It's got to be happening. No way there isn't an effort to get it licensed after the response to the anime.
"The Goblin Market" is a magical group show,
opening tomorrow at Haven Gallery!
My surly merchant sells the finest plums down by the river ~ but think carefully before you make a deal with him...
Cosclay with watercolor and acrylic. #fantasyart #goblin
so if you played a game on steam & enjoyed it, & especially if you notice it doesn't have that many reviews yet - just leave a thumbs up.
it could mean the difference between a game dev quitting dev entirely or continuing to make games for another 5 years or more.
i know it did for me.
essentially A YEAR OF SPRINGS & a pet shop after dark (released 2021 & 2022) have kept me afloat steam-wise haha & without them i probably wouldn't still be doing games
(A TAVERN FOR TEA is in the same review# bucket as pet shop, but it's 3 USD so even with more sales it doesn't make as much)
haha i guess i was excited about doing art for this game because dozens of characters later, i looked up and suddenly realized it was midnight.
i'm going for a few more approachable RPG-esque designs, but others which are drawn from specific occult and art history references.
This looks great!
mockup of a 7x7 view (plus a small margin) with hand drawn borders.
for context, imagine the health bar, minimap, log etc. all have similar surrounds (and please imagine there's a nice palettized fade instead of the nasty gradient).
There's a sequel by the FLCL director with a VERY different tone, IIRC it isn't even immediately clear how it connects to the original series but eventually does in a clever way.
Oh this was Gainax with Hideaki Anno directing, sold direct to video, so was probably aimed at a pretty hardcore otaku audience... which still doesn't explain why it starts out as a parody of classic 70's shojo manga, Aim for the Ace. That's still a wild creative choice!
I haven't watched the movie version, but apparently it cut about an hour from the original OVAs. Those also included neat little super deformed bonuses between each episode where they explain more of the physics and general world building.
Also the first arc is a parody of a tennis anime!
Quick little 3 colour risograph I printed today - I will be hiding these around a park in Toronto tomorrow for Art & Found Day!
I feel like this is as much or more a test of your monitor's color space as it is of your eyes. Also I need to clean my monitor.
www.keithcirkel.co.uk/whats-my-jnd/
GDC's 2026 IGF winner calls out U.S. cruelty at home and abroad
I try not to do ranty threads anymore, but man, this Valve GDC graph has just rubbed me up unbelievably badly
This was presented as a good thing - "more games are finding success!" -- when actually the data has just been presented in a tricksy way to make it look like everything is fine
youtu.be/K28B53-OzZk?...
That was a fun piece to do! Also I checked the original publishing date (2007). How was that almost 20 years ago?!
Rereading the Scott Pilgrim books and suddenly a @spookysquid.bsky.social jumpscare.
What if there were a better way to discover new games?
🌎Explore a universe of games.
🎯Bigger cards = most similar.
📚Card behaviour = genre.
🍿Click = trailers and screenshots.
💰Flip = game details and price.
Ludocene subscribers are testing the prototype this month: www.ludocene.com/subscription
Hear me out...
Univerally praised games are neat enough, but nothing hits quite like something unpopular that speaks to *you*.
So show-and-tell: Link and Explain a game that's UNDERRATED (sub-500 user reviews), UNDERRATED (sub 80% score) or BOTH (ideally!) that is near and dear to your heart.
Yeah 100% agreeing. That averaging and remixing is inherently lossy. I was just trying to think of how to describe that weird way in which it is lossy, because as you pointed out, it's not the same as noise or other lossy compression artifacts we're used to.
I'd maybe describe it as "remixed and averaged, without any intentionality."
I did the dumb NYT "can you identify AI writing test" and got emotionally sucker punched by it, not because of AI, but because the final human writing sample was written by an old friend of my parents (who died when I was still a baby).
In the celebration of Nihon Falcom"s 45th anniversary, I can' recommended enough to watch this great video about the history of Falcom by @bowloflentils.bsky.social
Very instructive 🤓😎
#NihonFalcom #Falcom
www.youtube.com/watch?v=JIcb...
Hey everyone!
I am open for work. Looking for contract, part-time, full-time, anything! I have been making games for close to 15 years now and am happy doing 2D art in most styles, pixel art, UI, and managing.
Here's a link to my portfolio: kyleolson.artstation.com
Yeah, I don't generally need to write a ton of dialogue in my games, but so often the struggle is pairing it down to the shortest possible version that is still fun to read and delivers the needed info. This is somehow the exact opposite of that.
Keep hoping this garbage eventually does the same.
A descriptive title ("Mean Villager", "Cheerful Farmer" etc.) and a single line of dialogue could deliver more character in less time. As is so often the case, the folks building these things don't understand the basics of the medium they're working in.
No one wants *longer* rando NPC dialogue.
Suddenly glad I'm not at GDC right now, don't think I could handle all the AI slop tools.
Also this NPC has 3 pages of dull meandering dialogue, but they didn't bother to give them a name beyond "Villager 1"?
really glad to see everyone dunking on this
back in like 2011 or 2012 when I first started going to GDC as a SUPER BROKE poor ass kid, talking to random devs in those gardens was the only real way to make connections
fencing that off is utter horse shit. look for cool people on the Free Side
Um excuse me, how did this slip under my goblin radar?!
Added to my goblin collection 🥹