aww this is so sweet
melodysakura
Creator of
Recent community posts
On the topic of sims (as a player and hater), I couldn't agree more. I've downloaded countless mods to play out trans characters (which I realized I was doing as a way to sort through my own confusions of my transness), and while yes the sims 4 specifically has the most options in terms of creating trans characters, it is still so incredibly limiting. Because at the end of the day, all the inclusivity is that crumb of representation that we all desire, but it is simply never enough because the people behind these things don't actually really care (which is also why modders have genuinely been carrying this game).
Also, (although Ive only played a little bit so far), Paralives is now out and I am interested in what exactly they chose to implement into the mechanics that perhaps differ from the sims. I feel that the sims has created this exclusive definition of what a life sim is, that in order to even compete, your game must linger in that ominous and dark shadow...that is the sims. Although I have high hopes for Paralives, I do not expect it to subvert the genre. And perhaps this lack of expectation is very telling of my own position in giving up on expecting anything more than the bare minimum in the life sim genre.
(a bit of a side tangeant): I found it so hilarious when the sims 4 implemented the mechanic of 'voting for change' in one of their expansion packs. And although your sim has the option to not vote, its treated as if your sim is so evil for not voting lol. Even within this fictional world, there is no imagination further than "do your part and vote!' .
But anyhow, I think this is one of the reasons why I feel so motivated to make games myself. Like the question you asked, Have we actually sat down and dared to try? My answer is yes I would like to try. And if you do pursue this distant fantasy of a mod, I will patiently wait for the day that you finish that t-shot mod :)
(Also I have never heard of Faggots and Their Friends and I am excited to read it)
yupp, if anything the genre is oversaturated with games that just have a fluffy skin when really theyre doing the same shit as the overtly violent games. also if ur interested theres this short article that talks about animal crossing within this context. its called "commentary: colonialist values in animal crossing and their implications for conservation" written by Alexis d. smith.
Omggg this was sooo pretty and the music was super sweet too! The makeup bit was super cute too, but it was a bit hard to navigate the interactions. That section probably would have been better if you could use your mouse cursor instead. I also wish there was a bit more emphasis on the collection part (like if you could keep track of the shells you collected or something), but otherwise great work!
The chaotic haphazard looking graphics (which i love btw) is really deceitful because the mechanics of the games are really impressive! I like how the character that you play as has a nice bouncy feeling, and love the feedback every time you get a kitty. Also I can see you put a lot of thought into the level progressions as each level had a different flavor and new element added in. Great work 5/5!
aww this game was really cute and it felt satisfying to find the different types of corgis. The maze felt a bit stagnant in terms of interaction, but I appreciate that you guys had 3 different locations to find the corgis. I loved all the mini descriptions of the corgis (the love peninsula one lol), and I realized at the end that you can pet them and that small interaction made the corgis feel really alive!
I love that the fishing mechanic in this game is you playing as a fish in these mini platformer levels, its pretty comedic and unique! I could not get past a single level, I think it would be great if the levels progressively got harder as you collect more fish. Also the intro with the radio was a nice little immersive touch!
Thanks for the feedback! Yeah I agree, I would've loved to implement more complex gameplay but unfortunately this was my limit in terms of programming knowledge. And yes the accidental foraging is something I need to fix because the draggable items that hide the mushrooms also trigger the 'found item' page which shouldn't be happening
Such a unique concept for the theme, and love how you guys made something gory really cute lol, the art was great. Also it was a nice mechanic that you had to protect the red blood cells instead of hopping on the "enemy" to destroy them (like mario). The long jump was a bit tricky to get used to since you get propelled sideways instead of up, but after a while I started to get the hang of it. great work, especially for the first game you guys have made!
Such a cute interpretation of the theme! The jumping animation felt really smooth and the color palette is great. I'm not sure if it was intentional but towards the end there were invisible platforms that made it kind of frustrating to get back up. I could definitely see this as a full length platform game, great work!
so good!!! The use of the limitation was perfect and when the timer got to red I genuinely felt panic (also the monster scared me the first time cus he snuck up on me as I was picking the lock). Having to juggle picking the lock and feeding the monster was challenging and well integrated into the story of the game. My favorite so far, I'm gonna keep trying to actually get out lol.
I love the aesthetic of the game, and how the nephews all menacingly stare at you while you grill their sandwiches lol; I've never seen a creepy cooking game. I also like how the timer was incorporated into the oven so it didn't feel forced, nice use of the limitation. It was just a bit glitchy when I played and sometimes the grilled cheeses would just spin and float on the pan lol. but it was fun to play!
This game was really challenging! And definitely got me stressed! I like that the ingredients come out random on the conveyer belt so you had to keep looking over to also make sure you were putting the right ingredients in the pot. the use of the limitation was really nicely implemented with the customers leaving if you took too long. and the mini game of cutting or shaking the ingredients was a nice touch, great work!

















