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- [Unless marked otherwise, speaker is "Masked Lexy". Notes marked with "--" are the actual comments from the code. Bracketed text like this is additional notes if something besides plain text happens.]
- -- Game concept and design and development
- Oh! So, the concept was... hmm, lemme back up here.
- A whole lot of sex-themed video games are visual novels. And that's fine! They're a great art form, and we've made several.
- But the most interaction you get in a visual novel — the most decision-making power afforded to you — is the humble menu.
- [A menu is shown, with the "options" being "Like this, see?", "Continue", "Resume", "Advance", "Progress"]
- And the problem I have with VN menus is that they interrupt the "game loop", the basic thing that you spend most of your time doing.
- In a VN, that's reading text and pressing a button to get more text. A menu forces you to STOP doing that and suddenly make a decision.
- That's always bugged me a little. Most games are, by and large, reactive: interruptions only happen in response to the player's actions.
- In a VN, that's still technically true, but since the only action you can usually take is "move forward", the interruption is inevitable.
- It just doesn't feel interactive in the same way. You don't decide when to make a choice; the game stops at fixed points and demands one of you.
- I tried some experiments in Ren'Py, like a menu that doesn't block the story... so you can ignore it, or wait a bit before making a choice, for different outcomes.
- But it's also potentially confusing since it subtly breaks the format, and it would probably work better in a dedicated game, where every choice is like that.
- Making a full 3D game or something avoids this problem, but VNs are an attractive format for narrative sex games because they're easy to make!
- So what might an accessible middle ground look like? Well, you're playing it!
- The game loop is in an RPG style. The game doesn't progress until you interact with something, but that's exactly how the genre works anyway.
- You only have a few actions you can really take at any point, and then it continues in a VN fashion.
- Cerise walking around the shop is a menu in disguise! But it feels more like a game and less like an... error dialogue, with indistinguishable mystery choices.
- I also tried to make the game feel satisfying to play, even if you don't get the max score.
- That's another problem with VN menus: they often have only one "correct" choice and no real hints as to which it is, leaving you with trial and error...
- So here, to get away from the VN menu feeling all the more, I tried to make every choice feel reasonable and valid, even if the sex didn't happen.
- You should be able to play through once, choose anything, and still come away satisfied that you played through a little story — no matter how it ends.
- But you should also be able to spot the big narrative puzzle, if that's a thing that interests you, and spend a few hours fiddling with it. The max route is unique!
- There are worthwhile conversations and scenes that CAN'T happen on the max route, too! So there's a decent amount of stuff to find.
- For example, I think there are... maybe... nine distinct endings to the Krypto saga? Including this one? See if you can find them all!
- Oh, another thing that bugs me about VNs is when you play through a long one and realize you made the wrong choice early on...
- So you have to play through again on "skip" mode, and it becomes less of a story and more a game about JUST the menus. Oof!
- Masked Papaya: God, remember the bullshit in—
- MAYBE let's not name names here.
- But that's why the main menu gradually unlocks the ability to start from a later day: so you're not just flipping past the same dialogue over and over.
- It also gives you some indication of how close you are to the max score, which you don't generally get from a tangly branching story! I hope it helps.
- Let's see. I guess the scheduling and the passage of time was the other experiment here. It was actually inspired by dating VNs!
- I've only played a couple, but they had a common structure: you have X days, and you can spend each day with one of several potential suitors.
- But often, the only interesting choice is to pick the same person every day, meaning each person has an independent story and the scheduling is pointless...
- So I decided I wanted a freeform schedule, with lots of characters who come in and out and might affect each other, like how a shop with regulars might be!
- That said, this was surprisingly complicated to get right, even for how relatively short it is...
- I tried writing some code to analyze every possible path through the game, but it found over a million possibilities by mid-Friday and then choked...
- So I'm not sure how practical this approach is for a larger experience, especially for one writer. This game feels about the perfect size, honestly.
- My favorite part is how there are only a couple distinct plot threads, but the time mechanic makes it feel much more complicated.
- If you advance one thread, then later you might have more characters present at once, and you won't have time for all of them!
- Or maybe a character will only do something if someone else is present, or not? This happens with Krypto a lot, but with a few others, too.
- I hope someone makes a walkthrough, just so I can see how they chart out the schedule. I've never seen spoilers for my own puzzles before.
- Anyway, I hope you enjoyed how this came out! I'd love to do more experiments with choice and player agency in the future.
- -- Artwork, and my contributions to it anyway
- Oh, geez, I don't know what all I can say about the art. Hopefully the ARTIST will write their OWN commentary.
- Masked Papaya: ...
- ahem, ahem
- Masked Papaya: Shh. I'm drawing a picture of me giving you a wedgie.
- But I'm not wearing underwear? Or anything else?
- Um. Okay. Well,
- They did basically all of the sprite work: all the NPC sprites, plus the tiles used for the shop interior.
- I really love the pastel color scheme they used! It's so pretty. It makes me want to totally redo the fox flux palette to be softer like this.
- It's a shame the table stops anyone from sitting on the couch. That's why I'm here now. Get some use out of it.
- Also it's hilarious to me that because Cerise is so tall, when they're toe to toe, Lexy just stares at her boobs.
- Oh, fun fact: Toyle doesn't have side or back sprites.
- Masked Papaya: That's because he's such a cool dude. He doesn't have time for turning, only for partying.
- As soon as someone invites him to a party, he'll be all ready to go.
- Also he DOES actually have a right-facing sprite, but it's blank. I just needed a placeholder because my engine always spawns sprites facing to the right.
- Let's see. Of course, Masked Papaya also did all the portraits and illustrations.
- Hey, did you know the expressions are made from pieces layered on top of the base portrait?
- Like this, see?
- They gave me some overlays, and I combined them however I wanted. It's kind of cool to just... get some art, and figure out what to do with it.
- Also, Masked Papaya has the most extra layers, despite having... not a whole lot of dialogue...
- Masked Papaya: Write more for me, then!
- I don't want to put more words in your mouth just because I wrote you telling me to...
- Um, so, illustrations!
- I asked for specific themes for a few illustrations, when it was important to some plot thread — like with Claude and Mellie.
- But for most of them, the sex just kinda happens and could be anything, so Masked Papaya drew whatever they felt like and I wrote around it.
- We could've done more than one pic per scene, but the game was SUPPOSED to be done three weeks earlier (oops), so we tried to restrain ourselves...
- And y'know, it's a bit fiddly to write porn with only one illustration per encounter! That means I can only write one big thing happening.
- If I spend more than a line or two on foreplay, it's a little conspicuous that there's no picture of it, right? Just two sprites standing there.
- So with, say, Bloom, it felt kinda silly to have her be this big dom who's hot for Cerise, and then Cerise eats her out and that's it.
- But I think that was magnified for me, because I wrote three versions of the Bloom encounter AND tested them, all in a row. I hope it reads okay!
- Hmm, but what art did I contribute? I arranged the shop itself, and made some light sprite edits.
- The rose-like plants in the middle of the shop? Those were a couple pixels too tall to fit my spritesheet grid, so I shaved them down a bit...
- I made all the dialogue boxes, the heart sprites, the clock in the top right, this background, and all the UI layout stuff.
- Did you know it's a huge pain in the butt to arrange UI by writing code from scratch? I have to calculate a bunch of pixel positions manually!
- Even drawing text with a shadow is slightly annoying. I have to draw it twice: once with the shadow color, then once with the text color, a pixel higher.
- The credits screen involved a lot of... nudging things around 16 pixels at a time, then checking to see if it looked okay.
- Oh! I also sprited Cerise's dick. I'm pretty happy with how that came out.
- Masked Papaya: I bet you are.
- Eheheh.
- And I arranged all the kittens for kitten mode. That was a little tedious.
- I moved them around with layer transforms in GIMP, but it only shows a transform as an affine matrix, which I had to decompose...
- Well, I guess I didn't HAVE to decompose, but I find separate rotations and scales to be much more readable than a matrix.
- I don't think I have much else to say about the art process, since I didn't... do most of it?
- -- Writing process, wahoo
- Hoo, boy! You know, I first got an audience because of my writing — in the form of techie blogging — but even years later, I'm not too confident about it.
- It's always a struggle to get this big tangle of stuff out of my head in a way that's concise, but still conveys exactly what I'm trying to say.
- I really hate being misunderstood, but I also know I have a habit of glossing over details when they seem obvious to me. Lots of conflicting forces at play...
- Even writing this commentary is weird. It's basically a blog post, but I'm trying to cut it into chunks about one text box long, and then add emotions to it?
- Also I'm trying to avoid orphans, which are single words alone on their own line, and that's a bit tedious...
- I guess I have practice with this kind of constraint from Twitter, though a physical space limit is trickier than a character limit.
- I'm writing this in monospace, so I have to check the game itself to make sure I didn't overflow the text box. But I have to do that anyway to check the expressions.
- ...
- You know, fiction has always felt several times harder to write — ESPECIALLY conversation.
- How do you be sure you're writing characters with distinct voices, word choices, tones, motivations? How do you know you're not just writing your own voice?
- That's rhetorical. I don't actually know.
- Writing in VN style has always been much easier, though! Maybe because it feels like chatting, just in two different moods?
- The funny thing is, even this commentary, which is supposedly in my own voice, still comes out sounding like it's from a character.
- I don't quite understand why. Maybe it's the expressions? They force me to keep in mind that there's a mood, and that it can vary.
- When I write on Twitter or something, I naturally tend towards being very dry. But here, there's a little face next to what I wrote!
- Oh, funny story about that!
- The way I wrote the dialogue varied. Sometimes I'd have a big idea already, so I'd write out all the text, then add the expressions in later.
- But sometimes I wouldn't know what I wanted in advance, so I'd just let it come out, and I'd include expressions as I went.
- In those cases... you know how artists sometimes make the same expression they're drawing, without even realizing? I did that while writing!
- I first noticed it when writing Krypto ragging on Cerise. I'd been making Cerise's sad expression for so long that my eyebrows actually got tired.
- That made me feel really bad for her... and I poured that feeling into, um, more Krypto dialogue.", "...
- Oh, speaking of characterization, my favorite feedback from beta testers was TWO of them mentioning that they liked Ike's personality!
- I wasn't even sure I'd given him one. I've drawn a couple refs of him, but this is really his first public appearance DOING anything.
- Along similar lines, one of the hardest parts was writing the cameos — other people's characters, who also exist only as a ref and very brief description.
- Everyone was pretty happy with how they came out, which feels like a miracle? Apparently I nailed Bloom and Florbet?? How???
- Bloom got an awful lot of text, too. I'm not sure how that happened. Well, yes I am.
- There are three times you can have sex with her, and it seemed incredibly lazy to copy/paste a whole sex scene, so I ended up writing three separate ones.
- Which was a little goofy, seeing as they all play out in similar ways, with the same framing. I talk about that a bit more in "Art".
- I think it helped that I tried for a very low-narration writing style here, as a contrast to Alice's Day Off, which has a ton of raunchy narration.
- Though that came with its own challenges, like giving context without having someone spell out something that's common knowledge for them!
- Hmm, I don't think Bloom has the most text, though. Another concern I had was with... scenes getting more attention if they held my interest better.
- So the Lexy rubber stuff on Friday morning might be the longest text in the game...
- Masked Papaya: I'm pretty sure the longest text is the part where you show off.
- Haha! I actually had to edit that down to make it a bit less cheesy. I'm never sure where the line is between cool Mary Sue and, regular Mary Sue.
- Masked Papaya: My dude, no one cares. It's your character in your story in your game. It's okay to have her do a whole 1 cool thing.
- Masked Papaya: It's not even on the main path! It only happens if you've already missed the max score.
- Oh!
- Masked Papaya: What?
- While you were futilely trying to reassure me, I went and counted lines.
- The longest dialogue script is Papaya on Friday! Even all of Bloom put together isn't as long.
- Masked Papaya: ...
- Masked Papaya: Nice.
- Yeah, I remember writing this... a lot of different stuff can affect that conversation, and it was a mess to sort out and be sure I'd covered everything.
- Masked Papaya: "A lot of different stuff" or in other words "is Lexy a big fat cock or not?"
- Ummmmmmm that may have been one factor yes.
- But Friday was pretty hard in general! It's the most complex day by far, and then I kept having to, uh, take breaks from writing the scenes...
- Masked Papaya: Yeah, I remember you scurrying away to jerk off like three times.
- H—hey! Don't say that in the dev commentary!
- Masked Papaya: What, like it'd be terrible for people to know you got horny from your horny game?
- Obviously I only made this game for the, um, artistic merit. You know, the articles.
- Also it was four times.
- Masked Papaya: Bahaha. You should put that on the Itch page. "I whacked off four times just writing it!" Ringing endorsement.
- I, um, would rather not.
- ...
- ANYWAY
- Um what else have I got to say about the writing.
- I do like giving folks distinct speech quirks or accents! But that's specific to characters, so I'll save that for that conversation.
- It's fun to play with grammar for effect, though. Like going "ANYWAY" without punctuation. Sorta blends dialogue with typing styles.
- Oh, we did have a cameo back out at almost literally the last second. Basically all I had left to write was this stuff, and...
- Masked Papaya: They wussed out.
- Well, let's not go into it here. It's their choice, I guess. But it sucked. Felt like I'd been punched in the gut.
- Thankfully their cameo wasn't entangled with any delicate plot, and I think the replacement story is even better, so it worked out.
- That's who's in front of the counter, though. Obviously we removed the actual character, but no point in letting the writing go to waste?
- I think that's all I've got about general writing! Please enjoy the menu.
- -- Engine, code, dev, etc
- Hey, this part is pretty long and technical, so if you're not into that, consider it a chance to try out your new fast-forward button! Left shift or trigger!
- Anyway, "engine" is a strong word...
- This game is built with LÖVE, which is less like an engine and more like a nice Lua API for SDL and OpenGL and some other stuff.
- But that's why I like it! I don't get along very well with opinionated things, because I'm also opinionated, and their opinions are usually wrong.
- That does mean I basically had to write my own little engine on top of LÖVE, which has been... pretty educational!
- I've been working on it for a few years now. I use the same engine for all my games, and add stuff to it and clean it up as I go.
- It was originally pretty entangled with the first LÖVE game I made, and untangling it has been... gradual.
- I think there's still code in here for the very specific way that first game handled death, even though most of my games don't have death at all.
- I wrote the physics engine from scratch, too! I've learned a lot from that, and I still have to go back and work on it at times.
- Physics is really hard to get right, but it's surprising how well even a "wrong" physics engine can work without anyone noticing.
- One thing I had to fix a few days ago was that Cerise couldn't fit between Papaya and the bottom edge of the shop.
- She could get in there, but moved at the speed of molasses. Turned out both Cerise and the gap are exactly 40 pixels tall.
- Masked Papaya: She was having trouble squeezing past me, eh? I don't see how that's a problem.
- The ACTUAL problem was a bunch of bugs in how I handled hitting several collision normals at once, but I won't go into it in this format.
- I'd known for a long time that my physics didn't do very well when moving a box through a gap exactly the same width, but...
- It hadn't really mattered until now, because this engine was originally for platformers, where the world is made of tiles, and the player is a bit smaller!
- So over the course of multiple games, I've never actually encountered a perfect gap like that, and never got around to fixing it.
- But this game is top-down, where NPCs block you, so there are odd-sized gaps! In platformers, of course, NPCs are usually "behind" you.
- That was actually the very first thing I did for this game, was figure out how to adapt platformer physics for a top-down world.
- Obviously I had to disable gravity, but there was also a fun puzzle with dealing with max walking speed when you can move freely in 2D.
- The way I wrote it puts "top-down mode" on actors rather than the map, so I can now better implement platformer enemies that ignore gravity!
- Top-down has a couple other quirks, like draw order; things need to be sorted from top to bottom, which isn't the case for a side view.
- I sorta hacked that. Not sure how I'll fix it for real later.
- That also affected the map in frustrating ways. The top of a shelf might be in front of you or behind you, depending on where you stand!
- I think fixing that would require breaking the map (other than the floor, of course) into rows and interleaving them with actors...
- But that's annoying, so I just made every shelf an actor. Which also let me give every object its own dialogue, so that worked out.
- Without actors, the shop is nothing but the floor, carpet, and back wall!
- Boy, though, figuring out collision boxes for top-down is weird. Like, Cerise can't actually walk all the way down against the bottom wall?
- But that seems correct, right? Her collision box is centered underneath her, and her belly would keep her from walking down all the way.
- It just looks weird because we can't actually see the wall she's colliding with. I think? I dunno, I haven't done this perspective before.
- ...
- Hmm. I added a lot of little niceties to the engine that I didn't have before, and I'm happy about them, but they're not super interesting.
- I guess one obvious stand-out is that dialogue backgrounds always used to be a fixed height, with the middle bit stretched to fit the screen.
- Now I can actually cut the background into a 3×3 grid and stretch it in both directions, which is how menus work. It'll help a lot in future games.
- Oh, speaking of. Have you wondered about the window size? It's 832 by 448.
- I know, right? Weird. It's actually the result of a lot of experiments with trying to find a good base size for pixel games.
- See, I can only scale the game by an integer: 1×, 2×, 3×, etc. Otherwise, the art gets fuzzy and ruins the clean outlined pixel aesthetic.
- A common suggestion is to use a fraction of 1080p, the most common screen size by far, so the game can scale perfectly to that size in fullscreen.
- But... until a few months ago, I had two monitors that were both 1680×1050, very slightly smaller than 1080p.
- If I used half of 1080p as the native size, then the game couldn't scale up by 2× in fullscreen! It would be just barely too big to fit.
- I'd end up with the game at the same size, surrounded by a huge empty border. On my own computer! Ugh.
- So I put far too much effort into getting a list of screen sizes and trying out approaches that would minimize letterboxing.
- What I found was that if you aim for half of 1080p, but allow the game to shrink by a few tiles on each edge when necessary, you can fit almost any screen!
- Of course, this game only has the one room, which doesn't scroll, so there was no reason to do the optional shrinking.
- Instead I just targeted that nice minimum size I'd found, which is 832×448 — half of 1080p, with a few 32×32 tiles trimmed off the edges.
- As a bonus for me, I now have new monitors that are 1440p — a third bigger than 1080p — and the game happens to fit pretty nicely at 3×!
- Boy, though, sizing got tricky. It's a pixel game, so drawing the world is easy: draw everything to a canvas at 1×, then scale it all up.
- But there are two little wrinkles. One is that this font isn't a pixel font, and just scaling it up blindly looks pretty ugly!
- LÖVE has no mechanism for handling this. It can't even change font size; if you want a different size, you have to load the font again.
- I ended up writing a font wrapper that renders text at 1×, but if the game is scaled up, it magically reloads the font at a bigger size...
- ...and it even re-renders all the prerendered text created with that font. I can draw text as though the game is 1×, and scaling is automatic!
- The other wrinkle is entirely self-imposed, and it's the art. See, all the illustrations were drawn at 2×, for art reasons. Good to draw big, then shrink down.
- I thought it would be interesting to give away the game with all that art scaled down to 1×, but sell a version with the originals.
- That led to some goofy hacks, like the dialogue code deciding whether the game is HD by checking if portraits.png is taller than 3000 pixels.
- I probably should've just modified the code to set a flag in HD mode, but for some reason I was determined to make it automatic.
- Saw some fun bugs come out of that, though, like everyone's portraits being half-sized.
- Hmm, let's see! I also rushed to cobbled together a save system, relatively late in development.
- Originally it only saved your progress and the current time, assuming all the right NPCs would spawn just like if time had advanced naturally...
- But I forgot that some NPCs hang around from an earlier time, and those didn't spawn. Oops. It's a bit smarter now.
- The downside to being smarter is that weirder things can now happen if people hack their saves, I guess, but they can just as well hack the code.
- Here's a fun fact: starting from later in the week works by playing back all the choices you had to make to unlock that day, behind the scenes!
- I did that because I wanted to be sure all the flags and happiness and everything were correct, even if I later went back and changed something.
- That's all that remains of all that code I wrote to map out every possible route. Oh well.
- Ah, and there was that bug where if you unlocked all the days, then went back and played Monday max, it would RE-LOCK everything after Tuesday...
- I think the parts I'm happiest with, though, are the heart wipe and the glitchy effect. Both of them were interesting to figure out.
- The heart wipe is based on a generic Ren'Py transition effect. It uses a grayscale image to figure out which order to reveal new pixels.
- Oh, here. Since it's an image, I can just show you.
- [shows heart transition image]
- See? Pixels that are black on this mask are shown first, then pixels that are almost black, in lightness order all the way up to white.
- Here, I'll play it again so you can watch.
- [plays transition animation]
- Making this actually work is pretty easy! It's a shader that's like three lines long. The hard part was generating the mask.
- The obvious thing is to make some tiny hearts, color them black, scale them up a bit, color them almost black, and so on.
- But that's incredibly imprecise, and it's hard to predict the timing. How do you know when, exactly, the whole image will be filled with hearts?
- I tried approaching it from the other direction. I imagined the mask as a grid of growing hearts and made a "stamp" the size of a cell.
- Then for each pixel of the cell, I figured out where the heart would first touch that pixel, and traced a ray into the heart image...
- ...until I found a solid pixel. That told me how big the heart would have to become to fill in that pixel!
- Since I knew this for every pixel, I also knew EXACTLY how big the heart would have to be to fill the whole stamp, which solved the timing problem!
- (Good thing I'd already written some raytracing code for Cerise herself, to figure out who's in front of you when you try to talk!)
- (...which I then replaced with a shape cast anyway...)
- Then all I had to do was copy the stamp into every cell of the grid, with some adjustments to stagger when the columns start.
- It's, um, a little hard to explain three lines at a time. But I'd like to release this as a Web tool soon, which should have some better explanation!
- One last strike of inspiration was the "halo" effect when showing or hiding illustrations. It's the dark pink heart rings you see here:
- [plays animation]
- Originally, the art transition was like the transition to pink when the time changes: it went straight from the shop to the art.
- But there are a couple places where the same scene has two illustrations, one a slight variant of the other.
- With the direct transition, it wasn't even obvious there WAS a transition, except that a few bits of the screen subtly changed.
- The halo effect adds a ring around the pixels that are currently appearing, so it's obvious something is changing, even if a lot of it ends up the same!
- As for the glitch effect, gosh! When I started out I had absolutely no idea how I was going to make that work.
- I knew of several simple glitch effects, like separating channels, shifting rows of pixels, and so on. But how could I animate them?
- At first I tried to define an animation by hand, but that looked really stodgy and I disliked it from the start.
- I feel like I stumbled on the current approach almost by accident, but maybe that's how art goes...
- What it does is randomize the strength of all the independent glitch effects, within some range. It repeats this every few frames.
- The only part that's really animated is the horizontal distortion, which slides up and down.
- The cool part is that the RANGE is multiplied by a number from 0 to 1, which I called "harshness".
- Harshness starts out at zero and grows very slowly, so the effects are minor, and even frequent rerolling doesn't make much difference.
- But as it starts to approach 1, the effects become more drastic, and so the differences when the effects reroll are also drastic.
- Once it passes 0.6, it also has a chance of briefly freezing the screen. That was inspired by my screen recorder lagging when recording an earlier attempt!
- The cherry on top was to do the same to the music: randomly change its pitch, and pause it completely during a freeze.
- I really like how it came out! And I'm thrilled that I got a mild version to work while you're here! That was a bit fiddly.
- Even the music here is just the normal Friday music, but pitched down and with a low-pass filter slapped on top. Small touches can have a big impact!
- Oh! One last thing. Let me tell you about the most frustrating bug I encountered.
- In case you don't remember: the game starts with the empty shop (to teach you about "lounging"), then the next hour is Dorothy at the counter.
- Several friends tested the game for me, and one of them said that he managed to skip Dorothy by mashing spacebar really fast.
- But that doesn't make any sense. Dorothy's at the counter; you can't skip her. And yet he was getting the "Lounge" prompt?
- I couldn't figure it out, and it didn't happen for me. Then several testers started getting crashes, that had similarly mysterious causes!
- It seemed impossible. There's a whole big transition and delay before Dorothy even shows up, yet the game seemed to "remember" the empty counter.
- Completely at a loss, I traced how the top-level update() call made its way down to Cerise, in case... I dunno, something jumped out.
- And then something did. I still had code from the old platformer roots, which would notice when the game was lagging and "split" updates.
- I'd originally added it because the lower the framerate got, the more imprecise the physics were. People with slow computers couldn't jump full height!
- So if it noticed you were running at 30 FPS, instead of a single 1/30s update, it would run two 1/60s updates in the same frame.
- (Later it turned out I was handling gravity in a subtly incorrect way, and fixing that fixed the jumping problem, but I left in the update splitting.)
- The problem with it was twofold. One, this splitting code existed as part of the game world. Nothing else knew about it.
- Two, I'd since introduced an input manager, which is only updated once per frame. It's outside the world, so its updates aren't split.
- So if the game detected a slow update on the same frame you pressed "use", the world would update once and you would use the counter...
- ...and of course, that would also signal the dialogue screen to come up on the next frame...
- ...but before that could happen, the world would update a SECOND time, still thinking you'd just pressed "use", and queue a second dialogue!
- My tester was skipping Dorothy because when he'd "used" the counter the first time, the "Lounge" dialogue had been queued twice!
- The end of the first dialogue triggered the transition and the passage of time, but then the second dialogue immediately showed up!
- The testers started getting crashes because I'd added some logging to dialogue, which errored if it detected nested dialogue...
- But since I didn't really need update splitting any more, I just disabled it. Problem solved, easy! Phew, though, what a mystery.
- I could never reproduce it myself, because I have a pretty powerful computer, so my framerate never dropped low enough. Oops.
- Glad I figured it out in the end!
- I love how this game came out, honestly. It took a while to build a lot of little things I'd been putting off, but it just feels really nice to play.
- I can't think of any other code stuff that isn't incredibly boring and hard to fit into a VN format. Maybe I'll write a postmortem for this game later?
- In the meantime...
- -- World, lore, Flora
- Ah, yeah, so. This game is set in the world of Flora, which is full of magic and animal people. I hope it makes sense if you're not familiar?
- Designing a magical world is interesting, I say as not the one who did most of it. Most magical worlds seem to trace back to Lord of the Rings.
- But there, magic is this rare power, concentrated among a lucky few. Magical items might leak out to the masses, but that's about all.
- And that sucks. It makes for a world that's WORSE than the modern-day real world! Dark Ages tech plus like three wizards.
- Flora is a world where magic permeates everything, not just three dudes with beards. That's harder to design, but way more fun.
- For example, almost anyone can develop their own magical talent, even if they don't formally study magic. Like Cerise's ability to split.
- Cerise also makes potions from magical plants, without knowing anything about magic — like how a non-doctor can use lavender leaves for bug bites.
- The tech is modern, but I think of the economy as non-industrial, with a lot of individual crafters making and selling things on a small scale.
- I kinda touched on that with Bloom, who's looking for a specific magic sex toy. But there's no factory pumping them out, so they're kinda rare.
- I'm sure there's crafting magic to help mass-produce generic basics, like building materials, but that's all.
- And then there's the designed magic, which is the most interesting to me, but also the least explored.
- I LOVE magic that can go wrong in the kinds of naïve ways that software can, like the underage barrier Krypto got past.
- Fun fact: I wrote Lexy saying the barrier could be foiled three or four ways before realizing I had to make some up! So I did.
- And I love this idea that there's a huge barrier wall, cast by the city government, that ostensibly knows how to detect and repel minors...
- But actually that would be really hard, so it just checks your ID! Automating a boring task a person could do, the way a person would do it.
- Oh, I dunno if you noticed, but I never used "person" or "people" anywhere in the dialogue. Feels too much like it implies human?
- But that brings me to age, in a fantasy world. Species aging at different rates is an interesting concept to me, sociologically...
- ...but I definitely want to steer clear of like, "oh she looks like she's 8 but actually she's a 1000-year-old dragon." Or the reverse!
- Masked Papaya: Yeah, dude, that's why I never give explicit ages.
- I think that's a good call. Adulthood is the only relevant metric, even if it's different for fox people versus cat people or whatever.
- Gelbeasts are an interesting case, since they're technically plants, and "grow up" by shaping themselves in the image of an existing adult?
- So I didn't think they'd have a typical childhood and puberty. They don't even reproduce with genitals; those are just a fun part of the shape they copy.
- I came up with Ike's offhand comment about a short childhood while writing this game, so that's new canon, but it seems sensible to me.
- I didn't want anyone to think Cerise is actually toddler aged or something though, so there's a line where she says she's older than Krypto in real years.
- But... wait... that could mean she's been an adult for a decade or so longer than Lexy has? Is that a weird age gap? Oh noo...
- Masked Papaya: ...I think, you might be overthinking this.
- We've been yelled at for less!
- Masked Papaya: Okay, true.
- Then there's Krypto, who's the equivalent of a teenager. Again, no explicit ages, but Cerise notes that they're a couple years from adulthood.
- Which raises some questions that I tried very carefully to navigate.
- I didn't have much opportunity to go into it, but I hope it was clear that nudity is not unusual or uncommon in this world? Even outside fuck zones?
- Outside of horny contexts, Flora characters' genitals seem to vanish entirely. Like cartoon characters. No one knows why!
- And since boobs aren't as common, they aren't sexualized to such an extreme, so no one cares if they're covered or not.
- I hope that was clear enough and it doesn't seem like Cerise was flashing a minor all week. Especially since Alice, um, does sexualize them.
- But Alice sexualizes EVERYTHING, and I tried to make it clear (as always) that Alice is not someone whose behavior should be uncritically emulated.
- I also tried to make it seem like Alice is into boobs partly because they're uncommon and thus "exotic"? I dunno if that came across.
- I mean, ultimately, Krypto is a great game mechanic. The game is about scheduling to have the most sex, and you can't do it with Krypto there.
- And I thought Cerise's interactions with them were very... genuine? Like, what can you do? Physically force them out?
- I fully expect someone to get mad about them. But they're an existing character, they would totally act like this, and they make the game more interesting.
- Wow! I extremely don't want to talk about age any more. How about gender! Boy, there sure are a lotta girls, huh?
- Masked Papaya: Hey! There are four whole boys. That's, like... four many boys.
- Wow, that might be a new record.
- It's a shame that the usual "trans" icons didn't end up fitting the plot, but, there's a nice segue—
- I.. don't like referring to anyone as "trans" in a fantasy world like this, because it implies so much baggage?
- For example, Dorothy is a girl with a dick, but she's ALWAYS been a girl with a dick. Is she trans, despite never "crossing" anything?
- That feels like it reduces "trans" to being about genitals, which is unfortunate. It's not even accurate, since plenty of trans girls have vaginas!
- And I don't want people showing up to go, this isn't what being trans is ACTUALLY like, when that's not what we were trying to do anyway.
- I don't even like referring to myself as trans! I extremely don't want to deal with arguments over whether I'm doing it wrong or whatever.
- Christ, I've had people tell me I'm faking for attention, at a time when I had never once mentioned it publicly.
- People get so attached to labels, even though they're supposed to be descriptive, and then want to dictate what they "really" mean...
- Folks have called Masked Papaya transphobic for depicting a girl having sex without hating her dick? What a... bleak outlook to try to police creators into.
- I just want to play with shapes and pronouns and junk and see what happens. Play with our assumptions about bodies and what they "should" look like.
- And I don't think "trans" really captures that, since it's generally understood to refer to a lot of real-world culture and limitations.
- Like... Mellie shapeshifts a bit and ends up as a girl with boobs and a dick. That's what folks imagine "trans girl" to mean, and they describe porn that way.
- But Mellie gave herself the dick. It wasn't what she originally had. That's completely backwards from how a real-world girl transitions!
- Ike, too. It's only mentioned briefly during the game, but he can swap out basically any part of himself — including his junk.
- Or what about Lexy, who can outright turn herself into someone else's dick? How does that fit into real-world ideas about gender?
- Masked Papaya: Jaxi and Krypto are both non-binary, too.
- Oh, yeah, but we never see their junk. For all we know, they don't even have junk. Myre doesn't.
- ...
- I feel like if you pulled Krypto's pants down, you'd just find their smug-ass face a second time, and then it would laugh at you.
- Masked Papaya: They ARE a scrapgoat! They could make it happen.
- Hm.
- Well.
- What I'm trying to say basically is that gender is fake and it sucks when real-world people treat "trans" as just a new binary to enforce.
- ...
- Hey, how about them Lunekos? They're the "kittens" in kitten mode, which you should try out!
- They come from a moon, love to pest, and can show up anywhere. They're based on our cats and basically ignore all rules of the world, like we do.
- Also if you've seen Star Anise, please let me know, he stole my tablet pen.
- -- Comments on some characters
- That's a pretty general question!
- I mention this when I talk about writing, but something I really worried about was giving every character a distinct voice, since there are so many of them?
- Cases like Claude are pretty easy, since he has a big obvious quirk of being shy and not very confident. What about everyone else?
- I was a little concerned that Ike wouldn't actually have a personality because I relied too heavily on his accent... I'm glad that didn't happen!
- I don't know how I'd describe him. I just wrote him how he seemed like he'd be. He's been in my head for a while and I guess he already knows what he's like.
- I love his rapport with Cerise. The two of them doing really corny sexy talk at each other and then laughing about it! Clearly they've been friends a while.
- He's a lot of fun! He's a hybrid of sea dragon and scrapgoat, and a detail I always loved about sea dragons was that their native language is "Shanty".
- I can't imagine what a whole distinct language like that might be like, but I've always imagined Ike sounding pirate-y because it's a Shanty accent!
- I tried to keep that sort of spirit in mind for everyone, since everyone would have their own cadence, dialect, word choices, or whatever.
- Even the laughs are pretty different, eheheh. And I consciously avoided a lot of my own typing quirks, like... well, you'll never unsee them if I tell you.
- Gosh, though, it was really fun to finally write Cerise doing something. She's always been a little tricky to get right in my head.
- I imagine her as a big sweetheart who just wants everyone to have a good time. Sex isn't even reproductive for her, it's purely for fun.
- How does that interact with someone who's into some extreme or serious thing? I think that's a really interesting setup.
- And I like how it came out! She does her best to play along, but she can't turn off being herself, and she knows it, and that's okay.
- God, though, Lexy's a huge pain in the ass.
- Masked Papaya: Oh, tell me about it.
- Hey, shush.
- Lexy wearing her collar is a dumping ground for all my kinks, or even passing interests, and a lot of those involve something... being done to her?
- A lot of my early art of her is very passive, where just, a thing is going on, and she has this "oh goodness, I'm in over my head this time!" face on.
- That became less satisfying over time, especially when Masked Papaya pointed it out. She wasn't ever DOING anything. What was SHE like?
- It took some Lexy smut from Masked Papaya to really show me what that looks like, and I guess all they really did was inject some of me into her.
- So now it's more like she very much knows what she wants and... tries to nudge it into happening. Like being bratty so someone will "get back" at her.
- I guess I'll touch on that more when I talk about kinks in particular!
- But writing her is so weird, because it's so easy to fall back onto "oh goodness". That doesn't make sense, isn't like her, and isn't like me.
- A couple times I ended up writing a scene where she acts all "oh goodness"... then going back and changing only HER dialogue.
- The exact same things still happen, the things she wanted in the first place, but she takes a more active role in ushering them along.
- And that makes more sense! A scene where someone does a big weird thing to her out of nowhere is kinda goofy, right? Who would do that?
- That's fine for one-off porn, but this is a story in a world. It's a lot more plausible if she sees it coming and helps it along.
- Which, I guess, exactly matches how I did the writing: I planned the scene, then went back and had her help cause it to happen. Hm.
- I did also worry a bit that I made her too much of a smartass when she deals with Krypto...
- Like, originally, she had a full box of dialogue for every single way past the barrier, explaining it. That seemed way overboard and I cut it out.
- Her entire personality is "likes to solve goofy problems in novel ways", though, and I hope I captured that. It, uh, is very familiar to me and all, so.
- Masked Papaya: ...
- Speaking of Krypto, oh goodness, they were quite something to write. It was like writing snark, but I turned off the snark filter and let them just be... mean.
- They were, ahem, based on some real experiences with some real people, some underage, some not. Might even have a couple direct quotes.
- I guess I might've also drawn from my own times as a snotty internet teen, way back in the day. How embarrassing...
- I think my favorite, um, mini-arc, is where they're explicitly hypocritical several times, then kind of own it against Lexy?
- They say something like, you care about the rules but I don't. And, wow! I played it for laughs up until that point, and suddenly, oh fuck.
- I think that line encapsulates something vital: they know EXACTLY what they're doing. Maybe being forced to admit it is a sign that Lexy knew, too.
- Wow, it's weird to be talking about characters and dialogue I wrote, as if their motivations were a mystery to me. Fiction is wild.
- Toyle was another tricky case. He's... well, he acts like a Bro, and he's really cocky and full of himself, but also completely harmless and knows it?
- That's quite a balancing act, to write him as kind of a douchebag, without making him a creep. I made sure he backed off instantly when told to, for example.
- I just hope he still came across as the comic relief he's supposed to be, and not as... I don't know, in any way threatening?
- Eheheh, it helps that his voice sounds like a clown sighing through a trumpet. It was designed for RPG Maker, which I guess plays voices differently!
- Masked Papaya: snrk
- Masked Papaya: Yeah, in the TTRPG demo he sounded more... not completely hilarious?
- I think I like him better this way.
- Oh, there's no sound commentary! I might as well touch on it here. I made a few of the voices!
- Lexy's and Cerise's were from fox flux. I made those with a variant of sfxr, which is meant for kinda 8-bit platformer effects, but makes for a nice tiny synth!
- It has several effects built in that would be slightly more tedious to attach separately, like pitch slide and an abrupt pitch shift.
- I used it for the heart and menu sounds, too. Even the overnight lullaby uses a sfxr sound as an instrument.
- But I figured I should branch out a bit, so I made some other voices with my favorite tracker, Sunvox.
- I made our removed guest, Bloom, Jaxi, and Vess in that order, mostly by plugging a basic synth into vibrato, reverb, and filter plugins.
- My favorite by far is Florbet, who I made last? She sounds like she has an actual trill to her voice, like a big lizard! It's super cool.
- I'm still fairly wet behind the ears with audio, but the handful of little things I did here came out pretty well.
- Okay, back to characters. Who else was really interesting to write... oh!
- Xenon! She's a blast! I don't get it at all, but her voice rolls out of my fingers. Just totally confident and shameless and interested in stuff.
- I love her speech quirk, which is exaggerated parallelism? Regular parallelism happens naturally anyway, and all I have to do is lean into it a bit.
- I wonder if it's even obvious! It feels very subtle, but is very much her.
- I'm a little sad that I had to cut her first line, where Cerise had forgotten her name, and she said: "I'm Xenon, and you're Cerise!"
- It was such a cute way of fitting the pattern, but for a legitimate purpose of letting Cerise know that she remembered her name.
- But then I wrote them as knowing each other, so it didn't make much sense. Oh well.
- Bloom was kind of hard to write, since she's a dom and I'm... uh... well, I've only dabbled.
- But her creator was delighted with how she came out, and then writing Florbet was really easy? Maybe having a handy sub to work with makes it easier.
- Like, Bloom trying to dom Cerise and Cerise mostly being "okay that sounds fun, sure!" is a hell of a dynamic. I'm not sure I've seen it before.
- Whereas Lexy's a huge slut who has no problem being owned so that all came really easily...
- Who else, who else. Jacklyn's always fun, the grumpy dog with a heart of gold. I got plenty of experience writing her with the Alice's Day Off demo.
- Alice, likewise. She's a blast to write. She just does absolutely whatever she wants. Any thought that comes to mind, I write down, and it's Alice.
- If you haven't, you should try talking to Alice while Krypto's around, both times Alice can show up. Her reaction is totally hilarious.
- Oh and I LOVE how Alice, Jacklyn, and Xenon all tell the story of Xenon's encounter with Alice a bit differently. Try to find all three!
- The goofiest character to write by far, though, is Masked Papaya.
- I mean, the whole point of these masked characters is to be explicit author stand-ins. But they aren't writing themselves! It's mostly me.
- That makes me think about how these ARE still characters, not actually us, so we can still use them as our own mouthpieces. Metafiction is also wild.
- I would write Masked Papaya saying something funny here, but I can't think of anything.
- Masked Papaya: Why... did... chicken... road.
- Sorry. I'll get that looked at.
- -- Kinks and sex and whatnot
- Eheheh. Yeah we, uh, sure ended up with some stuff.
- I hope we didn't overdo it. I mean, the protagonist is basically a slime, half the cast compliments her belly, and then there's Friday.
- Masked Papaya: It's our game! It's fine to have our own kinks in it.
- I know! I just don't want to alienate people who are more looking for... cishet anime people sex.
- Masked Papaya: Why? Who gives a shit about them? I'm not pandering to someone else's vanilla ass.
- I don't want to either! Hmm, why DO I think about that.
- I guess it would feel bad if one of them played this game, which we poured ourselves into, and came away like "what was that weird garbage"?
- On the other hand, I LOVE weird garbage.
- Specifically, Lexy and her collar are my kink fuel, so all that stuff is... also my kink fuel.
- Having someone else physically alter your body to fit what they're horny for? Damn! That's just, endlessly fascinating.
- And then there's... permanence.
- See, a lot of people who draw or enjoy similar things are ALSO into making it explicitly permanent, often including having your mind wiped or something.
- I look at that and it just seems like death to me? If you aren't there in the moment, can't even reflect on it later... where's the fun in it?
- And yet, the THREAT of permanence is really interesting, because it plays on the helplessness, on being subject to someone else's whims.
- Now, troublesome kinks like that rely on a sort of implicit consent with the audience, who know that it's fiction and can just turn away.
- But when I go to write or draw something with Lexy, I'm putting myself in her shoes, so I don't like actual permanence even IN-universe.
- I've had to put a quirk in Lexy that I took a while to discover in myself: she also likes when it seems grave, but ONLY if she knows it's one big sham.
- I made her collar encapsulate that without even realizing it at the time. She's indestructible! Nothing can ever be permanent!
- So now everything involving her is this multi-layered fiction inside a fiction, where she likes if someone like Papaya threatens her with permanence...
- But only because she already knows that Papaya is messing with her, AND the collar would let her eject anytime anyway.
- It's such a strange line to be walking, but it results in porn with usually-dire themes, presented in a playful and lighthearted way.
- Especially when Cerise is involved, since she has a hard time even pretending to threaten anything!
- I stressed several times that she says things to Lexy purely because she knows Lexy likes to hear them. Lexy KNOWS it's a game, but Cerise ACTS like it is.
- Lexy is all horny for being told she'll be your dick forever, or whatever, and meanwhile Cerise sees right through her and thinks it's cute and charming.
- It's such a fascinating dynamic that I don't really see in a lot of porn that touches on stuff I like. I wish I did!
- So much of it is like, people being turned into brainwashed rubber drones against their will, or whatever. And it's so serious! Argh!
- It's so much more interesting to have someone turn their girlfriend into a "brainwashed" rubber drone, tease her about it all weekend, then let her go.
- Masked Papaya: Is it. I'll be sure to keep that in mind.
- Eheheh.
- I mean, Lexy's collar has the brainwashing built right in, right?
- I didn't get much room to explore that, but it's a lot of fun too. It doesn't just plain hypnotize her, just gently compels her to do particular things.
- And, again, that's so much more interesting to me, to have her still be meaningfully present while doing something she's embarrassed about.
- Um, but enough about me. Masked Papaya, what are your thoughts on your belly kink? Just DM them to me and I'll add them in.
- Masked Papaya: no eevee im not writing a paragraph about bellies for your game
- Wow! That's so interesting.
- Hey, I really like the tummy TF in the game. It's a great overlap between both of our interests, so we, ah, leaned into it. Twice!
- And it's really cute for Lexy to be used for somone else's actual kink.
- Masked Papaya: Used, huh?
- Ah, yes. Masked Papaya pointed out to me a while back that being "useful" is a big part of a lot of the stuff I like.
- So Friday is just a big celebration of the stuff we both enjoy. The "Adhere" route is superfluous; it's just there because I wanted it.
- Masked Papaya: She made a whole route just so she could get turned into Cerise's cock and stuffed up Papaya's ass.
- MAYBE it's time to talk about OTHER kinks in the game
- Consent was a low-key running theme, I suppose? Navigating it in this world where Cerise will fuck anyone who walks in, but some of them want power play.
- A lot of porn set in Flora has themes that are impossible in real life but common in fantasy porn... except this is a whole persistent world.
- So in a world where you CAN absorb someone, or eat part of them, or just walk around in public with a boner... how do you do it safely?
- I tried to give a glimpse of that. It leaks through a tiny bit with Lexy, who wants weird stuff done to her, but thinks asking will ruin it.
- So she has to get to know folks like Cerise pretty well and let them know the "rules" about when and what is okay to spring on her.
- But I think the best instance is when Papaya tries to get Cerise to do stuff to Quill.
- If Lexy isn't around, then Cerise will refuse! Because the stuff Quill likes would be awful to do to someone who DIDN'T like it. But she trusts Lexy.
- Geez, that sounds way heavier than when I actually wrote it. Let's... move on.
- I like applying light twists to otherwise vanilla stuff! I guess that's baseline normal for Cerise, since she's made of gel.
- But take like, Claude and Cerise? That's relatively mundane sex, but with a dash of sizeplay (if you squint a bit) and too-big insertion.
- The Mellie followup, too, is a vanilla topic but with lightly kinky framing. I love that kind of thing.
- And then... what the hell do you call the "correct" solution to Toyle? That's like a reverse kink. What a weird guy.
- That's about all I had to say! I hope the stuff you saw appealed to you.
- Or even better, I hope it didn't appeal to you, but now it does. That's my favorite kind of feedback on porn.
- Consider it, hm, real-life brainwashing.
- [Talking to Papaya]
- Masked Papaya: Well, I guess that takes care of Krypto!
- And the fourth wall. And, like, the universe. Just because you couldn't get all up on Cerise's tummy...
- Masked Papaya: Hey, buddy, first of all—
- Masked Papaya: ...", "Isn't that just Lexy's voice? Didn't you make your own?
- I like this one! I'm still getting into sound, and I'm happy with how well this one came out.
- Masked Papaya: Hang on lemme just check something here.
- Masked Papaya: Ah, yes, "chatter-lexy-rubber.ogg". Of course.
- Hee hee. I did make it for fox flux, after all.
- Masked Papaya: And you're gonna rag on MY interests?
- Absolutely.
- Masked Papaya: Hey, maybe with all that time you saved not making yourself a voice, you could've let me use all the clips I sent you instead of just this one!!
- Eheheh. What does it say about you that you gave me nine voices for yourself, but one for everyone else?
- Masked Papaya: I... also gave you... two... for........... regular Papaya.
- Hey, you know what's funny? We have this whole side conversation because you heard my voice, but it only happens if they talk to you, not to me.
- If they talked to me first, you've already heard my voice, so this doesn't make any sense!
- Masked Papaya: You cracked the case, Veenix Wright. You figured out we're video game characters and this isn't actually a direct DM to both of us.
- I like the kinda liminal space you get when you write NPCs as though they were your real self.
- Masked Papaya: ...", "What the fuck was I even talking about?!
- Cerise's tummy?
- Masked Papaya: Oh, yeah. That's pretty good.
- Good enough to break the world for.
- Masked Papaya: Hey, buddy, I didn't do shit.
- There are only the two of us, and I didn't do it, which only leaves...
- Masked Papaya: My ass you didn't! You programmed the whole thing, even that glitch effect. You drew this background!
- Having us be here was your idea, though. And this only happens when you talk to Papaya.
- Masked Papaya: Yeah, and when you IGNORE LEXY. Now what does THAT say about YOU?
- Damn, I actually hadn't thought about that until right now, as I typed that line.
- But hey we sure did end up with a lot of characters who love Cerise's tum, huh!
- Masked Papaya: Hmmm I wonder how that happened.
- Your character designs are just irresistable, I guess. Even worth blowing the universe up for.
- You could say her tummy is... the bomb.
- Masked Papaya: ...", "Okay I'm deleting you next.
- No don't
- Masked Papaya: Oh, that reminds me. Player, I grant you the power to play through the whole game without Krypto!
- Masked Papaya: ...
- Masked Papaya: ahem
- ...
- Masked Papaya: AHEM
- What? Me?
- Masked Papaya: Yes, you! Who else? They can't talk to us!
- [A menu shows up. The options are "can too" and "..."]
- Masked Papaya: Oh, please, that doesn't count.
- Masked Papaya: Put no Krypto mode on the menu already!
- Okay. Beep, beep, boop, computer noises. I did it.
- Oh, I guess I'll let them come back here, too. Though we're not gonna have any new lines or anything.
- Masked Papaya: It's fine. Nowhere is timeless, so if they come back, it's the same as if they were here the first time.
- Yes, that makes sense and is consistent with ourselves as authors and thus cognizant of the passage of real world time.
- Masked Papaya: You have any better idea, smartass?
- Hmm. What if this really were a DM to us?
- Masked Papaya: no
- Masked Papaya: nope
- Masked Papaya: nuh-uh
- Masked Papaya: no way
- I'm kidding—
- Masked Papaya: not a chance
- Masked Papaya: nothing doing
- Masked Papaya: never happening
- Oh, by the way, I don't actually know what erasing Krypto does to the story. It was kind of a late addition.
- You definitely can't get a perfect score, since, well, Krypto doesn't exist, and they're part of the score.
- Masked Papaya: Who cares about score? I'm just sick of that little asshole getting in the way.
- You came up with them... and also drew all the illustrations, so it's not like you're missing much...
- In fact, here you go!
- [The art of Papaya grabbing Cerise's belly is shown, with a cat in the way.]
- Hey! Get outta the way!
- [The art stops being shown]
- Masked Papaya: No! I want to read the story!!! That's the whole point of the game!!!!!!!
- Aw...
- Masked Papaya: YES I LIKE YOUR WRITING I'VE SAID IT A THOUSAND TIMES ALREADY
- I dunno. Sounds fake.
- Masked Papaya: I thought "fake" was right up your alley, little miss rubber fox!
- Eheheh. I can't believe you've invented... Rubber Masked Lexy.
- Masked Papaya: It's for when you're in an authorial role, and also weird-horny.
- How convenient!
- So, wait, what happens if someone turns me into their dick or whatever now? Where does the mask go?
- Masked Papaya: How would I know? They get moon balls or three extra lives or something.
- What... are... moon balls?
- Masked Papaya: You wanna find out??
- Oh no please don't add more things to this game. I'm still trying to figure out what to do with Vess.
- In fact, how about we stop squabbling and you give some commentary!
- Masked Papaya: Okay.
- Really?
- Masked Papaya: You already made me write it, so you might as well put it in??
- Yeah! Okay, to be clear, this is the only part of any of this that Masked Papaya actually wrote.
- Masked Papaya: ...
- Masked Papaya: Oh... I guess it's my turn to come up with something to say. Or talk about. Or whatever.
- Masked Papaya: This is so hard. I just want to go back to making weird shit. Do you have any idea how much effort it took to just sit and draw porn for a few days?
- Masked Papaya: Totally not feeling it. I'd rather be wallowing in despair art. That's like, a way better time.
- Masked Papaya: Speaking of good times: I hope you appreciate my suggestion to remove Krypto from the game. I think it improves it vastly.
- Masked Papaya: You know, getting everyone to max happiness is kind of a waste of time. Why bother? Why bother, when you can just remove someone from existence? Perfect.
- Masked Papaya: Wow! Sorry. Just realized my comments are a lot less funny and endearing than Masked Lexy's over there.
- Masked Papaya: I'd probably have some hilarious japes if I weren't busy with my head stuck in nowhere.
- Masked Papaya: I've got a lot of problems to solve, and no time for obnoxious brats who revel in breaking the rules and subsequently punishing others for it.
- Masked Papaya: ...
- Masked Papaya: (I hope you like the extra effort I put into the Cerise sprites I made.)
- Aww... you think I'm endearing.
- Masked Papaya: Shut up.
- Oh, that's back to me putting words in their mouth.
- Masked Papaya: I think we can wrap this up now, right? They got what they came for.
- Yep! Come talk to me for some more funny and endearing comments.
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