Hello I am making music/games like anodyne, angeline era and @danchidays.bsky.social
email analgesicproductions at gmail
blog: https://buttondown.com/melodicambient/
He/they
The ds2 dlcs are so good

@hantani.bsky.social
Hello I am making music/games like anodyne, angeline era and @danchidays.bsky.social
email analgesicproductions at gmail
blog: https://buttondown.com/melodicambient/
He/they
The ds2 dlcs are so good
I really liked that part lol
I've been curious on others' experience - we're launching a game on the 29th and started getting personal calendar wishlists about 7-8 ahead of launch, but just yesterday we started getting "Homepage" personal calendar traffic (~2-3 weeks ahead of launch) which has been 2-3x bigger per day so far
I think the single-screen approach is useful in a lot of games because it can both be a theatre-set like way to stage story scenes, but from a level design standpoint, it also naturally paces out the game's world. any one screen can only contain so much information.
there's no @danchidays.bsky.social without anodyne 1 and 2 or angeline era!
working on those games helped with learning how to layout an ordinary world through fixed, square screens. And taught me about the narrative/design advantages it provides.
#LudoNarraCon 2026 is LIVE!
The Official Selection is full of amazing games waiting for you:
📚 Browse the selection
❤️ Wishlist your faves
🎮 Decide what you're playing first
💬 Jump into our Discord and argue about which game is the best
One fun vocal stim way to add a twist to sending out steam keys is to try reading each steam key out loud as you send it. "Please enjoy. PBLDXA0GHGMFRPL
sure! could you DM @danchidays.bsky.social ?
Oh yeah that makes me think of Nina's thoughts here: souls did come out right on time for the big twitch streamer boom in the early 2010s too
Every autumn i want to play harvest moon 64 or mineral town but minus all the farming/crafting/combat mechanics. I feel like this must exist. I guess it would be like danchi days or bokunatsu or dokidoki poyatchio but not in the summer
I do have thoughts on humor and it's that you can't exactly just "add joke to game chatgpt please", you have to design the game with the capacity for humor early on,then be able to organically find opportunities for jokes or humor in the script or design
Look at this go follow @even-kei.bsky.social because it's amazing how her art always holds up decades on
(...in AAA)
Yeah it's a rare 2010s example of a aaa game that was holistically designed! Hard to find that nowadays
if someone were to replicate dark souls 1 they should most study humor or learn to be funnier imo...just a Thought.. it's the secret sauce on top of all the stuff that does get replicated
Fwiw, the game wouldn't have done as well without multiplayer or without 2010 from's humor/art/ARPG design culture. I think it really took everything to make it work
People always say miyazaki made souls sell well through difficulty but this is wrong imo, his main innovation was pushing the multiplayer stuff. From was already making hard and (imo) quietly funny games about overcoming difficulty for decades, multiplayer made them more accessible and funny
Saw a new video essay discussing Anodyne in it alongside Moon and Deltarune! Interesting to hear people's thoughts on the game even 13 years or so on. Also a reminder how the pixel art in anodyne 1 looks so good too
youtu.be/64WAeEip3vw?...
Nah, I don't like having achievements although it'd be funny if someone made one of this
i havent really played plane games before but the rhythm of combat kinda reminds me of diving for rings in a pool or something. except partly blindfolded with torpedos coming at you and you have tunnel vision