HOUSEKEEPING'S PROFILE
Housekeeping
3571
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/
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/
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Is this story too cliche?
author=Desertopa
To be fair, having the world saved by the power of shooting the villain with a gun can be pretty surprising given the right context.
God, Wizards was terrible. I really tried to understand why people liked Ralph Bakshi, but, other than the animation, his movies are so bad.
Is this story too cliche?
Yeah, it's reading to me like a cliche story about race relations using beast people as a metaphor for otherized groups, and it's taking the easy way out of a potentially difficult problem by adding monsters as a common enemy that, when confronted, will cause no moral conflicts. You might end up spinning it in a different direction than that, though.
If you want this game to run off of it's story, the only way this would work is if your target demographic is fairly young. If you write this as a moral "we should all get along tale," that's something that would interest preteens, kids, and maybe some teens. If you're writing for adults, they've probably read/played/watched enough media about that theme that they'll be jaded and uninterested. Then again, Avatar was basically about the same thing, only with aliens instead of beast people and the military instead of monsters, and it sold like crazy, so what do I know.
If you want this game to run off of it's story, the only way this would work is if your target demographic is fairly young. If you write this as a moral "we should all get along tale," that's something that would interest preteens, kids, and maybe some teens. If you're writing for adults, they've probably read/played/watched enough media about that theme that they'll be jaded and uninterested. Then again, Avatar was basically about the same thing, only with aliens instead of beast people and the military instead of monsters, and it sold like crazy, so what do I know.
When is it *good* to abandon a project?
author=Desertopa
If you're no longer a fan of your own project. If it's not going to be something you yourself think is good, your time would be better spent on something else.
I don't disagree with this, but, I don't know about everyone else, but I've always found the creative process to be propelled by bipolar tendencies, so a certain amount of depression/utter hopelessness is to be expected, along with manic days of "This is the greatest thing anyone's ever thought of in the history of the world." I guess if it's an extended period of depression then it's time to abandon. For me, though, I tend to spend a lot of time in the pre-development process. Before I do anything, I have an incredibly comprehensive outline, and I don't start working until I'm completely happy with my idea. I don't think I would abandon a project unless I had to make too many concessions over that initial idea because of technical/time limitations.
Accepting Criticism
When I was in college and still taking creative writing workshops, we would submit our stories to the class, return in a week, get in a circle, and critique each other's work. There weren't any hard rules on politeness, but social decency kept most people's comments constructive (though, when it's something you poured your heart into, even constructive criticisms can feel barbed). There was one rule for the author, though: shut up. You don't say a word when people are critiquing your work. After they've said their peace, you would then be able to ask some questions, clarify things, or justify things, but during the bulk of the discussion, you just shut up.
This accomplished two things: 1) It allowed the feedback to come naturally. If you interrupted the process, you would inadvertently be guiding the discussion into what you found important about your work instead of what others found important. It doesn't matter what your goal was--if the audience didn't pick up on that, you failed, and that's an important thing to note. 2) It forced you to listen, and listening is a skill that not enough people practice. If your audience doesn't like your work, then you're failing. Drop any feelings about how you might be making it for yourself, because it's a bullshit perspective. If your audience is unhappy, you either need to adapt your work so it's more palatable or find a different audience. Listen to what your audience says and use that as a barometer. For God's sake, don't just ignore everything like ShortStar said.
People are posting critiques after playing your game. You should be fucking grateful for every piece of feedback you get, because that means people took time out of their lives to play your game. We only get so long on this planet, so take a second to think of how sacred that time is. Yes, you're going to get uninformed opinions that you'll have to weed through, and, yes, you're putting yourself out there, and it makes you nervous and uncomfortable, but that just means that what you're doing is meaningful to you, so chase that feeling.
(I gave some criticisms on Luxaren Allure a while back, so I just wanted to say that this wasn't directed at you, Unity. You seem to take criticism really well, actually.)
This accomplished two things: 1) It allowed the feedback to come naturally. If you interrupted the process, you would inadvertently be guiding the discussion into what you found important about your work instead of what others found important. It doesn't matter what your goal was--if the audience didn't pick up on that, you failed, and that's an important thing to note. 2) It forced you to listen, and listening is a skill that not enough people practice. If your audience doesn't like your work, then you're failing. Drop any feelings about how you might be making it for yourself, because it's a bullshit perspective. If your audience is unhappy, you either need to adapt your work so it's more palatable or find a different audience. Listen to what your audience says and use that as a barometer. For God's sake, don't just ignore everything like ShortStar said.
People are posting critiques after playing your game. You should be fucking grateful for every piece of feedback you get, because that means people took time out of their lives to play your game. We only get so long on this planet, so take a second to think of how sacred that time is. Yes, you're going to get uninformed opinions that you'll have to weed through, and, yes, you're putting yourself out there, and it makes you nervous and uncomfortable, but that just means that what you're doing is meaningful to you, so chase that feeling.
(I gave some criticisms on Luxaren Allure a while back, so I just wanted to say that this wasn't directed at you, Unity. You seem to take criticism really well, actually.)
Art and You
I'm glad this post was unlocked, as I missed the shitstorm and wanted to weigh in on Lockez's posts.
@Lockez: I understand what you're saying about credits. For me, it's a matter of narcissism: I don't want to credit someone for, like, a single sound effect, because then they would be given as much screen time as my name, which I don't think is fair, as they just have decent audio equipment and recorded something and cleaned it up real quick. That's not to say that there's no skill to it, but relative to the work I put in, it seems ridiculous to have to credit them for something they had no input in.
That said, my solution is to simply not use that sound effect and find another one or make one myself. If someone makes something, it's not my right to determine if my art supercedes theirs. I appreciate your life philosophy about increasing the aggregate happiness in the world, but that's a personal philosophy--pushing a philosophy on others has been the root of every major conflict in the human experience, so, since you're involving others, don't get militant about it. I could make an argument over how happiness shouldn't be the primary thing we strive for. I could also make an argument about how video games could be viewed as escapism rather than reaching true happiness. I'm not saying I fully agree with either of those two arguments, but I can see there's merit to them, and it's enough that I wouldn't develop some militant life philosophy over producing the net amount of happiness is the right thing to do.
Anyway, credits are a social expectation. Players won't get upset to see credits in a game. If you feel that they detract from the experience, figure out a way to add gameplay or interactivity to the credits. Many credit rolls will have scenes playing with them, and Smash Brothers: Brawl (I think it was Brawl) had a little game where you could shoot the credits and get a score at the end. What you shouldn't do is undermine someone else's work, as what those credits mean for them is a chance to get their names out there in a world of the aggregate white noise of everyone shouting, "I'm special, too!" In other words, that credit could get them more work.
@Lockez: I understand what you're saying about credits. For me, it's a matter of narcissism: I don't want to credit someone for, like, a single sound effect, because then they would be given as much screen time as my name, which I don't think is fair, as they just have decent audio equipment and recorded something and cleaned it up real quick. That's not to say that there's no skill to it, but relative to the work I put in, it seems ridiculous to have to credit them for something they had no input in.
That said, my solution is to simply not use that sound effect and find another one or make one myself. If someone makes something, it's not my right to determine if my art supercedes theirs. I appreciate your life philosophy about increasing the aggregate happiness in the world, but that's a personal philosophy--pushing a philosophy on others has been the root of every major conflict in the human experience, so, since you're involving others, don't get militant about it. I could make an argument over how happiness shouldn't be the primary thing we strive for. I could also make an argument about how video games could be viewed as escapism rather than reaching true happiness. I'm not saying I fully agree with either of those two arguments, but I can see there's merit to them, and it's enough that I wouldn't develop some militant life philosophy over producing the net amount of happiness is the right thing to do.
Anyway, credits are a social expectation. Players won't get upset to see credits in a game. If you feel that they detract from the experience, figure out a way to add gameplay or interactivity to the credits. Many credit rolls will have scenes playing with them, and Smash Brothers: Brawl (I think it was Brawl) had a little game where you could shoot the credits and get a score at the end. What you shouldn't do is undermine someone else's work, as what those credits mean for them is a chance to get their names out there in a world of the aggregate white noise of everyone shouting, "I'm special, too!" In other words, that credit could get them more work.
Ask Mint
author=Ratty524
Mint why did you get a sex change? You look like a boy to me.
![]() | Mint says: |
![]() | Yvette says: |
Ask Mint
author=Professor_Q
Dear Mint, of all the attacks you use in the story, which is your personal favourite? =)
![]() | Yvette says: |
![]() | Mint says: |
junk
author=Jude
You guys are all so cool for rejecting the word "epic." Next I expect rants about how much Justin Bieber sucks.
Are you seriously being a hipster about hating things?
Ask Mint
A Very Long Rope to the Top of the Sky
Glad you enjoyed it! Some of your questions are going to be hard to answer without some more information, but I'll do my best:
Here's a list of the rare crystal locations for those who are interested (I wouldn't look at this until after you've beaten the game--don't look if you don't want spoilers):
Here's Walker's locations:
1. The Chimera was the first boss in the game, so if you go back there, you can fight a tougher version of him (you'll destroy him at this point in the game, haha). More specifically, he's in the cave by Ivy's house; go up at the fork instead of left into the mine. I don't know what other soul tears you're missing, so you'll probably need to give me some specifics, but people tend to miss Cyril's (you can find his soul tear to the north of Alluvia--follow the edge of the continent), Brunhilde's (you have to beat her husband's fourth challenge course), and maybe Lucas's (he's in Mossvine--people tend to forget to see him after they do Nox's trial).
2. One of the two farmers you're missing is Marina, who you can get after you do her soul tear. I'm not sure who else you're missing--have you gotten Clovis and Seamus?
3. There are a lot of rare crystals out there. I'll give a list after this spoiler so more people will see it.
4. One key is in Avishun dungeon (check the pile of bones). You can get it earlier if you fight Lorenzo before you see Rose when you're children. You get one key for beating the fire arena in Terranoire (it's not a listed prize, but a boss drops it). The final key is in a tower in the Ruins of Old Avishun (your "old key" will open that door).
5. You can teleport back to Ubiquity at any time from your town.
6. If a character has a face portrait, they're recruitable. Julian and Spitz can be recruited after you get your third agricultural area.
2. One of the two farmers you're missing is Marina, who you can get after you do her soul tear. I'm not sure who else you're missing--have you gotten Clovis and Seamus?
3. There are a lot of rare crystals out there. I'll give a list after this spoiler so more people will see it.
4. One key is in Avishun dungeon (check the pile of bones). You can get it earlier if you fight Lorenzo before you see Rose when you're children. You get one key for beating the fire arena in Terranoire (it's not a listed prize, but a boss drops it). The final key is in a tower in the Ruins of Old Avishun (your "old key" will open that door).
5. You can teleport back to Ubiquity at any time from your town.
6. If a character has a face portrait, they're recruitable. Julian and Spitz can be recruited after you get your third agricultural area.
Here's a list of the rare crystal locations for those who are interested (I wouldn't look at this until after you've beaten the game--don't look if you don't want spoilers):
1. Talk with Solomon after either getting Sylvia or deactivating her--you may have to ask him about the "other" Sylvia.
2. Under the bridge at the beginning of the abandoned station on Logos-3.
3. In the saecelium mines, after heading to the end of the "four lever" mine cart puzzle, walk back onto the tracks.
4. Beat Rank B of the expert arena in Terranoire. To gain access to the expert arena, you have to beat all the other arenas and make it to Ubiquity.
5. Beat Rank A of the Quiz Bowl in the Pig Arena in Alluvia.
6. Hop off the right area at the top of the Tower of the Mother in the Temple of the Elder Gods. To unlock that area, you have to complete every Reflecting Pond scene.
7. In the basement of Nightmare Castle. To get Nightmare Castle, you have to recruit Brunhilde, and to unlock the basement, you have to finish all of the Nightmare Dimension challenges at Phobos in Silver Spring.
8. Beat the second Nightmare Dimension course.
9. In the Ruins of Old Avishun, head north from C-Lock, then head down the staircase. Push the chifferobe to the right and go into the secret room.
10. Let Gretchen dig up the park twice. The second measure for this will appear in the town hall after visiting Ubiquity.
11. Follow the directions to Treasure Map 5 in the snow field.
12. Walker will give you one after tracking him down. I'll put Walker's locations in the next spoiler...
2. Under the bridge at the beginning of the abandoned station on Logos-3.
3. In the saecelium mines, after heading to the end of the "four lever" mine cart puzzle, walk back onto the tracks.
4. Beat Rank B of the expert arena in Terranoire. To gain access to the expert arena, you have to beat all the other arenas and make it to Ubiquity.
5. Beat Rank A of the Quiz Bowl in the Pig Arena in Alluvia.
6. Hop off the right area at the top of the Tower of the Mother in the Temple of the Elder Gods. To unlock that area, you have to complete every Reflecting Pond scene.
7. In the basement of Nightmare Castle. To get Nightmare Castle, you have to recruit Brunhilde, and to unlock the basement, you have to finish all of the Nightmare Dimension challenges at Phobos in Silver Spring.
8. Beat the second Nightmare Dimension course.
9. In the Ruins of Old Avishun, head north from C-Lock, then head down the staircase. Push the chifferobe to the right and go into the secret room.
10. Let Gretchen dig up the park twice. The second measure for this will appear in the town hall after visiting Ubiquity.
11. Follow the directions to Treasure Map 5 in the snow field.
12. Walker will give you one after tracking him down. I'll put Walker's locations in the next spoiler...
Here's Walker's locations:
-Snowfield (follow Odd Thing Map 3).
-Blocked entrance to the mine on the surface.
-Entrance to Attis (the village on Logos-3).
-Inside the lake temple on Avishun--he's in the area with the cultist who can talk (not Mag).
-Beside the teleporter in Solomon's Furrow.
-In your town.
-Blocked entrance to the mine on the surface.
-Entrance to Attis (the village on Logos-3).
-Inside the lake temple on Avishun--he's in the area with the cultist who can talk (not Mag).
-Beside the teleporter in Solomon's Furrow.
-In your town.


















