THATBENNYGUY'S PROFILE
thatbennyguy
1612
I am CashmereCat now.
~~~
Twisted baubles replace my brain and I am toxic yet nice. There's a lot to me, but also not a lot going on up there, they say. PM me because I love attention, I do interviews, I do reviews, I do stuff. Here for the long haul. Gotta hustle.
I'm working on whatever I'm working on, and I love RPG Maker games that aren't traditional RPGs. Puzzlers, interactive stories, but nothing too abstract that'll weird me out. Just give me a polished gem and I'll stare at it for days, marveling at the way the light reflects just right, inner inflections, potato top pie.
I want to make games with you.
~~~
Twisted baubles replace my brain and I am toxic yet nice. There's a lot to me, but also not a lot going on up there, they say. PM me because I love attention, I do interviews, I do reviews, I do stuff. Here for the long haul. Gotta hustle.
I'm working on whatever I'm working on, and I love RPG Maker games that aren't traditional RPGs. Puzzlers, interactive stories, but nothing too abstract that'll weird me out. Just give me a polished gem and I'll stare at it for days, marveling at the way the light reflects just right, inner inflections, potato top pie.
I want to make games with you.
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Might, Magic, and Mafia (Game Thread)
Also, Liberty's description is far too accurate to be a lie. All those item names... it would be very hard for you to make it up.
Might, Magic, and Mafia (Game Thread)
What the heck, me and Liberty agreed we would #investigate MM tonight, and Liberty would defend me. The reason why you killed MM, I believe, is because you wanted to cover up his death as a mafia accident. Because if Liberty and I investigated him alive, and he was found to be innocent, we would all turn on you. You couldn't have that, so you had to eliminate him. It's pure elementary, rabitZ.
Also, Liberty maybe you should use that situation-changer. It might make things interesting, and it will at least make this game a bit more flavoursome. Anyway, here's my role (in exactly the format Marrend mailed me), and I'm pretty sure you know it because I've claimed it the same all this time, and investigated Gourd correctly to be mafia:
You are Cassandra, Sorcereress!
You win if the heroes rid themselves of the evil villans.
During night phase, you may PM me with the name of the player you wish to #investigate. That player's alignment will be known to you.
Also, Liberty maybe you should use that situation-changer. It might make things interesting, and it will at least make this game a bit more flavoursome. Anyway, here's my role (in exactly the format Marrend mailed me), and I'm pretty sure you know it because I've claimed it the same all this time, and investigated Gourd correctly to be mafia:
You are Cassandra, Sorcereress!

You win if the heroes rid themselves of the evil villans.
During night phase, you may PM me with the name of the player you wish to #investigate. That player's alignment will be known to you.
I made idea generators
Apparently, I are to escort a weak count from a decaying town to a haunted ship south-west of the decrepit temple. Sounds cool.
The Screenshot Topic Returns
Wow Christopher... nice and interesting choice of mats instead. I like it, it's better than the autotile :) The whole thing feels pretty well laid-out. I like it.
What are you jamming to?
Persistence
Persistence
Stuff from Derek Yu's article "Finishing a Game" (http://makegames.tumblr.com/post/1136623767/finishing-a-game):
"A lot of game-making is tedious and downright unfun. It’s not play, it’s work (and this is why you should choke out ANYONE when they joke about you “playing games all day”)."
"You’ll also realize that a lot of this boring stuff is what makes the game feel complete! A nice title screen, for example, does wonders to make a game feel legitimate."
"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out"
"now you’re forced to decide what is really important to your game, and what you could cut. The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all."
"IF YOU DO QUIT, SCALE DOWN, NOT UP"
"A lot of game-making is tedious and downright unfun. It’s not play, it’s work (and this is why you should choke out ANYONE when they joke about you “playing games all day”)."
"You’ll also realize that a lot of this boring stuff is what makes the game feel complete! A nice title screen, for example, does wonders to make a game feel legitimate."
"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out"
"now you’re forced to decide what is really important to your game, and what you could cut. The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all."
"IF YOU DO QUIT, SCALE DOWN, NOT UP"













