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Hi, I've continued to work on both Lethal Company and Welcome To The Dark Place. As usual I'll start with the former and end with the latter.

At the beginning of these two weeks I focused on Lethal Company exclusively while playing Animal Well every day until I 100%'ed it (minus bunnies). I wonder how many people found out about movement tech involving certain items, since in some cases I can't remember a single place where I was outright forced to use it.

Animal Well and Splatoon 3 are both amazing games and will have directly contributed to the CC update coming out like a week later than it would have. In Splatoon 3 I realized the vanilla Rapid Blaster kit is very good due to its ink mines; just recently I've been enjoying the vanilla Rapid Blaster Pro (which I already knew I loved.) The new splatana looks like what I had wanted splatanas to be at the start, before my dreams were crushed when I realized the splatanas are just weird guns. I cannot wait to play the Decapitator.

One more thing about Splatoon 3: it looks as if they are about to wrap up the game's updates, and it does (maybe unfairly) feel like Nintendo has done as little as they could get away with--just enough for me to feel disappointed but not betrayed. At the same time, I feel sorry for the developers who have clearly poured all their talent into these new weapons and specials and made a great number of additions. It just goes to show that in order to delight players, you have to surprise them, and surprising someone means you have to do more than what should be enough. I really think if they keep going, Splatoon 3 could hit that awesome stride that the previous games did late into their lifespans.

A lot of the time as an artist, I think you only start making good stuff when you start doing more than what is necessary. Like, if you finish writing your perfect ten songs, throw those ten songs out and continue where you left off. Don't stop.

THE CC

Back to Lethal Company, I run a preliminary playtest of the CC, mainly to test that it's basically functioning even though it's missing many necessary features. It's coming along well, albeit at a snail's pace. Since a few days ago it's beginning to look more complete in the test room, and now I have some big challenges to face in order to integrate it into the game properly. Some of these challenges are so great, they require absurd solutions. If the CC amounts to nothing else, it will at least be a power move from me as the creative director, producer, designer, programmer, modeler and marketing analyst of Lethal Company; I'm adding the CC because it's my game. I'm drunk on power. I'm removing the jetpack and adding the goopy goblin in Version 238.

On Welcome To The Dark Place

I know some people here are confused what Welcome to the Dark Place is, so here's a quick description:

If anything has changed about my writing in the Dark Place since 2020, it's that I'm less afraid of writing shocking violence. (I was going to elaborate, but I'll just leave it at that.) I finished writing a new area on the map, which is a milestone for me; it's been a long, long time since I finished something in Welcome To The Dark Place rather than starting up something else. It's a clear indicator that the game is really on its way after some 5 years of development.

Comments

Junekin

hi zeekerss, do you have any plans on translating LC to other languages?

marzipan

Zeeks, I never knew I loves indie games until I played LC. This game is literally the best I’ve ever played. Randomly generated interiors leave me lost every drop and monsters are nearly flawless in design and function. I never laughed so hard or had muscles like ThEsE contract like they do when a Giant is coming at me from an undisclosed direction on Dine. I have over 300hrs I am what some would call a “great asset.”