It's not the entire thing (I couldn't really record the post-process when I moved over to Aseprite), but here's some of the speedpaint (I also forgot to start it earlier lol)
I want USER INTERFACES to remain fucking constant for 40+ years in software. "UI refresh" was invented not too long ago by modernity, it was pulled out of thin air as some sort of a marketing thing. Each year, new circus team shows up and fucks up the UI. When you buy a physical device, its controls don't change 8 years down the line and you can untether it from the source, its yours to keep. Give me 4 decade guarantee that wtver software won't change with a cloud update and now I can actually depend on it. Forced OS updates are the worst...
To address why a lot of the characters are not here: this consists is the ending my friend got. She beat logic, these are the characters that survived, and the enemies that have come up in her playthrough (Minus Per'kele, I just like the guy).
Seed 1
You reap the tweets you post now, later.
and when later comes, you remind yourself it's there
/with an alarm
/by remembering. skill diff
/for your other
date: F-07/31/'26
I've come to learn that this really is just the core of it: you play games to experience the specific fantasy that any particular game portrays, and savescumming denies you the feeling of growth from your losses.
sometimes people ask why I don't care about achieving perfect runs in games or why I play out doomed save files instead of keeping others to fall back on. this quote from daggerfalls manual gets to the heart of it i think its often just more immersive to roll with your result
comes the chance of a firsthand experience that changes you. Perhaps not, maybe games aren't that deep. But I look back at my experiences with games, and some *have* changed me, my way of thinking, and how I view the world. Not all of them. But the ones I stuck with, where--