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#rat game
windienine · 2 months
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befriend rats & kill god in a lush portal fantasy adventure by jenna moran
come on a journey with me?
there - past the scaffolding, past the rafters, up above past the windows and gables and fire escapes, if you make it to the roofs -
you'll encounter environments not of this world. rooftop gardens that have twisted themselves into dense forests, church spires that have , tiled expanses that stretch into the horizon and become meadows, gutter-lakes, deserts, mountains...
you'll encounter them, too, if you really look: the rats.
they want to show you these places, navigate them, map them, study them, know them. they want to befriend you, guide you, tell you their stories and weave new ones where you feature alongside them. if you want to make any headway, up there on the roofs, you'll need their help.
after all,
this is a place where the gods do tread. if they find you creeping about their domains, they will find you, kill you, transform you, dig their hooks into your very soul and never let go.
the rats know a secret.
gods can be killed.
you are the key.
the far roofs, currently crowdfunding, is home to some of the best role-playing game i've ever had. participating in several playtests has completely sold me on its viability as a system. notable are its set of unique oracle mechanics that tie into its freeform roleplay system, determining the physical and emotional outcomes of different events. gather hands of cards and tiles to weave together magic that can alter even monumental fates, fight peril with dice rolls, and collect components for spells and make headway on character advancement by spending time getting to know your companions, both human and murine.
it is, of course, written by dr. jenna moran, best known for previous innovative ttrpg experiences about divinity, such as nobilis, glitch, chuubo's marvelous wish-granting engine, and wisher, theurger, fatalist (WTF).
the philosophy of the far roofs is that dungeoneering is about the journey - the sights you see, the meals you make, the tales you tell, the companions you gain and lose - as much as the monster-slaying. each combat is a descriptive crescendo of the experiences faced up until that point, encompassing everything you've felt thus far. if any of this intrigues you, then, well... come on a journey with me?
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sillykitty9000 · 9 months
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I may have been on an RT kick as of late (I always am)
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Can't wait to watch Adam Levine play the Rat Game with his fans during tour.
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artmek · 2 years
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Hey so I made a game about rats
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It's very short and simple, you can play it here:
RAT DATE
Reblogs appreciated!
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doesephs · 16 days
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jeremy knox sketch because i love abitta crisp bleached hair in my life
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googleplaysore · 10 months
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A selection of escape games from JRK Games.
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lowpolyanimals · 9 months
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Rats from King Gizzard and the Lizard Wizard: Mars For The Rich (Rat Game)
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duckytree · 9 months
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book jaime lannister is the funniest boy because from birth he’s constructed a grand narrative in his mind that he is the perfect knight to his sister-wife’s perfect maiden, a relationship that exists solely to fuel their mutual narcissism and help him cope with his chronic identity crisis/trauma, only to see a buff girl naked for the first time and come to the subconscious realization that it’s actually HIM who is the maiden to brienne’s knight and proceeds to spend the rest of their trip using preschool tactics of annoying her to death so that she can notice him and sweep him off his feet (it works)
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oldschoolfrp · 2 months
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Orbs, candles, snakes, miscellaneous body parts -- I should tidy my desk more often (Nicholas Bibby, White Dwarf 38, February 1983)
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ratellini · 8 months
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my beautiful wizard hubris malewife disaster 💜
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zhenghuaz · 2 years
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ffxiv is an interesting game because itll literally give you a quest that says 'can you get the meat off this animal' and you're like, yea sure and then its like the most doe-eyed small tiny creature. you are trembling. almost in tears at the sight of the little creature. Kill. final fantasy 14 tells you. Kill and take it's flesh. it echoes in your mind
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dragonpropaganda · 2 months
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
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The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
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These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
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Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
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But let's take a closer look, shall we?
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See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
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This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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many laypeople wonder: what's the difference between autism and adhd? allow me (Bachelor of psychology) to illuminate
💠💎💠💎💠
really autistic pictures of rats
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really adhd pictures of rats
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hope this helps
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potatobugz · 10 months
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hypothetical ratatta x luvdisc fusion that is not a reference to anything at all whatsoever
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gingermaple · 4 months
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Hmmmm blazeborn Grian... But rat...
I'VE BEEN SECRETLY HOPING THIS ENTIRE TIME SOMEONE WOULD ASK FOR A NETHER RAT
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tiny and nimble, grian is able to hide in the smallest of places and escape the stickiest of situations. this greatly increases his pranking capabilities and he takes full advantage of it.
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piplupcola · 4 months
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Writers trying to convince Disney execs not to cancel Nimona, Owl House, and many other IPs:
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It's almost laughable how ironic this scene is with what a dumpster fire Wish turned out to be
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