World where demons are real and around and ontologically evil
but with an extremely Christian-fundamentalist definition of
"evil". They don't care what sins they facilitate as long as
they're sins. Murder is just bad economics: you're getting
someone killed who would do sins of their own. Even labor
exploitation isn't great, because ideally everyone has free
time for the real big-ticket sins like lust and sloth and
gluttony.
So of course a bunch of demons end up working as
pornographers, musicians, chefs, and so on. But it's also rare
to see a queer youth center without at least a few demon
volunteers absolutely dead set on helping everyone accept
themselves. There are even a few who really play the long game
doing labor organizing and base-building so that one day
humans will be free from the shackles of capitalism and the
sins of idleness will really start rolling in.
Angels exist in this setting too but they're such dour
killjoys that barely any humans will tolerate spending time
with them and they mostly just live off in their own towns in
the middle of otherwise deserted areas.
Lillie is standing on a floating tile, holding
the void rod in her right hand. A few floating
tiles made of glass surround her and some
stars/lights are shining in the background.
There's a scene in L.A. Story where Steve Martin says
"I couldn't be a woman. I'd just play with my breasts all the
time and never get anything done" and like. Yeah. Sometimes it
is like that.
"Dwarven women have beards and are nearly impossible for
outsiders to tell apart from men" is obviously very good
worldbuilding, and by and large and fantasy world that doesn't
have hirsute dwarven women is cowardly. But consider instead a
world in which almost all dwarves are men, but they
still have an approximately 50/50 divide between dwarves with
testes and dwarves with ovaries. Women are rare and largely
independent of genitalia, but through some combination of
custom and preference they generally shave their beards.
Bonus points if other races are super regressive about gender.
"So you're a woman?" "No, look at my beard, I'm a man." "But
you said you've borne three children..." "Aye, Stonehew,
Hematite, and little Ore." "Surely you mean your wife bore
them..." "Nae, but she's the one who knocked me up!"
The color on this ended up so intense that it kind of blew out
my phone camera a bit. I'd previously made this with dry
vermouth and it was not very good, but it's quite pleasant
with the proper blanco, which is much sweeter than dry but not
as rich and tannic as sweet vermouth. I'm pretty sure the
grenadine is here mostly for color, so you'll either want to
use Rose's for the bright red hue or else leave it out
entirely, since nice homemade grenadine tends to be brown like
the pomegranate molasses used to make it.
A man in a life jacket and torn-off cargo shorts stands
on a rowboat holding in one hand a fishing rod and in
the other the demonic-looking fish it has caught. All
around the rowboar, vicious-looking fish and other sea
creatures rise from the water, intent on the stoic
fisherman's blood. Above in bold lettering spidered with
cracks is the text "FISH FEAR ME".
I had a lot of fun with
Snake Farm, the old darling of the Cohost set, and I was prepared to
have a lot of fun with its follow-up (more of a spiritual
successor than a direct sequel). But Fish Fear Me,
released yesterday, is so much more than just
Snake Farm on a boat. While it shares the
sardonically apocalyptic writing and the broad structure of
hunting dangerous beasts across a week's time, it's also got a
tremendous amount of depth that makes it feel immensely
tantalizing to dive into over and over.
There are of course the most explicit ways in which the game
draws you forward: unlike its predecessor, it has a persistent
currency that allows you to become more powerful over time, as
well as quests that unlock new build options and even new
regions to explore. I haven't sailed to the end yet, but there
are hints of an overarching metagame quest beyond just "play a
bunch of games and pay off your life debt", which I'm very
excited to see. And I don't want to downplay these—they're
great additions and give the game a sense of exploration over
time that Snake Farm never had.
But what interests me more are the emergent ways that it
generates depth. The core mechanic is, hilariously, a use of
the most standard fishing minigame in video games: hold a
button as a line moves and release when it's in a particular
region. But doing this consistently while also navigating your
boat and murdering fish presents a serious challenge: if your
eyes are on the fishing minigame, it's difficult to maneuver
in more than the roughest strokes. If your eyes are on your
boat, it's difficult to reliably succeed at the fishing
minigame.
As a result, you end up shifting your own human skill
allocation between different parts of the game, constantly
adjusting how much you care about seeing more fish versus how
much you care about killing those fish and collecting their
remains (not to mention other concerns like where to
fish, whether it's fished out, your own health, and so on).
It's an astonishing amount of depth for such a simple
mechanic, especially one that also works as a cute
reference to so many fishing games of a different nature.
Fish Fear Me is out now, and as I write this it's
even on sale for $8. You should go buy it, and play it, and
tell all your friends.
thinking about how the seven deadly sins from everyone's
favorite oppressive global religion are all just... feelings?
they're not even actions you can take. like "sin" in
the xtian sense is a horrible concept any way you slice it but
specifically emphasizing occurrent emotions as
damning your soul to an eternal torture realm is next level
fucked up