September 30, 2013   23 notes

indiestatik:

10 Gruesome And Deathly Free Games From Adam Dickinson

September 22, 2013   15 notes

(via rusalka-mask-deactivated2014032)

August 27, 2013   22 notes

i made a game for ludum dare

its called i hate the dark

it’s about how i feel when i walk home at night, and playstation horror games.

here’s the link

July 13, 2013   49 notes
newvisiontechnology:

rusalka-mask:

http://indiestatik.com/2013/07/13/crypt-worlds/
Words about Me and My Things are now on Video Game Website “Indiestatik” and you should read them because it’s online! Gah!

You should all be very excited about Crypt Worlds.

newvisiontechnology:

rusalka-mask:

http://indiestatik.com/2013/07/13/crypt-worlds/

Words about Me and My Things are now on Video Game Website “Indiestatik” and you should read them because it’s online! Gah!

You should all be very excited about Crypt Worlds.

(via lessiconic)

July 12, 2013   1 note

image

May 14, 2013   20 notes
rusalka-mask:

DO YOU LOVE DUNGEONS? WELL GET READY TO ROCK… CUZ IT’S “DUNGEON LOVERS DX”!

rusalka-mask:

DO YOU LOVE DUNGEONS? WELL GET READY TO ROCK… CUZ IT’S “DUNGEON LOVERS DX”!

(via rusalka-mask-deactivated2013080)

May 13, 2013   34 notes

rusalka-mask:

Artifacts Circa 2011 -

1. Ruby Room

2. Sunken Factory

3. Lounge Temple

4. Laputa, Lower Courtyard

5. Laputa, Upper Courtyard

6. Walled Crossroads

7. Abandoned Sepulchre

(via rusalka-mask-deactivated2013080)

April 28, 2013   10 notes

rusalka-mask:

Advice

(via rusalka-mask-deactivated2013080)

March 31, 2013   16 notes
rusalka-mask:

A single screenshot of a gameboy game, removed from context, printed (giving it a new quality), scanned (recontextualizing that quality), transforming between mediums. The game itself is gone. Instead we’re left with the ruins of systems, vague glimpses of a world we never got to experience. When I was 10 I obtained a Final Fantasy 8 strategy guide but I had never played the game. On road-trips I would take it with me for the next year and spend a lot of time skimming through the pages and piecing together ideas of what that world could possibly be like. All the spreadsheets of stats, names, images: I created a whole other game from loose information. When I tried playing it last year all I could feel was disappointment.
The things surrounding games- rumors, beta screenshots, packaging, promotions- tend to lend a feeling of depth to worlds that when actually confronted isn’t there. The information we’re given about these digital spaces tends to act as a way to fill in the gaps in what we’re seeing. Those old NES manuals where the enemies and characters are all laid out, with descriptions and stories, tiny mythologies, exist almost entirely outside of the context of the game itself. We only see those stories in glimpses: bits of dialogue or images between levels, to give the illusion of a purpose/goal. When the game itself is removed though there’s no gaps to fill- instead you’re just left with disjointed information surrounding it.
I like to think there’s something deeply exciting about removing things we’re used to seeing from their expected scenario- forest clearings filled with furniture (laid out like a nice dining room), office-desks replacing bus seats, factories scattered across empty prairies- constantly taking things we know and trying to understand them through varying lenses to create entirely new meanings. I always feel like the things that could exist are more interesting than what’s actually there.

i completely agree with this

rusalka-mask:

A single screenshot of a gameboy game, removed from context, printed (giving it a new quality), scanned (recontextualizing that quality), transforming between mediums. The game itself is gone. Instead we’re left with the ruins of systems, vague glimpses of a world we never got to experience. When I was 10 I obtained a Final Fantasy 8 strategy guide but I had never played the game. On road-trips I would take it with me for the next year and spend a lot of time skimming through the pages and piecing together ideas of what that world could possibly be like. All the spreadsheets of stats, names, images: I created a whole other game from loose information. When I tried playing it last year all I could feel was disappointment.

The things surrounding games- rumors, beta screenshots, packaging, promotions- tend to lend a feeling of depth to worlds that when actually confronted isn’t there. The information we’re given about these digital spaces tends to act as a way to fill in the gaps in what we’re seeing. Those old NES manuals where the enemies and characters are all laid out, with descriptions and stories, tiny mythologies, exist almost entirely outside of the context of the game itself. We only see those stories in glimpses: bits of dialogue or images between levels, to give the illusion of a purpose/goal. When the game itself is removed though there’s no gaps to fill- instead you’re just left with disjointed information surrounding it.

I like to think there’s something deeply exciting about removing things we’re used to seeing from their expected scenario- forest clearings filled with furniture (laid out like a nice dining room), office-desks replacing bus seats, factories scattered across empty prairies- constantly taking things we know and trying to understand them through varying lenses to create entirely new meanings. I always feel like the things that could exist are more interesting than what’s actually there.

i completely agree with this

(via rusalka-mask-deactivated2013080)

March 21, 2013

fuck yeah blood

fuck yeah wounds

fuck yeah bleeding

fuck yeah blood loss 

fuck yeah my blood

fuck yeah im bleeding

fuck yeah im dying

fuck yeah ghosts