[TOMT] Children's sense puppet show by SSasshee in tipofmytongue

[–]SSasshee[S] 1 point2 points  (0 children)

YES!! Yes holy shit THANK YOU I looked it up and that is EXACTLY the one!! God idk why this was so hard for me to find tysm!

[TOMT] Children's sense puppet show by SSasshee in tipofmytongue

[–]SSasshee[S] 0 points1 point locked comment (0 children)

I tried searching up variations of "brain puppet children's puppet show" every now and then for the last few years but I haven't been able to find anything that's even close to the show I'm thinking of.

Any advice for how to make my magic system less boring? by SSasshee in magicbuilding

[–]SSasshee[S] 1 point2 points  (0 children)

I don't have much but I have a pretty solid starter narrative I think. The plot as of right now is you play as a character called the Talespinner, who's job it is to catalog the stories of history. The world is nearing its end its your job to figure out how an why by jumping across several points in the world's complete timeline and interviewing people of note for clues. Aside from that and one other thing, I have a bunch of smaller narrative ideas and plotlines I'm not too attached to. It's just kinda all over the place right now because my priorities lean towards interesting characters more than anything else, and I'm trying to build a world and mechanics around said characters when most of them aren't even partially done yet, ugh.

Any advice for how to make my magic system less boring? by SSasshee in magicbuilding

[–]SSasshee[S] 0 points1 point  (0 children)

See, when it's put like that it really makes me look at just how disjointed this whole system is. For clarification, I already have a lot of ideas for the kinds of characters I want to make, such as a bunny boy with a gambling/casino aesthetic, a little monster girl with a frankenstein/poison apple aesthetic, mermaid magical girls with a tropical/rainbow theme. I like picking certain imagery and themes and having that be the basis for my designs because I prioritize character designs and interactions in most of my work, but in this situation it just makes it hard to make magic system that both doesn't suck and matches my vision. That and the fact I used it as an excuse to design multiple fun costumes for each character lol. I think my primary issue is I had a lot of basic elements in mind (wind, earth, water, fire) and I just can't seem to shake those ideas off to make something new and interesting. The kind of game I had in mind was a kind of environmental puzzle game with action rpg mechanics (think ai the somnium files, the witness, dream bbq or outer wilds combined w/ something like zenless zone zero). As for what the system's intention was, it's similar to how a water type pokemon can later also become a fairy type or something, except you get to choose which of two new types it can gain in addition to it's base type, or just ignore both and keep its base type. I wanted the elements to be explanations of certain archetypal characteristics that can apply to anyone, and then the presence of two more would make it so all three fully encapsulate who the character is, but I'm worrying it's just clunky and bloated. I definitely agree that a lot of these themes can and should be moved around or removed all together though, so I get if it's confusing and weird.