who else read that in a Spamton voice?
Reblog if you
A) want a plant inside you
B) want to be inside a plant
C) want a girl inside you
D) want garlic bread inside you
E) all of the above in that order
F) all of the above
Ok but how does Tiger with wet hair looks so good?
Nerd and Jock Ep 278
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did you use the Fernanfloo meme because he has a Luigi cap?
ok so my mom went out to buy milk for our coffee and told me to not open the door because there were people assaulting (as in burglary) and don't ask why but my immediate response was to buy a crossbow
that's just me irl ;-;
A character who gets angry. Who lashes out. Who is always ready to fight when they feel threatened.
People think this is who they are. They're just a bitter, violent person.
While all it is, is just 'please, don't hurt me again'.
was just thinking about how Narinder probably hasnt experienced rain in centuries and Heket thought she never would again. fictional tragic siblings...
bonus leshy- because u know his ass would be out there
kinda what happened to N in murder drones
character: says "I like bread" that one time
fandom: character has an obsession with bread. bread is character's true love. draws character as bread. every meta joke in fanfic is about bread. the character's room is wallpapered with bread
So Psyconauts but is puzzle based instead of being an action based platformer?
When coming up with game ideas around mental health, the concept of literally entering and exploring the mind came up so here's some ideas I've had on my take of the idea:
Story about entering the mind/subconscious (perhaps your own, through dreaming, or someone else's via some machine, or perhaps you play as some kind of micro-robot injected into someone's brain? I think your own/dreaming is probably the best option, even though it's basic, just because conquering your own mental issues feels like a better premise than solving someone else's)
Go through multiple "rooms" which are all based around a different negative emotion (fear, sadness, pain, boredom, etc)
Must solve a puzzle based around an emotion (either the matching negative emotion, or a counter positive one?) to clear that room, which visibly changes the room to a positive appearance
Rooms might have more than one puzzle to complete, however each completed puzzle instantly gives positive feedback by transforming at least part of the room back to a positive state
Each room has a few bonus things that can be found/interacted with, like optional mini-puzzles or items which give the player some kind of reward
(Possibly stupid idea, but hey, stupid ideas are usually fun ideas) completing puzzles rewards "dopamine", Then the final room is where you quite literally fight depression, using dopamine as fuel for a weapon(?) or something else that assists in the fight (making a whole boss fight might be a bit too large in scope so idk, maybe instead of a literal fight it's still technically a puzzle, but progressing through the puzzle hurts the boss or smth?
Some Room Ideas:
Since these areas will all be set within the subconscious, they are not confined to any space, and can be wildly different in appearance. One can appear to be in the great outdoors, and the next could be some underground building or something. The limit is, quite literally, the imagination.
Sadness: A small outdoorsy area with lots of water based to represent tears, perhaps a pond or a small stream, perhaps even a small waterfall. The sky will be dark/black and everything has a blue tint (because being sad is refereed to as "having the blues".). Upon clearing the room the blue tint fades and the "sun" rises, with clear skies and green grass becoming visible.
Fear: A big dark abandoned building, with very few lit up areas. The player has to find clues scattered around to find their way out. Some part of the puzzle might encourage conquering fear by making the player NEED to walk through the pitch black at one point to reach the goal. Upon clearing the room, all the lights turn on and the exit appears.
Stress: Sensory overload. There are overwhelming sounds such as voices talking over each other and background noise, as well as visual encounters, perhaps some hallucinations or something. The room should be quite chaotic in layout/appearance as well, with complicated looking patterns and textures. Possibly there's a timer to escape, to add to the stress. The room the player has to carefully pay attention through the chaos, listening to certain voices over others for example, to find their way out