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Katy133
@JKaty133
Children's Show Animator | Visual Novel Game Dev | Cheerful Hermit | Artist | Writer | #Vtuber Tuski | Streamer | Podcaster | Essayist | Scarf-Wearer | She/Her
Canada 🇨🇦katy133.itch.ioJoined November 2014

Katy133’s Tweets

the visual and storytelling of dear devere is simply stunning... im not even 1/10 into the game and my heart is swelling with so much love! thank you and crew TT, one can feel how passionate and hardworking you guys have been throughout the process just in mere seconds!
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PUBLIC RELATIONS [Medium] - Failure Framing fans of the game as people who "harass [&] intimidate" is not the way. It's a PR nightmare, & encourages coverage of the firing ZA/UM is trying to downplay. This is like the closest thing to a magic spell that summons .
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we are a collective. we look after each other. we are, and will keep making meaningful art. the more you try to harass, intimidate or erase us, the tighter we will become, and you can stay mad about it ✌🏼 we are ZA/UM. and we are just beginning ❤️ twitter.com/studioZAUM/sta…
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baffling to act forever untouchable within your company when the very discourse you're responding to is other staff getting let go at the drop of a hat
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we are a collective. we look after each other. we are, and will keep making meaningful art. the more you try to harass, intimidate or erase us, the tighter we will become, and you can stay mad about it ✌🏼 we are ZA/UM. and we are just beginning ❤️ twitter.com/studioZAUM/sta…
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I just played the demo of Rosewater and was VERY impressed by its design. It's intriguing to find an adventure game where you have multiple solutions for the same puzzle! #SteamNextFest
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YEEE-HAW! The Rosewater Demo has been updated for the Steam Next Fest! SEE! Hand-painted backgrounds and rotoscoped animations! HEAR! The residents of Rosewater brought to life by top VO talent! PLAY! Your way! The main puzzle has 3 possible solutions. store.steampowered.com/app/1226670/Ro
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Heads up to PC users--especially if you're in a country where your internet's download speed makes 3GB a VERY long load--the Season demo currently doesn't support keyboard/mouse. Very sad I can't play this gorgeous game atm, but looking forward to the full release! #SteamNextFest
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Demo the recording tools of SEASON: A letter to the future now during #SteamNextFest (ends Oct 10)! The sounds we hear may transport us to another place, or feel familiar like the melody of a song, when we close our eyes and listen. 🎤🎶 store.steampowered.com/app/695330/SEA
A couple notes, but otherwise correct: Martin Luiga left early in Disco Elysium's development (medium.com/@martinluiga/h) Siim Sinamäe is still in the official discord server as of 10/03/22 as a ZA/UM employee Justin Keenan has been promoted to lead writer (LinkedIn)
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I wondered, how many writers credited on Disco Elysium DO still work at ZA/UM? I tried to look it up and here's my (slightly incomplete) results
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I fucking hate that they are trying to shield firing 4 (not one) studio founders under auteur discourse smudge. I hate that auteur discourse is just “there is no I in team” soccer coach shit. Like it or not being a Director is a job.
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Like any video game, the development of Disco Elysium was and still is a collective effort, with every team member’s contribution essential and valued as part of a greater whole. 

At this time, we have no further comment to make other than the ZA/UM creative team’s focus remains on the development of our next project, and we are excited to share more news on this with you all soon.
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This issue includes an article about Winning Hearts, a wrestling-themed romance game I was the artist for.🎉
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Oh no! We couldn't hold it back any longer. The new issue of ChoiceBeat: The #VisualNovel and #InteractiveFiction zine explodes into being. Please retweet and shout about it! Read online: flipsnack.com/choicebeat/cho Or download: willyelektrix.itch.io/choicebeat-iss #vndev #vnlink #indiegames
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Overall, a demo with strong art direction and appealing design. I was happy to find an upcoming game with a diagetic user interface. These are its strengths, as well as its potential for potion experimentation by the player. Looking forward to what else The Witchmade Shop brings.
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The herb supplies to the far-left of the screen get their selection buttons cut off. Programming in a "border limitation" the same size as the screen will prevent this, as it will "nudge" the popup buttons.
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The witchbook automatically filling up with recipes as you make more and more combinations is a nice touch. It invites experimentation, over following pre-made instructions made by the developer.
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There is currently no windowed mode option, making the game harder or not possible for some streamers to livestream and live-promote the game (needing to see their recording software window).
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The cat meows when there's a customer and you're turned away, which I really really like. It's an anti-frustration feature, since we have limited vision when we turn away from the desk. Also, you can pet the cat, which is excellent!
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The hitbox for the pitcher for cooking feels small. I'll drag the pot to it and "miss" it, resetting the pot's position. I sometimes missed the timed window and burnt the pot even when I knew what I was doing.
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The game doesn't appear to pause while reading? (Not sure if it just auto adds 15 minutes?) This can lead to losing time in the game's clock system. If you're a slow reader, or want to take more time taking in dialogue characterisation, then you're asked to rush-read instead
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While I like the freedom of placing objects, putting objects down has a single, non-diagetic sound effects that feels repetitive after a while. Compare with the game Unpacking, which uses multiple "takes" of the same diagetic sound for each type of object (glass sfx, bowl, etc).
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I love the diagetic GUI (a user interface that exists in the game's world, not just a screen overlay) of a desk in front of you. It's the reason I tried the demo in the first place. Also the soft colour palettes of the room are a nice look.
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