this goes so fucking hard
Stanwixbuster
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I didn't fully flesh out how long these two have been at it but "well more than several years" was the idea. I really like your take on this game actually taking place over several years, too. I saw it as taking place sequentially day-by-day, but given that it loops forever, it very well could take place over several years, which ties the two together quite nicely.
Insanity is more a theme of this as percieved insanity, given that these two are, effectively, in their own mini-community entirely divorced from a human one, but still living parallel to it. Now they're trying to navigate and rediscover how to live knowing they can never die, which definitely looks like insanity to "normal" people, but makes entire logical sense to themselves.
This is part of an universe of games all about being granted immortality and how people handle it, which i'm hoping to focus on more heavily in the future: https://itch.io/c/4016065/immortal-starstreaker. Most of this game came about from wanting to write an immortal who actually liked immortality, compared to many of the others I'd done who absolutely do not.
The whole lore behind Immortals themselves is something I've put a lot of time and effort into behind the scenes, it being my precious little baby project I'm putting far too much love into. The main project of it is supposed to be No Saints Go to Heaven, which right now has no where near enough pre-production done to be in a state to make a full game, which I'm (very) slowly chipping away at. Fortunately, there's enough there on Immortals as an idea opposed to the concrete world of NSGtH that I'm able to make these small relatively contained "spinoffs", before there's any actual thing to spin off from.
As for COH itself, it's far less developed than the main lore it came from, but there's enough there that I've been turning it over on where these guys will go next. I don't want to promise anything on COH specifically right now but it's a tentative yes to more of it, at some point, with a definite yes to more Immortal content (at some point).
Unfortunately, for the minute, after I wrap up some other projects I need to shift focus to getting my Unreal skills up to par after getting laid off this month. If I get hired very quickly that gear shift back might be quick, but that remains to be seen.
Regardless, thank you so much for your response and enthusiasm. The state of the industry's making this a pretty shit time but things like this do really, really help.
indeed: https://base64.guru/converter/decode/ascii
it really is, honestly
Right now, I'm at Supermassive as a game designer, and I'm at risk of the layoffs which has been very fun and foundation breaking. I'm hoping to find another job (and am honestly banking on an interview for something that would work insanely well for me for a project that looks dope as hell) so we'll see how that goes.
Also, if there's any part of that salad you'd like clarification on feel free to say. I take no offense in my self-aggrandising bullshit being self-aggrandising bullshit.
I make "queer" games, both in the literal and more broad interpretation. Obviously, that means characters that are gay telling gay stories, but for me that runs a bit deeper.
I'm very against the idea of mass media that targets "everyone". For me, the more you try to appeal to this non-existent "everyone", the more your Self is lost in the art you make. You have to gut the parts advertisers won't like, chop off the bits that you think might be embarrassing, declaw and de-tooth it, shave off any apparent imperfections that would make people point and laugh because [other] media looks much prettier, to the point you're saying nothing at all. Then, ultimately, you have watered down mush that brings nothing of artistic value to the world. It's not human anymore; it's mass-produced and offers nothing different than all the other mass-produced trends that came before it.
On the flip side, by fully devoting yourself to a weird and fucked up idea, to put your entire faith into a story you want to tell, to never apologise for it, you suddenly make something interesting. It's now an earnest and alive Thing, and something that no-one else can make, because you didn't compromise on the Self that's now part of it. And, consider the adage of: "Holy shit, a cake without frosting!" This approach means you miss out on some people, but so what? Humanity isn't a monolith, and trying to treat it as one is one of the great faults of new creatives. Because humanity is not monolithic, you can produce practically anything, and someone will love what you've done.
Paradoxically, by never caring about whether or not what you make is Other'd or "queer", you do create something that can (hypothetically) appeal to everyone, by nature of it being so earnest and speaking to human empathy. It's a bit like the Chris Fleming school of comedy. That being, you can make a joke so hyper-specific to one sort of person that it wraps around on itself and kills the entire room.
So, that's my brand. Games for exactly 3 people to lose their minds.