How Are My Sweetie Pees

How are my sweetie pees

More Posts from Mintyfreshka and Others

1 year ago

favorite visual gags:

something drawn realistically to show an emotion

something drawn poorly to show an emotion

7 months ago

To follow up on what my friend @fru1tycak3 is talking about here as well. I found the online system to be a bit obtuse in it's presentation (though I am fully willing to admit that I am used to the MH4U and MHRise systems), it felt difficult to form a party and then start the environment link so we could play in the same instance and, y'know, hunt together. Besides getting actually connected, the servers would DC us every so often (understandable, it is a massively popular beta that's open to the public and is available for free), but while we were hunting it felt pretty smooth.

There's a lot to love about the beta that I think points towards a really ambitious and well-crafted final product: The story actually had me really intrigued and I went to watch Secret Sleepover Society's stream VOD (plugging some creators that I love) after I played so I could refresh myself on the minutia of the setup. As a player that started with MH3U and MH4U I'm not used to the plot taking center stage for what felt like a pretty holistic start to the experience. I'm used to you being a random shmuck that is in the right place at the right time before you get encountered with something that the dialogue box tells me I can help with, and away I go. The way that monsters feel like they react to your actions is really tight; for instance I was playing Bow while with fru1ty and whenever I landed a big shot the monster would sometimes switch focus for a moment to me before going back to focus on fru1ty's Charge Blade assault, then switch back to me after he'd put pressure on the shield. Really great communication and enemy design there. I also can't get over how much I love the Seikrets, I'm a big bird fan so go figure, Capcom did a great job of making locomotion feel organic as well as very aesthetically integrated to the world you find yourself in.

Some of the things I hope to see either confirmed before release, or adjusted/added in the final games: 1) I hope the way the game handles draw distance rendering is reworked or adjusted so that we don't have super high rez models popping into the far distant horizon, or low poly getting up in my grill because the game prioritized something else for a reason unknown. 2) I would love to have online functionality explained more thoroughly as a player coming from the "portable" series. 3) BRING BACK PRANCE GESTURE, PLEASE ;^;

To Follow Up On What My Friend @fru1tycak3 Is Talking About Here As Well. I Found The Online System To

I've been playing Wilds with a friend (@mintyfreshka), and I have some thoughts about it:

To get it out of the way, I do think the *beta is poorly optimized for average gaming setups. It's probably due to a poor or broken LOD system; but the extravagant fidelity of simulation for the ecosystems doesn't help either. 30-40 average frames on a relatively modern system is not worth $100 CND to me. Lowering the settings has drastic changes to the picture and feel that anything lower than medium or high really cheapens the whole thing.

*it's going to release like that anyway

Despite all that, it's still really good. Like, willing to stomach bad optimization good. The general presentation rides the line of fidelity and stylization well. The gameplay was fluid; focus mode with the wound system feels like a culmination of various weapon mechanics now unified under a common system.

The stars of the demo, the new monsters, are neat spins on common wyvern archetypes. Especially Rey Dau, as I have no clue how capcom is going to make fighting a Rathalos match the gravitas that the Glassing Wyven brought to the table. Like, it's just cooler than the king and queen in Rise/Sunbreak despite them being equally lethal to your average hunter.

I'm excited to wait a few months after launch for Capcom to sort their shit out, then get it. On sale.


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6 months ago

can he sit on your dash for a minute?? he'll be very polite :]

Can He Sit On Your Dash For A Minute?? He'll Be Very Polite :]
2 months ago

Mouse Armor by Jeff de Boer

Etsy Mouse armor necklace and earrings available as well as other work by Jeff de Boor.

1 year ago
Panel 1: two sets of legs walking. Panel 2: The legs on the left come to a stop as the legs on the right keep walking. Panel 3: The legs on the left stand still. The legs on the right start to disappear off panel as they keep walking. Panel 4: The legs on the left stand alone.
Panel 1: kid on the right wearing a backpack walking. Panel 2: Kid on the right turns, noticing their friend is gone, and stops walking. Panel 3: kid on the right is standing a couple paces behind, looking down at the ground with their hands gripping the straps of their backpack. Kid on the right has stopped and turned around. They say, "what's wrong?"
Panel 1: kid on the left looks downcast and says, "I don't wanna go to school. It's scary." Panel 2: kid on the right walks up beside kid on the left. Panel 3: Kid on the right says, "yeah, it is." Panel 4: kid on the left says, "But we have to go."
Panel 1: kid on the right stares. Panel 2: kid on the right starts to take off their backpack. Panel 3: Kid on the left is staring down at nothing. Panel 4: something catches their attention and the kid on the left looks up towards their friend. Panel 5: The kid on the right says, "here, give me your hand." They hold out their hand towards the kid on the left and holds an uncapped permanent marker in their other hand.
Panel 1: Kid on the right holds the kid on the left's hand as they writes in it. Their backpack leans up against their leg as it rests against the ground. They say, "I'm gonna write the biggest, strongest thing I know on your hand so you can take it to class. Panel 2: kid on the left asks, "What is it? A cassowary?" Panel 3: Kid on the right says from off-page as the kid on the left covers their face and turns away, "Stronger than that. But you can't peek right now. You can only look when you get reeeeeally scared." Kid on the left says, "why?"
kid on the right says from off-page, "The trick is that when you know what it is it'll be so big and so strong, you won't be able to be as scared anymore." Panel 1: kid on the left's hand being held by the kid on the right as they continue writing on it with a permanent marker. Panel 2: kid on the right closing the kid on the left's hand for them. Kid on the right says, "So you gotta save it." Bottom of the page is black gradient.
Dark hallway with a large billboard on the wall that has pages stapled to it extending off the page. Single looming door about four times the height of the kid on the left who is standing looking at it with their backpack on. The single long rectangular window above the door's handle casts a shadow over the kid. Panel 1: close-up on the kid on the left as they look up nervously at the door. They're holding the straps of their backpack. Panel 2: The kid on the left fiddling with their hands, their right hand in a fist where something had been written.
Panel 1: kid on the left stretches to reach for the door handle overhead. The door is very oversized. Panel 2: Kid on the left's small hand gripping the giant door handle. Panel 3: Kid on the left says, "A hippo..." as they pull the door handle down to open it. Panel 4: Kid on the left says, "a hippo with lasers..." as they begin to step through the open door. Only their feet and the bottom of their backpack can be seen. Panel 5: The gap through the open door shows a harsh light compared to the dark hallway where the door and it's handle is still in shadow. Panel 6: From the outside the door closes with a "click."
Full page art of a giant featureless teacher at the front of the classroom writing on a blackboard with a piece of chalk. Comparatively tiny students who are also featureless face the front while sat at their desks. Only the backs of their heads and shoulders can be seen. The kid on the left is sitting down in their midst, their backpack slung on the back of their chair. There are some stairs that go up to the too-high black board at the front of the room. There are two pieces of chalk and a black board eraser resting at the bottom of the black board. The teacher has written, "mushroom + mushroom = mushroom" "disease - disease = disease" "giraffe × gi"
Panel 1: the kid on the left looking forwards with their hands folded in front of them on their desk. They look apprehensive and they're surrounded by the other students at their desks. The other students all have sticky notes on their faces with an emotionless simple expression drawn on. Everyone faces forward.
Panel 2: the kid on the left looks at their hands as they fiddle with them, still clasped together.
Panel 3: the kid on the left continues fiddling with their hands without parting them, leaning further down.
Panel 4: the kid on the left has their face right up to their hands, still fiddling and now with greater concentration.
Panel 5: the kid on the left jerks to look up in shock as the teacher says, "YOU."
Panel 6: the silhouette of the kid on the left sits alone at their desk, tiny compared to the teacher's hand pointing directly at them.
Panel 1: the teacher's hand is giant in the frame as it points and says, "WHAT IS GIRAFFE." Behind them is the chalkboard that reads, "mushroom + mushroom = mushroom" "disease - disease = disease" "giraffe × giraffe = giraffe"
Panel 2: the kid on the left reels back with a scared expression, their hands clenching on their desk.
Panel 3: Close-up on the kid on the left as they hunch in on themselves and say quietly, "um."
Panel 4: The kid on the left's hands shake as they clasp together and they say quietly, "uh."
They continue, "a giraffe...?"
Panel 1: the teacher says, "WRONG." The kid on the left looks small hunched in on themselves at their desk with every other student at their desks turned towards them.
Panel 2: The kid on the left sits frozen at their desk with their hands closed together over their desk, frozen.
Panel 3: The kid on the left remains frozen, receding into the void with all the other students missing.
The kid on the left floats in the void, sitting at their desk with their hands folded and looking down. They get smaller as they begin to hunch down and rotate in further iterations of themselves down the page until they have their face in their arms. It looks like they're floating off.
Panel 1: the kid on the left has their face buried in their arms against their desk.
Panel 2: The kid on the left's eyes have tears dripping from them as they peek up from behind their hands.
Panel 3: The kid on the left rubs at the tears with one hand as their downturned mouth can be seen from behind their right hand.
Panel 4: The attention of the kid on the left is caught by something on their right hand.
Panel 5: A close-up of their right hand reveals "I love you" written on the palm.
Panel 1: The kid on the left sits up slightly, looking at their hand with a surprised expression and says, "oh." Panel 2: The kid on the left floats alone in the void without their desk or anyone around them, holding their right hand with their left and looking down with a slight smile. They say, "that's stronger than a kajillion hippos with lasers."
we go together
we go together Is a surreal slice-of-life webcomic by Pim updated three times a week
1 year ago

#ilovehowwarmthisfeels

"as The Sun Sets,"

"as the sun sets,"

instagram | shop | commission info

1 year ago

The World is Drowning

We’re excited to announce our newest project, Possessor(s), a brand new story and world we’re crafting with the support of our publisher Devolver Digital. As with all our games, this is a piece of work from our hearts that blends our signature aesthetic with new ideas, creating an experience that is both deeply personal and visually stunning.|

A Message from Danny Moll, Art Director

The World Is Drowning

We have carefully calibrated the overall aesthetic and tone of Possessor(s) and are proud of what we’ve come up with. Inspired by games like INSIDE, Signalis, and Control — and TV shows like Severance, we’ve created a world that feels both familiar and hauntingly surreal.

Imagine a post-apocalyptic sci-fi landscape, influenced by weird fiction world-building in such works as Jeff Vandermeer's Area X or the Annihilation film.

It’s “sony-walkman retrofuturism” in a game.

A Message from Alx Preston, Founder & Creative Director

The World Is Drowning

You’ll notice that Possessor(s) shares DNA with Hyper Light Drifter, despite being an entirely different world and story. As a studio, we’re eternally applying valuable lessons from our past successes and mistakes to our present work. We’re carrying those lessons forward, and transforming them into something unique with this game. We hope to continue to build on our legacy while pushing the boundaries of what we can create.

At its core, Possessor(s) is a game about relationships – specifically, the ones that hurt us and how we navigate through them. We wanted to explore the idea of getting out of toxic traps and the difficult journey of self-improvement. Our characters are trying to change for the better and struggling to stop punishing themselves. The theme of possession ties into how we heal from these emotional wounds.

The World Is Drowning

The world of Possessor(s) is an unsettling place where beauty and decay coexist. It’s hopeful, it’s dark, and it’s waiting for you to explore it.

7 months ago
mintyfreshka - Aeonic Scribbles
1 year ago

Hermit crab, but it’s a soul that moves to bigger and bigger discarded bodies as it grows

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mintyfreshka - Aeonic Scribbles
Aeonic Scribbles

(He/They) Clown, Concept Artist, Average Art Enjoyer

138 posts

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