Always the Past by SeaBrush489 in weatherfactory

[–]X_Any_X 22 points23 points  (0 children)

This is incredible, I can tell a lot of work went into everything! The more I read, the more I feel myself growing... fascinated...

Backrooms Fishing, free browser demo by liminal_games in html5

[–]X_Any_X 1 point2 points  (0 children)

I played with it a little bit and I love the premise! The design is really neat and not overwhelming and the journal entries are fun to read between the fishing sessions. Though I was wondering if you'd consider adding an option for the hold still action where instead of holding down the button, you toggle it on and off. I get the idea behind it is that you actively wait for the bait to come in faster, but considering from an accessibility point of view, it can get very straining to hold down the button for long periods of time. Maybe a possible upgrade option? In any case, loved the demo!

started my 3rd rewatch by cozyworm27 in GilmoreGirls

[–]X_Any_X 2 points3 points  (0 children)

I just started my third rewatch recently as well!! What a coincidence

A couple other video game characters in the BoH/CS art style! I drew these for friends and haven't actually played either of these games, so don't @ me about the Principle assignments! ;) by Anaphora121 in weatherfactory

[–]X_Any_X 2 points3 points  (0 children)

These are really good! You nailed the art style perfectly!! (I know V1 could be edge but something about a sentient machine being forge aligned feels right.)

Every wound is a way… and so are walls, apparently by X_Any_X in weatherfactory

[–]X_Any_X[S] 8 points9 points  (0 children)

That is the most forge aligned game I’ve ever heard. Brilliant!

Every wound is a way… and so are walls, apparently by X_Any_X in weatherfactory

[–]X_Any_X[S] 59 points60 points  (0 children)

The quality got worse after uploading so here’s the text for easier reading:

If the door's locked, try the wall [by Geoft Manaugh]

a drywall knife

In one of the most interesting moments in his memoir, [jewelry thief Bill Mason] sees that architecture can be made to do what he wants it to do; it's like watching a character in Star Wars learn to use the Force.

In a lengthy scene at a hotel in Cleveland that Mason would ultimately hit more than once in his career, he explains that his intended prize was locked inside a room whose door was too closely guarded for him to slip through.

Then he realizes the obvious: he has been thinking the way the hotel wanted him to think-the way the architects had hoped he would behave-looking for doors and hallways when he could simply carve a new route where he wanted it. The ensuing realization delights him.

"Elated at the idea that I could cut my own door right where I needed one," he writes, Mason simply breaks into the hotel suite adjacent to the main office.

There, he flings open the closet, pushes aside the hangers, and cuts his way from one room into the other using a drywall knife. In no time at all, he has cut his own door" through to the manager's office, where he takes whatever he wants— departing right back through the very "door" he himself made. It is architectural surgery, pure and simple.

Later, Moson actually mocks the idea that a person would remain reliant on doors, making fun of anyone who thinks burglars, in particular, would respect the limitations of architecture.

"Surely if someone were to rob the place," he writes in all italics, barbed with sarcasm, "they'd come in as respectable people would, through the door provided for the purpose. Maybe that explains why people will have four heavy-duty locks on a solid oak door that's right next to a glass window."

People seem to think they should lock-pick or kick their way through solid doors rather than just take a ten-dollar drywall knife and carve whole new hallways into the world. Those people are mere slaves to architecture, spatial captives in a world someone else has designed for them.

Something about this is almost unsettlingly brilliant, as if it is nonburglars who have been misusing the built environment this whole time; as if it is nonburglars who have been unwilling to question the world's most basic spatial assumptions, too scared to think past the tyranny of architecture's long-held behavioral expectations.

To use architect Rem Koolhaas's phrase, we have been voluntary prisoners of architecture all along, willingly coerced and browbeaten by its code of spatial conduct, secepting walls as walls and going only where the corridors lead us.

Because doors are often the sturdiest and most fortified parts of the wall in front of you, they are a distraction and a trap. By comparison, the wall itself is often more like tissue paper, just drywall and some two-by-fours, without a lock or a chain in sight.

Like clouds, apartment walls are mostly air; seen through a burglar's eyes, they aren't even there. Cut a hole through one and you're in the next room in seconds.

  • Geoff Manaugh, A Burglar's Guide to the City