Have you ever wanted to date Desmond Sycamore?
Well now you can! Introducing Puzzle of Love: A Desmond Sycamore dating simulator!
A new fangame I have spent far too much of my life working on featuring...
-Graphics
-Words
-Decisions
-Nine endings
and...
-Desmond Sycamore!
AVAILABLE NOW ON ITCH.IO!
thanks to @jfkisonthemoon and @ablogbyacryptid for help in bringing this to life!
later tonight we will be livestreaming the game on jfk's twitch here to celebrate the (late) one year anniversary of sycamore sunday
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The actual gameplay of Lethal Company is basically 10 minutes of fun, which isn't a negative mind you-
You see, alot of developers say "if you can get 10 minutes of fun, you can stretch that out for hours" and I always thought that was a horridly worded take that was rather telling.
See, Lethal Company doesn't "stretch" itself, the player does.
A game like LC doesn't need a difficult option because in of itself, it's set up exactly how it should be, any easier and it's not worth the time, but it gets harder, and that is incredibly important, it doesnt' stretch, it has confidence in itself to be played for as long as the players are able to, the Quota is just a highscore, a bonus to your fun,
Seriously, imagine how many games treat microtransactions, season passes and DLC as "extensions of gametime" because they didn't make a game that was fun on it's own, only fun in the numbers. It's kinda bizarre how most multiplayer games are just about highscores anymore, when that's only fun for the competitive market.
What Lethal Company does is make your best and worst players fully capable of being in the exact same situation as each other, no skill barrier of entry to fun, or horror, or content. You've got a simple objective with simple gameplay that's complicated by simply mechanics, it doesn't waste your time, it doesn't waste your time, I needed to repeat that because jesus christ, It Doesn't Waste your Fucking Time.
A genuinely 10/10 experience that puts the ENTIRE Triple A industry to shame, shits on the 70$ price increases, and completely shows, no, the budgets of games are simply too fucking high, when a 10$ game by a 16yo furry, his first, 3D game, has had infinitely MORE FUN, more INTERESTING SITUATIONS, than ANYTHING by triple a in the actually decades.
And I think alot of it comes down to playtime being treated so ridiculously as a measurement of fun, it's only that way when your game really is only 10 minutes of fun, that lasts 50 hours+. Simply put: They made a good game with various good ideas, and didn't try to make a profitable experience for themselves, but a legitimately artistic and mesmerizing experience for all.
You know, like a real creator does.
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The coat of arms of Liebwald have received a glow-up! ☀️
In the backgrounds of Lovewood, I only ever vaguely indicated the coat of arms that featured the robin. For the new game, I wanted a more precise idea of what symbols it featured and how it was arranged!
Lore-wise, I wanted the coat of arms to represent the feeling of hope with which the fairies of Liebwald first settled in their new home - Having experienced great hardship, they started building a gentle future in the secluded forest lands. A place in the sun. 🌻🌳🌲
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Here's some Ashe deep lore. CW sexism, misogyny, some trauma, depression and over-all a stressful time. Read at your own convenience.
I used to work in the gaming industry for an indie company. Watching some of you react to no Silksong news brings back some horrors.
To preface: The company that I worked for was a very small independent gaming company based out of the Netherlands -- so it was a remote position. We made a few different titles, none of which were wildly successful, in large because of major design flaws (examples include: story not mattering, too much emphasis on PVP in poorly balanced titles [and making the game COMPLETELY DEPENDENT on pvp in some cases] and most egregiously, no real direction beyond 'it should be fun.')
I was hired as a Community Manager initially. My responsibilities for this job largely involved managing the forums, doing news updates, sending out (Not writing) press releases, hanging out in the chats of our games / playing the games sometimes with players, and coming up with fun events. My colleague/boss was senior community manager, and she ran a very successful gaming blog (more successful than most of our games initially -- until she closed it). Both of us were/are heavily involved in games. I am more of an RPG and horror title enthusiast and she was a big fan of RPGs as well as FPS games. We both have a pretty wide repertoire of experience combined. She was a world's top 50 raider in World of Warcraft at the time of this all going down.
I should preface: I am AFAB. I, unfortunately for me, have a very feminine voice. At the time of this all happening, I was also still using she/her pronouns. So was my colleague.
During our experience as Community Managers, we were forced to do marketing despite neither of us knowing how to do that (examples include understanding metrics, learning how Google algorithms worked, composing and distributing Press Releases as well as finding the sites to send those TO).
Here's some examples of the awful things that she and I endured under this company:
80+ hour work weeks, where we were required to detail out with time sheets daily everything we did and what the reasons were. I think I clocked in 16 hour days most days and I was required to work weekends.
On Christmas, our boss called and screamed at my colleague because she and I dared to want the day off to spend with our families (we were not allowed any holidays).
My colleague was forced to work -from the hospital- while her mom underwent life-saving surgery, under threat of being fired.
"You look like a crayon eating [r slur]" is an actual phrase that was used to describe her because of a picture she was using of herself.
We both got told, numerous times, that "girls can't make strategy games."
We were blamed for them releasing an RTS/Tower Defense title the same day as Left4Dead despite my colleague telling them numerous times that that was a mistake.
I later got promoted to Project Manager, but I was still making over $1000 a month less than my male colleague who I hired. In order to get me a raise, he had to take a pay cut. I put in more hours than he did, by his own admission, and worked twice as hard. He was questioned far less on whether or not his work was "efficient."
There are more stories but in truth, I have blocked a lot of it out of my mind. She and I both ran screaming from the gaming industry and have nothing to do with it now in our professions for a reason.
The worst part of all of this is that this is not at all uncommon. This is unfortunately very typical of the industry -- there are good companies, but you hear about these horrors lot less often than they actually occur.
Why do I share this? Because when I see you all screaming about wanting Silksong news, I want you to remember what indie developers go through. And maybe have a little empathy. Good things take time.
(No, I am not saying this is happening at a little 3man studio. I am just telling you, as someone who has worked in the gaming industry, that you should try to be a little more understanding of how hard it can be for some of us.)
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