HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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Americana Dawn

I don't know if it's a matter of people underappreciating artists as much as it's an issue of economics.

1) There are a LOT of artists in the world, and a lot of them are very good.
2) The rpg maker community is filled with broke losers (myself included).

So, artists have to take what they can because there's no meat on the bone and there are lots of other artists picking at it. It's not fair, but that's just reality. I considered doing music commissions briefly before I looked at other peoples' prices. Trying to compete in that market is a lose-lose.

The Heart Pumps Clay

Thanks for stopping in, Zach! Always nice to hear someone enjoyed it! I still need to get on uploading the entire soundtrack to bandcamp or something.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=GreatRedSpirit
I'm curious, what did you like about it? To me it was a complete black box that you threw items into and got ??? out. When I was a kid I looked up on gamefaqs how it works and the whole thing was so obtuse and beyond my feeble monkey brain I just hammered random shit until it got a better attack score then use the spear uppercut attack to stunlock every boss to death. TO's crafting system is a UI travesty where the simplest tasks is piles of menu busywork, layers of rng to get the postgame materials, and savescumming so the dice doesn't eat all your hard work but at least I could see that X + Y -> Z. All I got out of LoM and its built in tutorial is adding elements via the cards you got through playing music for the sprites, and I didn't know what elements did either!

(I love the presentation of Legend of Mana but yeah, I really don't like how it plays at all.)


I know that it was obtuse, but I kind of liked that about it. I mean, the game wasn't balanced around it, so it was a completely optional way to boost your stats, and the potential payoff is crazy. If the steps were laid out for you, then the game would have to find another method of balancing it (like making the mats even harder to get). So, on my first play through, I probably just did the easy, base-level upgrading and got by fine. But then toying with that system until you found a way to break the system felt a bit like it must feel to discover a scientific theory. I think it's cool that a game made me feel that.

My only complaint with Legend of Mana is that there's not enough danger in the battles. I love the battle system itself, but, yeah, you can just uppercut indefinitely. Easy difficulty aside, though, it's one of my favorite games. Interesting storytelling, memorable characters, cool systems (I thought so at least), great music and art, and a fun battle system that unfortunately didn't get tuned highly enough.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=GreatRedSpirit
Don't be silly Craze. As long as Legend of Mana's crafting system exists TO will forever be second fiddle in worst crafting systems in single player games.


...I loved that crafting system.

Anyway, yeah, I'd agree that they'd fuck it up. Voice acting, for one, is a guaranteed thing they would do that would probably end up being cringe-worthy. I'd love to see sharper graphics and faster-paced battles/skippable animations, though.

The Screenshot Topic Returns

Option: change every music track to something from The Essential Barry Manilow.

It's about time someone catered to the fanilows.

Storytelling for a Short Game

Alright, so most character-centric stories operate on a character being at state A and over the course of the story changing to state B. There's obviously a lot more to it, but generally something happens and the character experiences a change of outlook or begins to question something about themselves or the world. With a short story you just want to distill that progression down as much as possible. So instead of showing someone's entire life experience, you just want to get as close to that climactic moment---that SOMETHING that changes the character--as possible. You might also choose to go with a lift ending, where the character doesn't experience the change yet, but that climactic moment is the last thing we see, so that there are then implications that the character is about to change in a profound way.

Stories don't have to operate that way, but the ones that stick with me tend to have that kind of focus on character progression. It's generally the first thing I consider once I have the ground situation established.

Also, I guess this is just good writing advice in general, but try to compact as much as you can into a little space. If you have your brave knight slay a goblin, that's fine from a gameplay perspective, but if your protagonist's family was killed by goblins, then you have a charged scene. If that goblin was a soldier working for the antagonist wizard, then you have plot progression. If that PARTICULAR goblin has never hurt a fly, you have character development.

Fuck Christmas

author=amerk
Except for A Christmas Story. That's so classic, it's "fragile".

Yeah, A Christmas Story is actually pretty good.

Edit: And the original Black Christmas if you want to count that, haha.

Fuck Christmas

I hate all the sentimental shit with Christmas. Every Christmas movie is terrible. The music is even worse.

But I get to hug my dad :_(

How should we judge games?

I think it's okay to judge an old game by modern standards. I mean, the entire point of you writing that review is to alert current gamers to the game's strengths and weaknesses, so they'll have the same social context going into it as you. With any retro-review, though, you're going to probably put a few caveats in there, like talking about how the game might have its place in gaming history but won't be as engaging for current audiences.

How should we judge games?

@SnowOwl: That sounds like it'd have to be a case-by-case thing. I think a lot of the Resident Evils fall into this category. Like Resident Evil 4 is a pretty fun game, but it's not horrifying. It's fun enough that you don't feel cheated by it not being horrifying. Or, with comedy, Disgaea is more or less a comedy game, but the humor falls flat for me most of the time (definitely a few exceptions). However, that game has some fucking great mechanics.

Conversely, I played an IGMC entry that had a cool mechanic where you had to do a timing event while running from a monster; it got my adrenaline pumping and my timing got worse because of it, which I thought was kind of slick. The only problem was that you had about two seconds to get the timing down, meaning you would often get killed even if you weren't being thrown off by your state of mind, and you would die so many times that death lost its power. The mechanic effectively killed the horror.

I guess I'd say that good mechanics could make you not care if the game doesn't deliver on the promises of its genre, but bad mechanics could spoil a game that does deliver good scares/laughs/whatever. Your games tend to keep the gameplay far enough in the background to where this never happens, Snow Owl, which is part of what makes your horror effective. Don't feel pressured to tack on gameplay when you're still making effective horror. However, if you get ideas to make gameplay work with the horror, then that's a potential home run.