning VNCup menat a lot to me for reasons that are hard to articulate. For something to resonate with me so much in the way that it did and also win.. It gave me a confidence to continue to be true to myself... It means more to me than I can probably ever properly articulate..

Really, with VNCup and other jams like that, a lot of VNs released in the events I enjoy are focused on messy relationships between girls which I like.. I enjoy things that blur the line between general toxicity and abuse and also sometimes people are just mentally ill but not outright harmful towards their friends but have the potential to be if in another situation. So yummy.

Also, denpa as a whole. I've always sort of liked it before I knew that term, but I learned about it in my teens. I still think I take inspiration from Song of Saya (VNDB) even after all this time (despite my habit of making fun of Urobochi at times). It certainly will inspire me forever whether or not I choose to talk about it. It was the first denpa VN I read and it did something to me. The sound direction, visuals, and (some) of the character designs really do a lot to me... It's a VN I'd never want to make myself but echoes of it resound in my tastes forever.

But I do prefer things like Soundless (VNDB) which I've talked about over and over so I will spare details... It is admittedly hard to define denpa as a genre and not going to lie, I actually don't care that much about the true definition because the legacy of those works are seen throughout the other works I love very much BUT visual novels (and other mediums) that fit in that category are quite special to me.. Even if I haven't written a released an denpa work myself yet haha! 

(While I'm here.. I should gather Fabric's sprites.. Top tier design truly)..

Answered on: 2026-01-20 11:33:53
Tags: game dev
Q: Do you see more game developers being open to release their game code under an open-source license? Plenty of new source code releases use weird, proprietary licenses. In general, one of Carmack's gripes regarding the now no longer existing source code releases, was that the industry never tried to imitate them. Of course, the popularity of proprietary engines like Unreal and Unity won't make things any easier.
A:

No. The game industry is really bad. It requires secrecy because it's full of developers who can be fired at any moment. All some developers have in that industry is the ability to program things that are difficult to make from scratch- to have their code be readily available would not benefit them in an industry that is so cut throat. 

I think it would be nice if more indie devs did, but even then, that mindset trickles down. So many indies will never make a living wage on their games and to release their code would allow people with a lot more resources to profit off of their work. We know companies with more money wouldn't hesitate to use a devs' code in the worst way possible. This is an unnerving feeling.

It's unfortunate and a reason I actually struggle with getting into Godot and things. So much code just isn't readily available like in other engines I like. Much must be built from scratch or using plugins that may have issues that you can't figure out how to solve while in RPG maker, there's often a million plugins for one different thing.

It's why I asked Basicbean's help with the dollmaker template. I think Godot is really convenient but there's just not many resources for it and most artists Aren't programmers and don't have time or patience to be programmers. And I love games by people who lean more towards the art side/writing than the developer side.. It's why engines like RPG Maker are everlasting too.. Works for artists in a way many game engines don't. 

I don't think the above is good or anything. The game industry is a beast and artists (and programmers in art industries) have to try hard to protect their jobs due to constantly being abused by people in power, especially with all the cases of developers being fired right after a game releases only for the project / base code to be handed other people who are less skilled. So many of my favorite games have been ruined by this practice too because a good skeleton still requires meat.

It's worse because now the game industry and other art industries are benefitting off the work of artists they refuse to hire or even acknowledge the existance of with giant AI things that scrape every little thing on the internet. Things have the potential to change but.. smiles, I think a lot of AAA corporations have to die and more avenues need to exist for game developers to earn revenue (IE Itchio being really the only place for poor Western indie developers without publishers is terrible while having the moderation team be the way that it is not helping anything). I really do think so many problems are the result of AAA industries snuffing out everyone they can.

That is to say, I do think indies are doing well in recent years but even then, a lot of the indies in high regard (ie Hollow Knight) may not be AAA but they still have so many resources me and my dev peers don't have so I consider them to be seperate from the problems we are experiencing, even if they have other struggles. Tap tap, I've had conversations with larger indie people in the industry who don't even KNOW the situation on Itchio right now.They are not my kin. 

TLDR: When art is made for the sake of profits over the sake of creating, people are less likely to help each other and the game industry loves when developers feel like they are going to starve. To help others is a luxury developers typically don't have the luxury of doing.

Answered on: 2026-01-03 03:30:58
Q: What are your thoughts on open-source (and/or free) software (and its ideals) and the ways it (could) relate to video game development? Feel free to elaborate as much as you wish.
A:

FOSS is the good and holy way. Any time I say I hate it, it is like having an argument with a sibling I adore but get tired of. Game dev for solo developers requires being cautious of who you put your trust in but with Free and Open Source, when you download the software, it's yours really. FOSS is also what you have to turn to a lot of the time if you use Linux which makes it a godsend for diversity of OS usage.

BUT. Unfortunately I find that FOSS tends to have issues with usability and the communities around them. Looking up an issue may result in "it works on my machine" attitude or you may just find a bug that is unfixable... And it's enraging because somoene may have fixed it but forums and Discords for a lot of it can be long-dead unfortunately since people in these communities frequently keep to themselves.

Still, really I love FOSS. I use Aseprite. It started out as FOSS, and it's excellent because I use Aseprite forks on my iPad. For game engines, FOSS is good because game engine distributors randomly change their terms. I'd never use Unity for game dev and I am averse to Gamemaker because of the fuckery of the company. I do think both are useful. I do use Unity for some things- corporate backed things have the ability to make a lot of software that would take a lot of manpower that can't be funneled into FOSS projects a lot of the time.

Really I think so many earlier versions of many engines should be FOSS because of how Aseprite being FOSS earlier on has benefitted the community so much. Ik the developers were working on apple versions but the App Store is expensive and it would require maintaining two distributables. I just really love forks even if the new fork is not FOSS. 

FOSS projects inspire me alot. It's why I distribute my scripts for free. FOSS I get mad about when there's bugs because of losing work and I get like.. enraged, but you know, even my own scripts have problems at times haha. Anyways, CHURCH OF FOSS.

Answered on: 2026-01-02 18:50:50
Tags: game dev FOSS
Q: Not a question but I wanted to thank you! I've been a big fan of your games for a couple months and they inspired me to finally make my own, something I've wanted to do for a while. Thank you for giving me the motivation and for making such amazing games!
A:

yay! i wish you much luck and happy holiday if any of the ones occuring are relevant to you. remember if you ever get frustrated, you can't let the game engine win!!

i'm really delighted tobe an inspiration!! enjoying my work for a few months! wow! that's so long ^^ it is amazing to be remembered

Answered on: 2025-12-23 22:18:25
Q: I love your website and I want to make my own so bad, but i dont know a thing about coding or building sites. I am taking a python class in my spring semester but i know that wont help me much. What helped you get into building your site (and even the games you make too!) and what would you reccomend to beginners?
A:

It really depends on your ultimate goals, but anyone can learn HTML or CSS. JavaScript gets harder but to be honest if you know how to code at all you can scrap anything together.

HTMLdog is what I learned a lot with, and I still randomly reference w3schools for stuff I forget- sometimes the Mozilla docs too.

For video games it really depends. I mainly use Renpy which has it's own starter guide but I like fenik's resources too. For RPG Maker, I got started with this playlist.

My website has the tools / vps hosting section though it may be a bit much sometimes.

I add these to my FAQ more with a few more links c:

Wow now I'd really kill for some tea...

Answered on: 2025-11-12 20:18:09
Q: how'd you learn how to make games, especially visual novels? i want to get into making visual novels, but i have no idea where i should start, lol.
A:

This question is really vague, but I will try my best. Visual novels are very easy to get into. Renpy is very popular and has many resources due to its community's size and age. Lemmasoft forums is a godsend. I'm going to be honest.

Renpy's installation also comes with "The Question" when you install it which gives you some basic Renpy stuff (some diverging maths, label jumps, etc). It gives you a lot of basic information and is how I really got started. Devil's Food was made with a lot of basic skills The Question gives you. Starting small like that can be really good.

I'll also include this a link to Feniksdev (itchio tools / website tutorials), a programmer / game developer who has many tools and resources. I look at their tutorials from time to time and want to use their tools. I plan to soon actually. Aside from Fen, you can find lots of tools and frameworks for Renpy on itchio. No reason to make things harder for yourself. Of course, remember some code may have errors if it's for older Renpy versions.

Oh lastly, I want to add that Renpy is great, and I love it very much. I'll never stop using Renpy. But for small Itchio web visual novels, I think it's worth it to try other engines. Methinks every Western VNdev should touch Renpy at some point usually, but also like, Renpy is just not suitable for some projects. I like small web projects and have been fond of them lately (ie my Squid Girl World series), but dislike Renpy for it because it has poor HTML5 builds and Renpy setup can take a long time. I used Videotome briefly and enjoyed it though ultimately moved over to Godot for greater UI flexibility (though I don't think I'd recommend most VNdevs / starter devs to use Godot if I'm being honest lol)

But yeah the answer is just start. You'll get somewhere much faster than if you don't start now.

Answered on: 2025-10-17 01:38:45
Tags: game dev
Q: Are there any cut ideas/scenes from your games you can share?
A:

There is always so much more. There's always more. For various reasons. Stories exist to give the information to the reader you need to tell. So things must be cut, and old options must be deleted as it may not further the goals of the story even if you still consider those aspects to be true. The fat must go.

But beyond that, there is also just limitations of being an indie developer. So this will be a bit long.

  • Devil's Food: Originally Devil's Food was a dating sim with more characters, but it ended up being focused on Angel Charlotte with the dating sim aspects gone. I still like dating sim mechanics though making one is not on my radar right now due to me being entertained by dating sims that require a lot of resources (like Mystic Messenger is my favorite one smiles). I have an idea for a project that in my writings is called Devil's Food: Kill All Your Friends that still is the Devil's Food gameplay but with more characters and an underlying story. it answers questions I've gotten about the connections between Devil's Food and Ommatophilia, clears some stuff up, and is also intended to be fun as hell for me to make. Unfortunately I don't know how long that project will take to make. I have to plan and I've avoided it for a bit.
  • Meat Girl: Meat Girl went according to plan, but it had an ending that could be happier than the others perhaps?
    • Maya Lives Ending: There's an ending where Maya and Vivian leave the meat hell and get on the bus together while Sera ends up being consumed by the mycellium. Didn't feel it made much sense, and also, I like the other endings more.
    • Scrapped CG: Also, well, the ending with Sera waiting at the bus stop didn't have her waiting for the bus. There's this loosely sketched thing in my journal with a cg of her flying over the forest. Prefer her waiting for the bus though now. I like all the endings in Meat Girl though. I wouldn't do any other way. I sometimes wish the Mycellium section was larger, but to be honest, I think the mycelium is not meant to be accessible from every entrance and also changes depending on the situation.
  • RehAIbilitation: RehAIbilitation embarrasses me. The early concepts. I like its final form, but originally it was a bloodier less gentle story. Still lolita heavy but with a focus on guro-lolita. It had two bloody forms, one involving Eleanor and self harm and another involving killing your dad. I am happy it's gentle yuri. I still do draw Eleanor in guro lolita. I like her as weird girl who dresses up in bloody dresses more than anything else.
  • What Is It Like to Taste: What Is It Like to Taste is almost perfect to me. Perhaps I could polish it more if I had more time or energy, but the story itself plays out in a way I like. But I do have some scrapped things.
    • Adelaide and Evangeline: Adelaide and Eva had a higher presence. I still think Adelaide plays a huge role in WIILTT and so does Eva, but it is just different now. Less in person meetings, less focus on the two of them overaul in main story. Eva also appeared in the call CGs. They were to be drawn out things, but I ended up not really caring that much about it. I always felt with the CGs I'd draw them if I felt that I wanted to see a CG there when I would do my rereads, and I always felt that Adelaide's call portrait is just cute.
    • Small Town: I ended up doing this more with vibes, and when I write something with vibes, I'm always surprised when people catch it. People did in fact catch the town dynamics in WIILTT. A few commenters and friends also caught that it's explicitly based on Southern towns. At first, I locked it to that town, but I included college town bits to show there's more beyond everything, and Adelaide ended up going back home in the end despite her having friends she left behind and not really showing much fondness for her current location.
    • Other Characters: Well, WIILTT's been out for a while now, so I'm going to spoil it now. Calliope's appearance in WIILTT was always planned, BUT the original draft had Eleanor too. Maybe AMA but the AMA bits were soo brief I deleted them immdiately. I just didn't want all those characters in there lol. It felt like too much and it was messy, and I just felt like Calliope was the main one who needed to appear anyways. I think people haven't read RehAI understand why Calliope is there and also she's a lesbian I love inclusion of random lesbians in yuri while people who did read RehAI get to see an update on the two's lives. People who read Meat Girl errmmm lmao I don't know LOL. I try not to make my old works obligatory to read or play because they are Old, but also I love it.
  • Squid Girl World: Oh god. I. Squid Girl World is cut content hell. It's gone over in the zine, but Squid Girl has been a comic, the pilot ep is just cut content central, and even the recent episodes originally had a small glossary of terms, but I cut them. I think I'll include it in future episodes maybe, but I actually found myself never really wanting to use it, which bothers me, but it is something I guess I haven't written with so I'd have to incorporate it into my workflow, and nowadays I sort of lean into just a person reading a word and not knowing what it means if they don't want to know. I try to use obvious words like Reaper and Angel while the more obtuse words have definitions, but you only to keep track of them if you care about documenting every bit of lore (or if you just general mythological knowledge). 
    • While the lore is there and I do love it so much, I don't want to establish it in every story because that irritates me. It more acts as a vehicle for stories to be told. I like Fallout a lot. It does this well and I take of inspo from it. 
    • To go more into, Meat Girl has lore, but it's not in Meat Girl, it's in Ommatophilia and other games because Meat Girl is not about lore, it's about Vivian and Maya. 
    • My favorite aspect of the Fallout Series is all the mini stories that build into your understanding of the world itself, but you can still like the Fallout games and spin offs as their seperate things. It's why I still play modern Fallout games even though Bethesda keeps fucking up everything. I can have fun with them.
    • But Squid Girl is actually weird because Squid Girl is about Aseroe and Sepia but it also exists to get out random bits of lore like the existence of the Void and the Reapers and the like. So, it's a careful balancing act that I'm still not sure I'm doing well..
  • Ommatophilia: cut content hell.
    • Misc Systems: Wardrobes, NPC interactions, gift system, Blue diary entries scattered about, more collectibles, more interactable items. All cut.
    • Dreams: Dreams played out differently. I like their final forms. Angel had more dreams about Charlotte in early days too but you know, i cut down the dreams to just being about her friends to keep the game nice and clean
    • Charlotte Epilogue: Charlotte originally had a playable epilogue. You see what she's up to while Angel is out with her friends. This is the most painful of the cut content. When/If I remaster Omma, this will be the hardest to make AND the most important to me
    • Day Three: Day Three had several variants. Day Three is made wiht lots of love, but I struggled to get there. Originally, you hung out at restaurant, but I didn't like that. You went to a place like the church and school with the night portion, but I  didn't like that either. In the end, you go to Black's house. I am happy with this. Um, Black Nightshade is a character who is special to me, so going to his house is nice. 
    • All the Houses: Originally, Ommatophilia had you visit all your friend's houses because reasons. In the end you only visit Black's. I still kind of wish you could see Mercy or Blue's house. I think seeing their different lives would be interesting, but alas, no.
    • Other Things: Ommatophilia was my first RPG Maker game so it took me to figure things out. Mall was bigger but empty. I like it as a tiny outlet now. Maps were planned to be larger with more rooms. Ommatophilia was going to get a custom commissioned track, but to be honest, i sort of... Blargh.
    • Remaster Someday: I want remaster or remake Ommatophilia eventually. Add some of the cut content but not all of it because Omma's final version is the way that it is. I need more time away from it. EPILOGUE SOMEDAY SURELY. Charlotte ends up being the most difficult to understand character which I like, but I want some clarity for her. 
      • But my rule is I only remaster it when I have a livable income and a less nebulous housing situation due to its size and scope and time required. I don't have luxury of prioritizing that sort of thing right no

Anyways, cutting content is good to me. You have to making writing tighter and cut out of the slops of fat, but it's nice to look back on. Maybe make some weird AUs out of it or something or just draw them. Ommatophilia obviously hurts me lol, but at the same time, I'm proud of myself for making the decision to cut it and not ending up in dev hell for 10 years.

This is just all on my mind because Deltarune's existence lol. It has a lot of things in it- silly things I think are important for the charm of it. If I had more money or made a living on my work, I'd have a go at making another multi-year project indie game haha! Deltarune is just everything to me. It's relaly a gliimpse into a better future, and it reminds me to not forget my old goals (though I'm still having fun making lots of short games right now).

 
Answered on: 2025-10-02 10:15:59
Tags: game dev
Q: I love your work, especialy in rehAIbilitation and What is it Like to Taste. I was wondering what is your writing process and what motivates you to write stories?
A: hi! your favorites are very dear to me, RehAI and WIILTT. Since WIILT has be deindexed and RehAI is a bit old, it often feels like my girls are forgotten. it makes me happy to see that they aren't :D

Regarding process, it's become a bit streamlined.... perhaps post Meat Girl things have gotten easier. i write down the plan in a journal and then begin writing the story in Gdocs.Sometimes friends read it while I write. Sometimes not.

I like to port to engine usually after writing though I find myself doing it in the middle of it sometimes because I get irritated not being able to see as I write. I don't recommend doing that though I'm kind of stupid.

I talked about it in another ask but I like directing as I write and I often have ideas for sprite movement or in WIILT's case, the smaller panels, so I'd want to see them, but editing back and forth between the VSC and Google Docs causes me Problems.

Regarding motivation, I've talked about it before. I've been writing since I was a very young child. I started typing on the old computer because I wanted to write stories. I read lots of books back then, and it made me want to write books too. Over time it's just became my main thing. OC creation, storytelling, etc. It's sort of all I have I guess- all I know how to do well lol, and I'm sure some people would disagree with me saying I do it well, but shrug emojis.

I'd be really sad if I couldn't write anymore. It's hard to identify motivation for writing because writing is my motivation to continue living. Everything in life just sort of feels like an obstacle in my way of storytelling, or something I need to experience to be a more whole person (in order to be a better writer)

Also I like when mentally ill people relate to my work. It makes me happy. It's lonely and really bad here, so it's nice to connect to others via writing, especially since I'm so bad at socializing. I also love everyone, but everytime I see another black girl especially who likes my work and expresses a pleasant emotion, it feels so good.
Answered on: 2025-09-06 12:55:56
Tags: game dev
Q: Do you think you'll enter more RPG Maker jams? Especially since Meat Girl did so well?
A: i'd like to! many vn jams happen in summer a lot of the time while jams that i'd use RPG Maker for tend to fall at weird times. i was able to make Meat Girl because of some particular circumstances that gave me extra time!

Answered on: 2025-09-03 15:33:13
Tags: game dev
Q: What inspires you to continue to pursue gamedev? I have a lot of ideas floating around and I've been jotting them down, but I swear I'm afraid of opening RPGMaker to try to execute them... Love your site BTW! -devils
A: Hi Devils! If I do not tell stories, then I have no reason to live. And if these stories are never told, I'll die with no one ever knowing what I had to say.

That is to say- I love game development, but what I really love is telling stories- game dev is just the medium that works best for me. If I could not make stories, I would no reason to live. And then I might has well die. This answer is scary, but it is how I operate in life. I don't know if I'll be a game dev forever, but I know I'll be telling stories until I am in the grave.
Answered on: 2025-07-06 22:57:33
Tags: game dev
Q: How would you describe your process of formulating games and then going to create them? That is to say - what steps does your gamedev follow, how well do you know the characters before the game, do you write before designing or after? Sorry if this question is more like 5 questions! Also - Excited to play your new vn! ^__^
A: I'm kind of an insane person who has been writing and devving for a very long time, and as a result, I have a feeling the way I work would not be optimal for most people. Still, I will share because it's fun but it'll probably be all over!!

I tend to come up with a concept over a long period of time and sometimes I expand on old concepts. Like for Meat Girl, I was interested in meat and played lots of meat games and read meat stories. So I knew I wanted to tell a story about meat, but well, I wasn't sure what I wanted to make so I made random drawings of a red haired lolita with meat everywhere and eventually I began to formulate.. Maya and Sera were older characters I drew for a zine called S1M, but people Really like Sera so I wanted to expand upon her story. That series of drawings was focused on radio towers and a lot of denpa concepts, so I extrapolated from that.

But, well, RehAIbilitation was done in a similar way but all the characters were completely new and so was the setting (sort of), but it's still based on things interesting me at the time. RehAIbilitation was made/developed around the birth of things like characterAI and it explored my thoughts on it a bit. Eleanor was drawn a few times before I made the game, but AMA and Calliope were drawn for the game specifically, along with the bunnies. RehAIbilitation was planned super carefully because I was studying abroad during a large chunk of it, and I wanted to provide the backgrounds to Zed as early as possible. I wanted to have fun abroad and jamming. I did have struggles though.Originally, RehAI had a different ending, and Calliope did not appear at all outside of flashbacks.

For What Is It Like to Taste, I.. had a lot of it my head.The vision for that VN was very clear to methough things did develop as I wrote too.Originally, there was no sidestory, but I fell in love with Eva and Adelaide. Eva and Adelaide were designed prior to the VN existing, but the story I made for them just wasn't working. So now they're in To Taste and I love how they exist. Emma and Aiyana were designed while concepting.. I knew their personalities and the vibes I wanted.

My character design process.. I usually have a shape of the OC in my mind. Like, I knew vaguely what I wanted Emma to look like.. Curvy anime catgirl inspired by 2000s anime aesthetics. And for Aiyana, I struggled a bit.I wanted to make hera lolita, but I just kept thinking she'd wear clothes that went downwards.. Her design to me.. It's like a tear drop almost.. But it didn't take long when I finally gaveup my lolita ideals lol


I do design random characters though just off cuff. Maya from Meat Girl.. She was drawn in her meat form for the first time as a sprite/portrait lol.And in Ommatophilia, Mercy was designed off cuff too and some other characters. It's just easier to me because my vision is clearest in the early days, and if I draw a perfect concept, then it might as well just be the sprite.

Also, lastly, I mentioned briefly my idea book. I have a golden journal that I write everything in. I buy this journal from the same brand every time, and I love them. I fill them with concepts which is important for longer term games or concepts I know I won't immediately work on. A lot of old Omma and RehAI concepts are in there. I even have RPG Maker map designs sketched in it.

And the strat is. I... immediately put things in engine. I hate editing. I used to love it, but I despise it now because I get migraines.Like I'll write in GDOCs in a while for VNs but then immediately go in engine to seee everything. So I make sprites at the beginning of devprocess or I try to (which imageparts help a lot because I can just add things I want over time). Putting things in engine after everything is written just doesn't workfor me because I'm not just writng- I'm also directing if that makes sense. And I like to direct and write at the same time. For To Taste, I added music as I went, I added SEs as I went, etc etc. I didn't always do this but I had a sneaking suspicion To Taste would be terrible to edit (and it WAS because 20K words is a LOT especially for a GAME JAM). I stil had a lot of editing to do. Sound effects that wen tontoo long, music to change, and the latter half was written without a lot of in engine testing until after it was written because I had entered Pure Flow State.

Sorry this is soo all over. It's hard. Writing feels really organic and bendy to me, game dev generally. I attack everything at once too and build on old works a lot which makes it even harder JAJA. And my writing and game dev process changes as I figure out what works and what doesn't. Meat Girl and To Taste is what I consider to be almost optimal performance though.

Answered on: 2025-07-06 00:15:23
Tags: game dev
Q: will you be joining toxic yuri jam (,, . Ì«. ,,)
A: i'd like to join many game jams that are currently taking place but unfortunately i am currently in a war against God and the mental health industrial complex, and i am losing. it is still within the realm of possibility though.
Answered on: 2025-04-07 19:56:28
Tags: game dev
Q: I just played Ommatophilia and I loved it!!!!!!! It really meant alot to me. I look forward to playing your other games! What is/was your favorite part of Ommatophilia?
A: I'm really happy you loved Ommatophilia. It means a lot to me that you'd share this with me. It's a struggle to choose my favorite moment- a lot of moments I really loved became exhausting to me over time as I was forced to playtest over and over and constantly bug fix...

But.. Some parts I still look at with fondness. When Angel and Blue sit outside together because Blue is overstimulated and they talk with the periods of silence.. I'm really fond of that. I also really enjoy going through the Nightshade computer. It's a moment that I still remember working on, and it's probably has some of my favorite bits of writing in the game. Thank you so much for asking!
Answered on: 2025-02-01 02:16:47