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How to create a successful game with lots of fans and fame:
>It must be an exact copy of another game with recolored characters, material of other games and call them "Placeholders">the main character must end in -tsuki>It must have a nexus with 10 HUGE worlds with nothing inside >It must have phalic or pointless UFOs or thingies waddling around because it's 2deep4u>Your game MUST have a balcony, NO EXCEPTIONS>Shitty ass midi music, preferably mario paint tier>If your character's in a room, this must not have windows>It must not have dialogue or text or anything social, because being a plant is cool>You must have a tumblr and DA with lots of shitty half assed artwork, and be hyper sociable, if you can, all the social networks with lots of conniving bootlickers to create more shitty art>Do shareXshare, subXsub, re-blogXre-blog>Be possitive, a good game maker always accepts shipping, pairings, and fanservice as cheap as possible>Answer half of the messeges because you're a supahstar>Make ask-blogs and roleplay with other ask-blogsPost too long. Click here to view the full text.
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I don't know, but there's a standard for repetitive things, for example someday, I think it's the most standard and simple game, Divinity Fatum looks very good as anon says but it's hard to do something original over-over-used standards
Just look at answered prayers, I wouldn't say that's repetitive just because you collect effects
mfw a highly offensive thread ends being useful
I always felt like one of the major cliches in any Yume Nikki fan games was the use of eyes. Really, it extends beyond Yume Nikki and into all horror in general, but the recipe of "Put eyes on it, then it's creepy." gets old fast, and I see them in just about every single fan game. That blatant sort of atmosphere copying seems kind of… cheap, honestly. i.e., "I see You", that newish game developed by the guy who played Yume Nikki, and I'm guessing .flow as well, where the only thing really being used to make it scary is darkness, jump scares, and pixelated eyes on all the walls and monsters.
I'm actually much more impressed with some of the subtler horror themes, with things like the Mannequin World recently added to Yume 2kki. The artist edited the sprites of the mannequins just subtly enough to make it look like they were breathing, which is just about as scary and difficult to create as putting eyes all over the floor, but the image stuck with me a lot longer since I'd never seen it before. More importantly, it seems like something that'd fit well into a Yume Nikki fan game, and melds with the atmosphere decently, but isn't necessarily repetitive or copying other games.
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Indeed. But you can sort of replace with Somnium.>>7783
Possibly wrong thread? I mean, it is more fitting over here: >>7661