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in reply to @hthrflwrs's post:

hearing you drop bold & straightforward gamedev promotional advice was super helpful to me! it's still difficult to get over the hump of Let's Go Hustle but the reminder that it's not a horrible social crime is nice. other than that, snake farm was a blast.

I'll admit I haven't played your games (though they do look fun! I just never have time for video games :p), I love nerding out about the new season of Doctor Who alongside you! I hope to do it again somewhere else ❤️

hard to put into words but the way you talk about your projects as they’re being made has always been fun to read. you know when you’re cooking and we know when you know when you’re cooking and it always makes me go yeaaaah i can’t wait to see whatever that’s about. even as like a straightforward promotional strategy it just has such a great energy. anyways really looking forward to the newsletter lol

Loved your posts in general, but especially the gamedev stuff. The way you describe your process as you work on games is super inspiring. And the advice posts, I think I’ll need to go through your profile and save them somehow, because they’re really insightful.

Heather, I don't even know where to start. Your games, your shitposts, your earnest talks about the dev process, learning to build your own engines, your fiction...

Thank you for having the nerve to share your thoughts and being so damned good at it. I'm gonna miss refreshing Cohost knowing there's gonna be something neat that you wrote.

I guess if nothing else, this whole ending thing is getting me to say things.

You received an ask about how to keep consistent with intent on developing a videogame, and you answered something along the lines of "You can't. You have to respect who you were when you made it, thank them for it, and do the best with what you can right now. You can't be who you were back then."

That resonated a lot with me; not that long ago i had a very big worry about maintaining a "brand" or a "visual style" as consistent and unchanging as I could, and I had a very big conflict between "I want to EXPERIMENT" and "I have to make everything look the same lest i lose my audience" or something like that

Snake farm was a good time too

I loved watching your games get massively popular thanks to cohost. It really felt like you were "our" game dev, and we were all rooting for you. I'm happy to have seen your success and I hope it only gets better from here.

My Steam Deck has been a Snake Farm machine a fair portion of the time.

The MEATPUNKS TTRPG has been a complete blast and also helped me grow a ton as a GM, a writer, and like, a human I think?

Your work rules, and your chosts have been a constant joy.

haha, I've been actual-playing it, even, for whatever that's worth!

My group did a one-shot, and then a follow-up in two parts. It got weird and wooly and out of hand. (Wonderfully so).

There's another arc in the works, and I'm increasingly sure that one of these days I'll run something more like a full campaign.