>Sorry for what? Our daddy taught us not to be ashamed of our dicks, especially since they're such good size and all.
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Working on a new game made with RPG Maker 2003.

Expect this shit not to get finished like with the others that I've worked on.
Protagonist is going to be Kirby-like.
newgameidea.png Screenshot 2026-06-26 203154.png
 
i can see why half life 2 ditched the grittiness
it gets too forward in your face and they didn't know what the hell they're doing
example of this is when i made this concept art, le evil bad guys and corps o algo
but i don't to make them LEBG, more like villains with some personality attached to them
afaffa.png
 
Base all the game characters on shroom users so it'll be completely lost on the general public
>you found shroom media
>it's problematic media

although this is going through the general public, despite my coming controversies after it releases (probably will get a small userbase but i don't want them to be branoobs) and if it does okay, then i'm leaving soyjaks behind.
 
>you found shroom media
>it's problematic media

although this is going through the general public, despite my coming controversies after it releases (probably will get a small userbase but i don't want them to be branoobs) and if it does okay, then i'm leaving soyjaks behind.
>okay
i meant something more but whatever
 
as someone w/ previous experience of game dev plan out your game as much as possible before final-proofing it. you got a general idea but you seem to be imagining it being able to go in all sorts of ways (red orb steals from blue orb went to girl fighting corporate bad guys) you got map designs, enemy concepts, and a built in rpg function, so work out the story. your level layouts look very bland but i assume it's a prototype, don't make the environments eye-rapey or it may drive away people. also be aware of feature creep, don't make it some 14-chapter epic when all your feeling is a 3-6 chapter game and KEEP NOTES ON HOW YOUR STORY GOES since your scattered ideas WILL collide and make the story not make sense if the story exists in your head and you can't keep your mind on a solid concept. i wish the best for your game.
 
as someone w/ previous experience of game dev plan out your game as much as possible before final-proofing it. you got a general idea but you seem to be imagining it being able to go in all sorts of ways (red orb steals from blue orb went to girl fighting corporate bad guys) you got map designs, enemy concepts, and a built in rpg function, so work out the story. your level layouts look very bland but i assume it's a prototype, don't make the environments eye-rapey or it may drive away people. also be aware of feature creep, don't make it some 14-chapter epic when all your feeling is a 3-6 chapter game and KEEP NOTES ON HOW YOUR STORY GOES since your scattered ideas WILL collide and make the story not make sense if the story exists in your head and you can't keep your mind on a solid concept. i wish the best for your game.
>your level layouts look very bland
supposed to be, but only for pacing and walk speed purposes
 
>your level layouts look very bland
supposed to be, but only for pacing and walk speed purposes
i'd still suggest to put out a little scenery or two. maybe put a couple strands of grass, or a tree, bench, rock, etc. make all of them monochrome to fit in with your minimalist style. certain placements will have people recognize different areas better since everything looks dull already. other than that a very basic tileset makes it look low-effort/SOVLless and you wanna give something substantial to people. also make sure to advertise it somewhere.
 
i'd still suggest to put out a little scenery or two. maybe put a couple strands of grass, or a tree, bench, rock, etc. make all of them monochrome to fit in with your minimalist style. certain placements will have people recognize different areas better since everything looks dull already. other than that a very basic tileset makes it look low-effort/SOVLless and you wanna give something substantial to people. also make sure to advertise it somewhere.
each area will have this unique layout to it but not too much area size to walk around since that ruins pacing
it'll probably be a blank slate 'cause it can make players think what happens next via... story? i presume
 
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