Kickstarter Now Live For The Leucochloridium Plush! I Had This Smaller Prototype Made Already, But The

A plush of a snail infected by the parasite, Leucochloridium
Kickstarter Now Live For The Leucochloridium Plush! I Had This Smaller Prototype Made Already, But The

Kickstarter now live for the Leucochloridium plush! I had this smaller prototype made already, but the final plush is going to be BIGGER and more realistically proportioned!

Kickstarter Now Live For The Leucochloridium Plush! I Had This Smaller Prototype Made Already, But The

You can preorder a plush, an enamel pin, or a combo of both for the next 30 days. The plush will need a couple thousand dollars in factory costs alone, but if successful, there’ll be at least 100 of them made with some left over that I’ll put up on etsy by fall/winter!

More Posts from Wonderer125blog and Others

2 years ago

I can help!! ❤️

furry still hasn’t been found…so police dogs are yiffing them out

furry robbing a bank...police are in hot fursuit of the suspect


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2 years ago
🫵 YOU.

🫵 YOU.

I have a Ko-Fi now. I’m also doing commissions through there now so you can order through there!!

Support Bepis-Boii on Ko-fi! ❤️
Ko-fi
Become a supporter of Bepis-Boii today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.

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1 week ago

INTERVIEW WITH SHIGENOBU MATSUYAMA - PRODUCER ON SILENT HILL THE ARCADE

I had the pleasure of interviewing Matsuyama-san, one of the producers on Silent Hill the Arcade! Here's what he had to say :)

Q - How did the idea for Silent Hill The Arcade come to be?

A - During the arcade boom of the 1990s and the 2000s, a desire was born to combine the unique worldview of the Silent Hill series - which was already a very strong IP console game-wise – with the haunted houses one might find in an amusement part. We wanted something that could provide an easy and pleasurable experience to an extremely varied range of customers… as in, the casual users. This is the idea that brought Silent Hill Arcade (SHA in short) to life. However, since our goal was to create a new kind of experience that could not be replicated anywhere else, we designed a game that could make the most effective use of the 5.1ch surround sound system, which was something that arcade games hadn’t adopted until that point, with a type of cabinet that could be somewhat isolated from the rest of the arcade via the use of curtains.

Q - Roughly how long did development for the game take?

A - At the time, the development cycle of an arcade game was so short it would be unimaginable today. The shortest one was around six months, the longest about one year and a half. I think SHA took us around one year and two months.

Q - What parts of development were most enjoyable for you?

A – Usually, arcade games are tested a certain number of times, both during development and just before launch in each and every country where their release has been scheduled (which, for SHA, meant Japan, the US, the UK, Italy, Spain, France, Hong Kong and Singapore). In order to keep the development budget for SHA as low as possible, however, I personally traveled alone to the US for the market testing, assembled the cabinet all by myself, repaired it when it was out of order, and stood next to it for days on end, pen and paper in my hand, ready to collect the players’ data. Game development, nearly 20 years ago, was very much an analog experience. It was also hard work, but when I look back, I have so many good memories of that time.

Q - Do you remember any kinds of ideas that you and the team wanted to include in the game, but didn’t in the end?

A – I’m sure this will sound obvious, since SHA was based on a pre-existing IP, but since the framework was pretty much already set when it came to characters and plot, we had to be extremely careful not to deviate from it so that we wouldn’t create inconsistencies. Personally, I would have loved to take the story in slightly wilder directions and include new and fresh ideas.

Q - I loved seeing so many locations from Silent Hill 3 and 4 make an appearance in the game! Was the team who worked on those two games involved in making any decisions for Silent Hill The Arcade?

A - We of course personally consulted select staff members of Konami, like for example Producer Yamaoka, with whom I had been acquainted with since before SHA. However, most development teams had a mix of internal and external members that changed pretty fluidly with each and every year, so there was no real collaboration between the various teams.

Q - What level of freedom were you given for creating this original story within the Silent Hill universe? Were you given any specific directives on what you could or could not integrate/use in the story?

A - If I have to express my personal point of view on the matter, however, should you compare the storyline for SHA with the timeline of the other games, you would indeed notice a few minor inconsistencies that we were not able to completely solve. That’s something I still have regrets about.

Q - Tell me about translating a traditional survival horror experience into the rail shooter genre and control style. What kind of considerations did you have to make for this?

A - The biggest challenge was by far to design a game system that could be as simple as possible, and to regulate the level of challenge in a way that felt balanced, because we didn't want to force complicated controls or an exceedingly high difficulty level on the casual arcade players. Moreover, there was another balance we had to strike perfectly: more specifically, the one between the aforementioned "haunted house" element - the one that was unique to SHA, with its sequences of terrifying events - and the thrilling playstyle that a rail shooter should provide to the player.

Q - As a final product, what are your personal thoughts on the game?

A - I think it had a state-of-the-art sound system, that the design of the cabinet, with its creepy-looking curtains, made people want to take a peek inside, and that the rail shooting system was simple and could be enjoyed by virtually everyone. I think we managed to combine these various elements with a one-of-a-kind worldview of Silent Hill in a way that was in my opinion pretty good! Of course, each and every member of the staff did their part, and I thank all of them wholeheartedly.

Q - Are you working on anything currently that you’d like me to mention?

A - Feel free to write whatever you prefer! If anything, I should thank you, since you allowed me to walk down the nostalgia lane and recall memories from almost 20 years ago that had been dimmed down by the passage of time. Thank you very much!

Shigenobu Matsuyama's site: shig.jp


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11 months ago
March Has Been A Very Challenging Month For Me — From The First 2 Weeks Where My Mom Was Admitted To
March Has Been A Very Challenging Month For Me — From The First 2 Weeks Where My Mom Was Admitted To
March Has Been A Very Challenging Month For Me — From The First 2 Weeks Where My Mom Was Admitted To
March Has Been A Very Challenging Month For Me — From The First 2 Weeks Where My Mom Was Admitted To
March Has Been A Very Challenging Month For Me — From The First 2 Weeks Where My Mom Was Admitted To
March Has Been A Very Challenging Month For Me — From The First 2 Weeks Where My Mom Was Admitted To

March has been a very challenging month for me — from the first 2 weeks where my mom was admitted to the hospital while me & my brother stayed by her side; to my mom passing away later on due to kidney failure. During those times I asked for help & received a lot of doodle commissions. Since the past weeks have been pretty busy and difficult for me & my brother, I've been trying to pace myself so that I could go through them slowly.

I don't have any other source of income and since I can't take new commissions at the moment, I've put up 3 PDF doodle compilations in my ko-fi shop to help fund me & my brother's budget for our needs & expenses.

If you'd like to help out & support, you can get the pdfs individually from my ko-fi shop for a minimum of $5 each:

Gotchibam Doodle Compilation #1 (PDF)

Gotchibam Doodle Compilation #2 (PDF)

Gotchibam Doodle Compilation #3 (PDF)

Or get all 3 pdfs above for a minimum of $12 instead: Gotchibam Doodle Compilation #1, #2, & #3 (3 PDF Pack)

Each and every support counts & means a lot to me 🙏 Honestly I wouldn't have been able to get this far without you guys so I just really want to say thank you, thank you so much, from the bottom of my heart 🙏🙏🙏


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1 year ago
Sorry For Making Such An Announcement, Everything Is Going Downhill Recently, If You Can AND ONLY If
Sorry For Making Such An Announcement, Everything Is Going Downhill Recently, If You Can AND ONLY If

Sorry for making such an announcement, everything is going downhill recently, If you can AND ONLY if you can, please consider helping me out:

Paypal me

Thanks for reading and for the support! I hope I can get back on track soon…


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1 week ago

MINDWAVE is a narrative-driven WarioWare inspired game where you play microgames inside your opponent's heads!

Read More & Play The Kickstarter Demo, Free (Steam)

Gameplay Video:


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2 years ago

You can Support Sweet Beans Comix over at Patreon.com/SweetBeansComix

You Can Support Sweet Beans Comix Over At Patreon.com/SweetBeansComix

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1 week ago

Geemu (Do Not Play) is said to be the unofficial remake of a 00s browser horror game that was wiped off the face of the internet, achieving urban legend status. This is the first I hear of it, but I must say I'm rather persuaded. This was, after all, the heyday of the genre in Japan.

Fortunately, the development team at SCRAP has pledged to publish an English version on Steam.


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wonderer125blog - Almost Done...
Almost Done...

Just about getting there with setting up this blog...

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