applecinnabun

fatigue elemental raccalope

  • they/she

game dev/sk8r grrl/guitar/flute/tree liker/indie game obsesser/basic autumn bitch. working on hoptix!

<3 @static-echo <3


play the latest (free!) hoptix demo!
sonicfangameshq.com/forums/showcase/hoptix.1948/
hoptix on twitter (not active, some cool dev posts there though)
twitter.com/hoptixGame
profile pic by @cottontailcat
cohost.org/cottontailcat
BUSINESS
hoptixgame@gmail.com

so i don't think i have a longer, essay-ish chost for this one, but cavern of dreams: it's really good. if you haven't heard of it, it's a banjo-kazooie-like (and isn't ashamed to wear its influences). my biggest complaint about it is that i wish it were longer, and if you're a mostly solo dev, "hey i love this and wish i had more" is one of the best complaints you can hear (although... probably the least actionable lol)

one thought i wanted to share, that i haven't seen other people talk about: when you advertise your game as being "dream-like" you're really pointing at the stands tone-wise, but cavern of dreams nails it, particularly in the way that it uses darker moods. it lures you into... not quite a "false sense of security," but a state of sincerity and vulnerability, and its darker elements are abrupt, nonsensical, disconnected, subtle, and unclear, in a way that maps to the actual experience of a nightmare so much better than horror media usually does. you rarely see anyone capture that kind of mood! (note: this is not to say cavern of dreams is a horror game, it isn't. it is mostly gentle and sweet)

other thought: i think it seems clearly developed with young players in mind. if you have any young children in your life in any way, show them this game if you want to gently traumatize them in a way they'll look back on with fondness for the rest of their lives. i think those types of experiences are great :3


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