Bi, Polyam, Genderfluid, Trans. 33.
Living on Worimi Land in so called australia.
This was one of the first projects I ever published, made for the emotional Mecha game jam.
Nice to see it still giving attention all these years later.
This was one of the first projects I ever published, made for the emotional Mecha game jam.
Nice to see it still giving attention all these years later.
Of course it being a video game and dob being a tabletop role-playing game. I'm not sure how much of it is transferable but I definitely want to do something to make missions better
Of course it being a video game and dob being a tabletop role-playing game. I'm not sure how much of it is transferable but I definitely want to do something to make missions better
Once you get to end game and transition into what must have been the games season structure...it falls apart.
A whole fully populated settlement appears out of thin air.
Once you get to end game and transition into what must have been the games season structure...it falls apart.
A whole fully populated settlement appears out of thin air.
The legendary guns have sculpted accoutrement and strange particle effects that make them look like guns that couldn't exist... And that breaks the tone/vibe of the game... And so I don't use them.
The legendary guns have sculpted accoutrement and strange particle effects that make them look like guns that couldn't exist... And that breaks the tone/vibe of the game... And so I don't use them.
They have this structure of go-to place, push button, kill guys, push a different button, kill boss, leave.
I think they stay fresh by always coming up with unique dressing for that mission.
They have this structure of go-to place, push button, kill guys, push a different button, kill boss, leave.
I think they stay fresh by always coming up with unique dressing for that mission.
The post-catastrophe settlements you help out are well on their way to fixing their own problems when your character walks onto the scene.
The people there are working together, and it feels like your character is a catalyst rather than a saviour.
The post-catastrophe settlements you help out are well on their way to fixing their own problems when your character walks onto the scene.
The people there are working together, and it feels like your character is a catalyst rather than a saviour.
There's some solid compilations on YouTube showing his best moments.
He's kinda similar to TARS from Interstellar... In characterisation not physical design.
There's some solid compilations on YouTube showing his best moments.
He's kinda similar to TARS from Interstellar... In characterisation not physical design.
Why is such a stressful game so stress relieving?
Why is such a stressful game so stress relieving?