Tumgik
#indie hits
badolmen · 10 months
Text
People against piracy fail to realize that no, I can’t just ‘buy it.’ They stopped making DVDs and Blu-Rays. They’re barely offering digital copies for download. I am not spending money I could use for food or bills to pay for a subscription service just so I can always have access to a beloved piece of media. Especially not when the service will remove media on a whim without concern for how the loss of access to that piece will make its artistic conservation nigh impossible.
For example, I recently learned that Disney+ had an original film called Crater. It’s scifi, family friendly, and seems cool - I would love to buy it as a holiday gift for my little brother! But: it’s exclusive to D+ and THEY REMOVED IT LITERALLY MONTHS AFTER ITS RELEASE.
The ONLY way I can directly access this film is through piracy. The ONLY available ‘copies’ of this film are hosted on piracy websites. Disney will NEVER release it in theaters, or as something to buy, and it may NEVER return to the streaming service. It will be LOST because we aren’t allowed to purchase it for personal viewing. If I can’t pay to own it, I won’t pay for the privilege of losing it when corporate decides to put it in a vault.
So yes, I’m going to pirate and support piracy.
107K notes · View notes
manicpixieangel444 · 10 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
I've always felt different from the rest of the world, like I've never been a part of it ☽˚。⋆
932 notes · View notes
detectivehole · 1 month
Text
toby fox's experience as a composer and his talent for making good, unique music is i think what was the tipping point for undertale in terms of influence and popularity. the game's writing itself is what is truly loved and it's the genuine heart of the game, but i am convinced that if it had had "worse" music it would have been only an indie hit rather than one of the most influential games of all time. it was the music that gave it the necessary vitality to explode
228 notes · View notes
americanphysco · 2 years
Text
just saw somebody call bound, jennifer's body, and but I'm a cheerleader "arthouse films nobody has watched" when trying to defend the misleading and half-assed queer rep in marvel movies... begging you guys to watch real movies oh my fucking god
7K notes · View notes
titanrpg · 9 months
Text
a game i've been working on:
Tumblr media
i'm dismantling my TANK! idea to make something diceless and GMless
515 notes · View notes
ind1c0lite · 1 year
Text
Tumblr media Tumblr media Tumblr media
Hey @oasisofgalaxies
(Og post here)
2K notes · View notes
evilvvithin · 2 months
Text
it's kinda funny but the more i see the mainstream slasher media the more I appreciate our "indie-slasher" boys
91 notes · View notes
rottenshotgungames · 2 months
Text
Alright, let’s start with discourse, shall we?
Gatekeeping Combat
Three days ago, the Gorgon Bones blog made this post about fighters in TTRPGs (particularly the OSR): https://gorgonbones.blogspot.com/2024/02/choosing-fighter-means-choosing-violence.html?m=1
I recommend reading the post, it’s fun (and the comments are hilarious). But, for those who don’t have the time or attention span (trust me, I’m lacking in spoons right now too), this is a relatively short joke that suggests protecting the Fighter class’ niche by making it the only class able to participate in combat. This, on its face, seems like an inherently silly idea—because it is—but people have been interacting with it as a serious suggestion. This comedic concept has spawned a legitimately interesting design discussion. So, let’s engage with it as a thought experiment. How would one make this function in a fun and reasonable way? The simple answer is that you have to start with conflict.
Conflict in RPGs, particularly in Dragon Game derivatives (such as the OSR), is often violent in nature. This presents the first hurdle: How do we centralize combat to 1 class when it’s a major source of conflict, conflict that people inherently want to engage in? As I see it, there are two approaches:
Decentralize Combat.
Redefine “Engaging in Combat.”
Decentralizing combat is kinda just what it says on the tin; make combat a less important source of conflict and means of resolving it. The two biggest examples of this—to me—are Investigative Horror Games and Stealth Games, both of which rely on central conceits that CAN involve violence but don’t necessarily rely upon it. A non-OSR example would be John Harper’s Blades in The Dark, in which combat is resolved the exact same way as every other conflict: through a series of dice rolls that result in ticking and unticking a clock (with possible complications).
Redefining what it means to “engage” requires a bit more definition than the prior approach. “Redefining” can be subcategorized into two somewhat disparate techniques: Redefining goals and redefining interactions.
In any TTRPG combat, the party tends to have a list of goals that exist in a hierarchy of priority. For example, in a traditional D&D or Lancer combat the hierarchy of party goals might look like this:
The Contest (express martial superiority, wipe out the opposition, or otherwise win the combat)
The End State (survive the combat and prevent as much harm to yourself or other party members as possible)
The Barrier (achieve the exploration or narrative goal that’s being hindered or prevented by the combat)
“Redefining” these goals is more accurately described as a re-ordering of their hierarchy based upon whether you are or aren’t the Fighter, usually through gameplay incentives. An incredible example exists in the form of Mike Pondsmith’s Cyberpunk 2020, in which the Solo role (through virtue of acting first and being generally able to specialize heavily into combat) can almost singlehandedly decide the outcome of any fight in which they are present. If there is one Solo on the field, their side is probably going to receive a swift victory; your job, as the non-Solo, is simply to not die and accomplish what you actually came here to do. If there are two Solos on opposing sides of the combat, their goals change to winning their private fight; your job, as the non-Solo, is to survive the surrounding combat until the Solo is free again (or to run if they lose). In almost every combat, the Solo will prioritize the Contest while the rest of the party will prioritize either the End State or the Barrier, something aided by Cyberpunk’s lethality and its nature as a heist game.
“Redefining combat interaction” is . . . actually found everywhere. This is your basic class differentiation taken to a greater extreme than you may find in most tactical RPGs. For example, let’s look at the Combat relevant difference between the Thief/Rogue/Mercenary and the Fighter in a majority of games that use such classes:
The Fighter - Deals a lot of damage with consistently accurate attacks (sometimes also makes multiple attacks on their turn). Has high health.
The Thief - Deals a lot of damage with one really powerful attack made from stealth, sneaky (sometimes good at dodging). Has low health.
The differentiation is there, but it’s not really significant (for the purposes of this thought experiment). Both classes focus on damage output, but one makes multiple attacks and one makes a strong attack that requires setup. Let’s try to take this difference and expand it (with a little help from our dear friend Tolkien), particularly by focusing on what makes the Thief unique in comparison to the Fighter:
The Fighter - Deals a lot of damage with consistently accurate attacks (sometimes also makes multiple attacks on their turn). Has high health.
The Thief - Subverts direct combat through the use of trickery and cunning, plays support for the Fighter (sometimes good at dodging). Has low health.
“Subversion,” in this context, simply means fighting dirty. The Thief shouldn’t be engaging in a head-on fight, they’re a Thief. Their interaction with hostile entities should always be tinged by deceit, their goal should always be to throw their enemy off balance, to create openings for others and themselves to use. If your Thief isn’t constantly throwing pocket sand and disarming opponents and knocking chandeliers on top of them and pulling cloaks over their eyes and poisoning them and . . . are they really living out the Thief fantasy? By strengthening the Thief’s core identity, leaning fully into the trickster aspect, we have redefined how both classes interact with Combat in such a way that has made direct, head-on-head violence the apparent specialty of the Fighter.
Conclusion
As much as the original Gorgon Bones blog post is a joke, Jenx does point out a real issue that’s plagued class-based games for a while: a weak niche makes a weak class. Not necessarily mechanically weak (although that can also happen, looking at you CP2020 Cop), but weak in the sense of fundamental design. Strong niches, even if every class has the ability to participate in combat, are born of purposefully and carefully built interactions with the conflicts presented by a game’s rules and environment. If combat is too great of a focus, everyone is going to want to be able to play the guy who’s good at combat; if winning combat is the sole goal of any given encounter, everyone’s going to play the guy that’s good at winning combats; if every class gets good tools for dealing damage . . . well, I don’t really have to spell that one out, do I?
If you’re designing a tactical, class based game: don’t make the Fighter the only class able to engage in combats. It’s lazy, it’s silly, and it won’t be fun for very long. You may notice that, while the two games mentioned here have classes that EXCEL at direct combat, neither of them fully limit it. Instead, the proper lesson of this thought experiment is a far more common one in our field: keep in mind the incentives you’re building into both your game and your classes, and be aware of how all these moving parts interact with and affect each other. After all, the Solo wouldn’t be nearly as good if Cyberpunk wasn’t so lethal, and the Cutter would be far more ubiquitous if Blades in The Dark had a dedicated combat chapter.
Self Promo
Hey! Thanks for reading. Sorry to leave ya with Baby’s First Game Design Lesson, but I hope ya enjoyed the journey there. If you’d like to see my recent attempt at a class based fantasy game, you can click here to check out Hollow Halls. Otherwise, I hope y’all have a great night and a great day!
79 notes · View notes
lucky-numberme · 9 months
Text
Tumblr media
about goshdang time I made some proper fanart for @narcissistcookbook and their good tunes. this one's an homage to one of my favorite albums of all time 🔥 (Edit: Matt has since commissioned this piece from me and has the rights to sell it!)
[ID: A graphic design of a rib cage in front of a shining sun. A garden hose twists around the rib cage and lets out a stream of water and various objects that fill the bottom of the design. In between the waves of water the following objects are nestled: an alarm clock that reads 4:30, a can of diet cola, a dragon hissing smoke, a smartphone with an incoming call from Mx. TNC (with a wolf icon), and a raven carrying a note that reads "promise you'll leave." Mushrooms cling to the sides of the rib cage. Text reading "This is how we get better" frames the top and lays over the bottom of the design. End ID]
This is How We Get Better and all Narcissist Cookbook's other music is available at all the usual music places
ko-fi | commissions
(textless version under the cut)
Tumblr media
[ID: Same image as above, but without the words. End ID]
231 notes · View notes
burning-academia-if · 25 days
Text
Tumblr media
Hello, I blinked and March was over. Another busy/hectic month in regards to Real Life things + I got pretty sick at the end of it (because being sick in February wasn't enough lol). With that being said, here's what I did get done:
Wrote 16.1k words (Chapter 2 total word count: 27.4k )
Started editing/coding in the start of Chapter 2
Did some more coding/tweaking for stat pages
Fixed some variables in Chapter 1 + added piercings and facial hair options to character customization (these will all be added when Chap 2 releases)
Posted Rhea's bday art
With that being said, I thought Chapter 2 would be a max of 30k words, but all the small branching and flavor text in this chapter is really adding up lol. Of those words written, most of it went towards the Lars/Student Warden path. I did however write one of the three endings, and one of two of the RO pov ending scene variants.
With that said the Rhea/Student Government path should be a lot shorter since it's more straight forward, and once that's done, all that's left is a handful of smaller scenes/variants to finish up and then Chapter 2 will be done! I'm guessing it'll end up being between 40k to 50k words in total. I'm hoping to finish up the writing in April and then code everything in to release it by late May! This is obviously very tentative, but unless the universe decides to cause mayhem once more, that's what I'm aiming for!
Lastly, here's another little preview for the confrontational MCs this month (ft Lars):
Tumblr media
44 notes · View notes
triaelf9 · 3 months
Text
OMG so I got an email from patreon:
"Recently we identified an issue within our systems that resulted in some of your members being charged in the incorrect currency. We’ve resolved the issue and have initiated a full refund of these incorrect charges back to your members. We assure you that this has not affected your current payout balance.‌
Please note that this action has canceled the affected members’ recurring bill(s) and also impacts their ability to access your Patreon. We have notified your members regarding the refund with a link to rejoin your community. "
I uhhhhhhh.... so now you're just deleting patrons? I'm able to refund ppl without deleting them, why can't you?? and there's no way to see who this has happened to behind the scenes so I can reach out and offer my help and apologies as well? Just a secret list of people you removed, just like that big payment switch issue?
COOL.
It's just so embarassing b/c I NEED patreon, especially right now, but everytime I boost it, it feels like
"Please support me so my family can eat b/c I'm the only person able to work rn!"**
**but sometimes patreon will really fuck up and I'm SO SORRY
65 notes · View notes
manicpixieangel444 · 10 days
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
𝓘𝓽'𝓼 𝓪𝓷 𝓸𝓯𝓯-𝓹𝓾𝓽𝓽𝓲𝓷𝓰 𝔀𝓮𝓲𝓻𝓭 𝓰𝓲𝓻𝓵 𝓽𝓱𝓲𝓷𝓰 𝔂𝓸𝓾 𝔀𝓸𝓾𝓵𝓭𝓷'𝓽 𝓰𝓮𝓽 𝓲𝓽 ✮⋆˙
225 notes · View notes
leqclerc · 1 year
Photo
Tumblr media
Charles Leclerc, Ferrari F1 development driver, watches testing from a grandstand at the Circuit de Barcelona Catalunya, Spain (7 March 2017) 📸 Zak Mauger
362 notes · View notes
k-i-l-l-e-r-b-e-e-6-9 · 10 months
Text
The Cure - The Lovecats
154 notes · View notes
titanrpg · 9 months
Text
NOW AVAILABLE ON ITCH.IO:
NO GOOD DEED: Bleed 10,000 Hit Points ashcan
This is the very first playable version of NGD. I have not tested it at all yet. I'm making this plain text version of the rules available so you can check out the game, leave some feedback, or even run your own playtest!
I'll be running my own tests when I get the chance, but I live in FL so you can imagine the amount of stress I'm under.
NO GOOD DEED: Bleed 10,000 Hit Points is a diceless, GMless tabletop roleplaying game where you and your friends share a pool of 10,000 hit points and every second of real time that passes you take 1 damage. Each playbook is its own mini-game, many of which use a unique object for interacting with the World. Some spend hit points, some restore them. With a sensibility and mechanics inspired by Troika! and Wanderhome (respectively), this bizarre sandbox game truly begins once you accept that time is always running out.
Thank you for your time. I do not take it for granted.
-Lex
What you'll need:
3-6 players
3 hours
A timer
Something to take notes with
What you might need, depending on the playbook you choose:
4-6 dice of any size (you won't be rolling them)
A paper doll/cutout
3x3 puzzle cube
A sphere
A deck of 52 playing cards
A spinning top
Ice cubes
A candle (and something to light it with)
A falling block tower
379 notes · View notes
ind1c0lite · 1 year
Text
Tumblr media Tumblr media Tumblr media Tumblr media
they deserve to be besties <3
923 notes · View notes