Colin Spacetwinks

Colin Spacetwinks

@spacetwinks.bsky.social

that kangaroo what makes the game rec threads and such

21K followers195 following28.3K posts

Colin Spacetwinks reposted

Today’s my birthday! It’s been a hellish year but I’m hanging in there. I’d love if people checked out my podcasts for my birthday, or maybe shared some of their favorites with their own followers. I have bunches!

Emmeline@shirokumahi.me

A new VoIP Life for all $10+ patrons! I’m joined by @yerfriendmolly.undertow.cards to weigh in on the characters of FE: Fortune’s Weave as shown to us by @poyfuh.bsky.social and it turns into two and a half hours of yapping! Enjoy! www.patreon.com/posts/173386...

watching SGF play resident evil 1 and boy i hadn't really remembered or thought of just how rink a dink shitty the spencer mansion attic is. going all out everywhere else with the puzzle doors and theming but up there is "fuck it, who cares". using the junk drawer crest to find the random bullshit

oswell e. spencer: yeah i'm gonna want a whole crest and jewel door lock system here, here, here, and here. especially for the sub floors. george trevor: and the attic? spencer: oh don't bother with that. i'm just gonna use it to store christmas decorations and that guitar i never learned to play.

Colin Spacetwinks reposted

“How much longer ‘til ya folks got the ‘Americana’ yer after?” Acrylic ink and watercolor, 2017

Colin Spacetwinks reposted

The Ninja Saviors: Return of the Warriors is a Tengo Project revival of a classic Natsume beat 'em up, one that goes from Point A to Point B in a straight line but also gives you multiple varied robot ninjas to choose from. And the ability to throw anything or anyone you can pick up.

retroxp.beehiiv.comPast meets present: The Ninja Saviors: Return of the WarriorsTengo Project returned to its Ninja Warriors roots and brought widescreen crowd control with it.

belmont's curse finally got a laugh out of me and it wasn't with any of their intentional jokes: it was "that jump is too big." "rose, you defeated death. if anyone could do that jump, you could" and now rose could double jump. by. believing in herself, i guess.

something about a lot of dems... like yeah, they want to avoid certain questions, they wanna change the topic, they wanna bullshit you. nothing surprising there. but they're not good at it either. we are rife with bullshitters who aren't any good at bullshitting.

Emoji Caresser@lizrummy.bsky.social

Damn that's a hearty, full-throated waffle

you ever go back and watch an old daily show where obama pops on? now that's a man bullshitting at the top of their game! but so many of these motherfuckers are bullshitting with that awkward 'person raised solely in gated coolmmunity finally meets outside society' cadence and movement

thinking about every press secretary under biden who didn't seem to know how to do anything but be condescending and alienating. the whole job was bullshitting and they kept hiring people who aren't any good at it. and that personality type is all over the party

house of leaves inspired metroidvania where the messages you find in game that would normally be world lore or puzzle hints are instead a guy saying "daaaaaamn i'm horny as fuuuuuuck"

Colin Spacetwinks reposted

And done. Run of 50, 11x17" 4-color screenprints on heavyweight blue cardstock. Will be debuting these at Furpoc!

Seph --> Furpoc@sephive.bsky.social

color mockup of a new silkscreen poster I'm working on

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which fits in a little with a smaller thing that was bugging me, that there was really no drama or theatrica or just 'looks cool' shit when bosses lose. just screen transition to absorbing their powers, w/e. a lot of 'Vania bosses have very memorable LOSING animations, in retrospect

it's kind of the action game equivalent to phoenix wright perps melting down when they're cornered. a castlevania boss having a stylish, dramatic loss really helps sell investment in the games, the combat itself, the world, etc. it's more memorable and you get a real feeling of success.

it did make me think about Castlevania's tone as a whole, though, and how it DOES have a lot of goofy stuff, but what helps make the goofy stuff work is that the characters themselves are very self serious and don't wink at the audience. it's a dynamic and balance that works very well

and even if i do go the route of 'making it a joke is fine', it's a whiff there too, wasted potential. little to no buildup of this guy as a threat, not even any combat itself, just a fade in and out to 'oop this guy lost'. an actual boss fight where he does basically no damage would hit better.

Colin Spacetwinks reposted

They pay me to put chickens, foxes and bags of grain on the same boat. I don't question it, it's good money

non gameplay mechanic gripe: how're you - WHY are you - making isaac castlevania curseofdarkness LESS slutty in 2026

Colin Spacetwinks@spacetwinks.bsky.social

tried Belmont's Curse and found the thing putting me off about it wasn't anything about 'is this *really* Castlevania' it was that the movement, something about it, just didn't feel right. and then it clicked: it's aiming for that Prince of Persia: The Lost Crown feel but it's just not as smooth.

thinking about the editing of that video and the willingness to spend like two minutes just showing the actual Surviving Edged Weapons footage before actually getting to the joke. that's good stuff

fucking incredible

Knightmare: The Game@knightmarequest.bsky.social

KNIGHTMARE IS BACK! An official point-and click adventure game based on the classic TV series - with actors from the original show. Coming 2027. www.knightmaregame.co.uk And just remember - it's only a game...isn't it? #indiedev #adventuregame

TBH one thing i've imagined Knightmare as a format would actually be very good for would be a kind of gimmick dungeon/raid in an MMO where you have one person who has to actually make the decisions and movement - with no or limited sight - and 3 people just telling them what to do

guy with extremely mild twilight zone curse of being able to easily tank the heat of any kind of food including carolina reapers but also they got IBS like crazy. looking at the "you have to sign a waiver to eat this, white boy" thai menu like a dickensian orphan outside a candy shop

Colin Spacetwinks reposted

RTS pop-up: you need more cocksuckers. me: [clicking my one cocksucker unit while i wait for barracks to make more] cocksucker: something need doing? cocksucker: something need doing? cocksucker: you ever tongue a tub of cream cheese frosting like it's ass? cocksucker: something need doing?

kinda funny the yggy thing about "AES is talking about healthcare, not immigration, that's smart" when el-sayed has publicly called for ICE to be abolished. it's just that the people attacking him aren't focused on immigration, but on "this man is muslim, and arab", so it 'feels' unsaid

yggy's just a disingenuous bigot who simply wants plausible 'i'm just talking numbers' denial, so w/e but so much 'strategy' talk is 'simply avoid republicans attacking you' and that's not possible. if AES was a white guy named jake smith, the 'abolish ice' comments would get way more airtime

tried Belmont's Curse and found the thing putting me off about it wasn't anything about 'is this *really* Castlevania' it was that the movement, something about it, just didn't feel right. and then it clicked: it's aiming for that Prince of Persia: The Lost Crown feel but it's just not as smooth.

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and going through Belmont's Curse, i see this nugget of a cool idea, using the whip - especially with the idea of using it specifically on *enemies* to get around, the opportunities it opens up in movement - but it just has this slight anchor weight about it that feels off.

it feels like they were aiming for a sense of deliberateness in movement and attacks, which is a fine idea, but it was like... they couldn't nail down the timing of what 'deliberate' should feel like either. even accounting for 'okay they want stuff to have oomph', the oomph feels off, delayed.

tried Belmont's Curse and found the thing putting me off about it wasn't anything about 'is this *really* Castlevania' it was that the movement, something about it, just didn't feel right. and then it clicked: it's aiming for that Prince of Persia: The Lost Crown feel but it's just not as smooth.

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and not as a 'the player shouldn't feel any friction or struggle, they should always feel powerful' thing, but there's this... extra weight, this slight delay in how you move that makes the movement itself not feel like you're really being acrobatic as you master the mechanics. it's just not tight.

like i think of this challenge level from PoP: The Lost Crown. and i died to it a TON before i managed it. but my movement always felt right, felt good, like i was moving when i wanted to move, and the mistakes were my own, and so were the successes when i nailed it. bsky.app/profile/spac...

Colin Spacetwinks@spacetwinks.bsky.social

going back to replaying prince of persia: the lost crown really making me appreciate deeper just how much even as a metroidvania it still is influenced by the original and how it should've had a level editor to show off some of its real appeal to kaizo/celeste types. look at this challenge level

tried Belmont's Curse and found the thing putting me off about it wasn't anything about 'is this *really* Castlevania' it was that the movement, something about it, just didn't feel right. and then it clicked: it's aiming for that Prince of Persia: The Lost Crown feel but it's just not as smooth.

it really started coming together once you get into using the whip as a real movement tool, chaining throwing it out to get past trap filled areas. it has a real cool idea there... but it just doesn't feel *good* doing it. not bad. it's fine. but it's not like... 'hell yeah this rocks'.