lily valeen

@itsmelilyv.bsky.social

~ i make games about women trying their best ~ i made BOSSGAME: The Final Boss is My Heart ~ she & they ~ https://itsmelilyv.com ~ #gamedev #pixelart

i really like weird health mechanics in games. i like how you could survive bosses forever in the old sonic games as long as you were good at catching your 1 remaining ring over & over

I recently read through The Worlds of Yoko Taro, a compilation of interviews about his game development and writing. Something that was fascinating is how often he says "I don't approach my games to express myself or send a message, I just like making a spectacle, doing something unique."

photograph of the book "THE WOR[L]DS OF YOKO TARO". a white book with a wide, toothy smile impressed into the cover

I've been wanting to write more short, off-the-cuff blogs for a while now, mostly about different niche game design concepts... i recall sakurai talking about his famitsu column, how he'd never spend more than an hour or so on a single article... i'd love to practice that kind of casual approach

there's a million game design philosophies out there and i think they all have their place but mine is that video game bosses should kill you and make you hate them so that it rules when you kill them back and then you slowly look each other in the eye, sweating, bloody and say, "you're alright"

if you can beat a boss on the first try does it even feel like a boss?? won't they just fade from your memory immediately..? i guess that's fine. but consider: yunalesca is the only boss i remember from FFX and it's because she has 3 gimmick phases and starts with an unskippable 10 minute cutscene