Cerebral Abyss - A Dark & Heavy FunnyBunny TADC Fanfic
"There's nothing more to me. So please, just stop looking."
A Camping-AU about identity, happiness, love, and the lengths we go to deny ourselves them. Also they play Legally Distinct D&D.
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Felix's parents send him on a trip to Camp Amazing, a place for anti-social adults to learn how to function socially run by an eccentric Ringleader, his crazy husband, and his creepy son. He didn't run when he had the chance, so now he has to deal with nosy people, problematic reunions, an inconsistently sane therapist, crazy table-top role-playing adventures, and people who seem determined not to let him push them away.
Surely he won't blow everything up in the process.
Or—A closeted and deeply troubled trans-woman who can't stop exploding in dramatic self-destructive fashion learns to let others in and stop hating herself.
An Archive of Our Own, a project of the Organization for Transformative Works
DISCLAIMER: This fic will tackle heavy topics and dark themes such as Internalized Transphobia, Self-Hatred, and the lengths we as humans can go to to deny ourselves love and happiness. Reader discretion is heavily advised.
This fic will NOT contain any Episode 9 spoilers. I have seen The Last Act but I started thinking up this story before it came out. This story is completely unrelated to canon and at most I may use some quotes in later chapters after the finale is out for everyone to see.
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No offense i didnt spend my entire childhood being made fun of for my interests, fear judgement all the way through my teens and early adulthood, and learn to love what i love free of shame so I could be made to feel bad for enjoying something harmless because “the fandom ruined it/made it cringey”
I feel like when I say ‘relatable’ what I really mean is ‘resonant.’ I don’t want characters who I feel are like me, I want characters who have emotions so strong I can feel them through the page.
I think this is important because a lot of us forget the power of stories to make us feel things about characters who are not like us, who have experienced things that we never will. The purpose of listening to someone else's story should not necessarily be identification, but understanding.
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I'm not even saying you have to talk to every single person you meet. and you're certainly not going to LIKE all of them. but every person does have a rich interior life and complex feelings and unique worldview. sorry.
This flag is pissing off TERFs of course but i am seeing so much colorful JOY from trans lesbians and other lesbians in the notes like I've never seen a set of tags so happy before omg
I love the term "pluralpunk" like yes I'm punk for supporting all plurals !!! I love my plural moots !! I'm a traumagenic who supports endogenics !! It doesn't make me or anyone less or more valid because we are all equal !! Your existence is not a debate !! You matter so much and you deserve so many good things !!!
Become pluralpunk today !!! It made me 100x times happier !! It will make you 100x times happier !!!!
Cerebral Abyss - Chapter 11: Welcome to Spudsy's! (A Dark TADC FanFic)
The scary door group finish their session. Bobby runs a cooking activity. And Anna seems to be acting kinda... sus?
Sorry for the delay! An extra long one as compensation!
An Archive of Our Own, a project of the Organization for Transformative Works
—
“There’s nothing more to me. So please, just stop looking.”
A Camping-AU about identity, happiness, love, and the lengths we go to deny ourselves them. Also they play Legally Distinct D&D.
—
DISCLAIMER: This fic will tackle heavy topics and dark themes such as Internalized Transphobia, Self-Hatred, and the lengths we as humans can go to to deny ourselves love and happiness. Reader discretion is heavily advised. See full story tags for more details. This chapter contains internalized homophobia, a brief description of a corpse, and drug use at the end of the chapter.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
I'm gonna say it, I do think that even the laziest person imaginable should have a roof over their head, food in their stomach, and access to healthcare
Tale is the second ideal the player gains access to in Voces Lucis. It is the ideal associated with the troublemaker Fabula. Tale is associated with the colour black.
The design philosophy of Tale is: "We live forever in the stories we tell."
Tale represents two mechanics interwoven with each other, Destruction and Creation.
Destruction
Fabula's Tales take the form of physical objects of darkness that obscure and block off. Tales must be interpreted which absorbs that darkness into the player, fueling their Creativity, whilst unveiling the truth of what was underneath.
Creation
Creativity fills in the gaps of and recontextualizes reality. By using Creativity the player can create physical objects out of the darkness of Tales. The following are some examples of things the player can create from darkness:
- Bridges
- Levers
- Boxes
- Doors
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Voces Lucis is a concept for a puzzle-roguelite video game about the eponymous group of beings who have lost themselves within the Mindscape. Spero—the newest of the Voces—must delve into runaway trains of thought in order to save their companions and help them remember who they are.
It takes inspiration from Blue Prince, Deltarune, and AI: The Somnium Files, with a sprinkle of The Amazing Digital Circus in there for good measure.
Do not repost. Do not use for AI. All rights reserved. Do feel free to reblog, do feel free to share your thoughts, do ask me questions about this project if you're interested in it. Disclaimer: I make no guarantees on the development or publishing of this concept into a full game, however I am heavily considering it.
I absolutely love the concept of the Tale mechanic. The Destruction aspect feels like the kind of deconstruction you would do in literary/media analysis, which was probably the intention and is very cool to me! Storytelling is just such an intrinsic part of human nature, it's a big part of how we interact with, interpret, and communicate realities, and I love the idea of taking apart the darkness of the story to uncover the truth behind it. The stories themselves aren't necessarily lies, though, or I guess it would be better to say that they aren't dishonest, as they are in this world physical manifestations of expressed realities! I hope that makes sense. I might be reading to much into everything, but I can easily see this being my favorite mechanic of the game, granted of course that I haven't seen the rest of the mechanics yet! x3
Please do read into everything! I love reading peoples thoughts and there is a LOT of intentionality in how I design things. You're so right on all accounts!
It's not that stories are lies it's that lies are stories. Fabrications used to mislead others or ourselves. But a story can be so many things and that's kind of the point of Tale. Deconstructing that which you observe to create something new out of it.
Oh, and of course "the truth of what was underneath" also refers to like, where a story came from. Every story has influences and inspirations that originate from the creator's experience with other stories.
You made me realize that Deconstruction is a much better word for it than Destruction.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Tale is the second ideal the player gains access to in Voces Lucis. It is the ideal associated with the troublemaker Fabula. Tale is associated with the colour black.
The design philosophy of Tale is: "We live forever in the stories we tell."
Tale represents two mechanics interwoven with each other, Destruction and Creation.
Destruction
Fabula's Tales take the form of physical objects of darkness that obscure and block off. Tales must be interpreted which absorbs that darkness into the player, fueling their Creativity, whilst unveiling the truth of what was underneath.
Creation
Creativity fills in the gaps of and recontextualizes reality. By using Creativity the player can create physical objects out of the darkness of Tales. The following are some examples of things the player can create from darkness:
- Bridges
- Levers
- Boxes
- Doors
—
Voces Lucis is a concept for a puzzle-roguelite video game about the eponymous group of beings who have lost themselves within the Mindscape. Spero—the newest of the Voces—must delve into runaway trains of thought in order to save their companions and help them remember who they are.
It takes inspiration from Blue Prince, Deltarune, and AI: The Somnium Files, with a sprinkle of The Amazing Digital Circus in there for good measure.
Do not repost. Do not use for AI. All rights reserved. Do feel free to reblog, do feel free to share your thoughts, do ask me questions about this project if you're interested in it. Disclaimer: I make no guarantees on the development or publishing of this concept into a full game, however I am heavily considering it.
I absolutely love the concept of the Tale mechanic. The Destruction aspect feels like the kind of deconstruction you would do in literary/media analysis, which was probably the intention and is very cool to me! Storytelling is just such an intrinsic part of human nature, it's a big part of how we interact with, interpret, and communicate realities, and I love the idea of taking apart the darkness of the story to uncover the truth behind it. The stories themselves aren't necessarily lies, though, or I guess it would be better to say that they aren't dishonest, as they are in this world physical manifestations of expressed realities! I hope that makes sense. I might be reading to much into everything, but I can easily see this being my favorite mechanic of the game, granted of course that I haven't seen the rest of the mechanics yet! x3
Please do read into everything! I love reading peoples thoughts and there is a LOT of intentionality in how I design things. You're so right on all accounts!
It's not that stories are lies it's that lies are stories. Fabrications used to mislead others or ourselves. But a story can be so many things and that's kind of the point of Tale. Deconstructing that which you observe to create something new out of it.
Okay gonna yell this out to the aether since it won't get out of my head. Came up with a concept for a puzzle roguelite game that takes inspiration from Blue Prince, Deltarune, AI: The Somnium Files, and a lil splash of The Amazing Digital Circus.
It's called Voces Lucis, a colourful abstract metaphysical story about the eponymous group of beings, the Voces (singular: Vox), and a tale of self-expression, trauma, and growth.
The player character—Spero—awakens within a strange realm known as the Mindscape, a place influenced by thought and altered by emotion. They find themself alone save for another Vox named Fabula who explains that the others were tricked into becoming lost in the spiral of Runaway Trains of Thought, tricked by a new mysterious and "evil" Vox that calls itself Malum.
The Voces have lost themselves and have been led astray from the ideals that form their being, their core memories locked away and forgotten. It is up to the player to rescue each Vox and assist them in remembering who they are through solving puzzles connected to them.
Trains of Thought are the main gameplay loop of the game. The player meditates on a runaway thought that transports them to a series of connected puzzle rooms. There are several colours of puzzle room that correspond with each Vox and their Ideal (the puzzle mechanic that they grant the player) and the player needs to solve the puzzles and progress as far as they can in an attempt to reunite the Voces and repair the bonds between them.
Puzzle rooms are self-contained pre-determined puzzles with very little—if any—randomization, allowing skill and knowledge to contribute to better runs. Think of them like small escape rooms. However to retain replayability and depth the idea would be to have multiple *choices* in each room for how you want to solve the puzzle. For example, a block pushing puzzle that you can solve quickly and move on, or you can use extra Actions to unblock a side area with a reward in it. Or different paths to take that alter the next room. Stuff like that.
For each run, the player has a limited number of Actions they can take. Actions includes interacting with objects, making dialogue choices, using abilities, and pretty much everything else you can do in the game. There are limited ways to regain Actions, so using them wisely is required to make it as far as you can, once you run out of Actions, that run ends. The idea is that once you understand each puzzle room you can get through them in the shortest number of actions and progress further than the last time.
After a run you return to a hub space known as the Helix, a strange facility with no exit, named such due to the spiraling staircases that curl around either side of the central area. Within the Helix you can hang out with the Voces, check up on and progress their Memories (questlines), and review your previous runs. Memories are the main method of meta-progression, granting you mechanics and allowing you to expand on them through progression of the story.
There are also tons of secrets hidden throughout the Mindscape that allow you to utilize knowledge and abilities you have gained in new ways in rooms you've already been in.
The goal of the game is to defeat Malum and repair the damage it has done to the Mindscape. The game starts out in flat colours with minimal detail, but as you rescue each Vox and progress their memories colour and detail return to the realm, the best representation I can give of this right now is the player character. At the start of the game, they look like this:
Then, after the intro to the game, they gain some depth and detailing:
And with each Vox rescued, they become more detailed. The restoration of each colour adds that aspect to their design.
For the player character:
- Hair = Yellow
- Eyes = Blue
- Sweater = Green
- Pants = Black
This same layered depth applies to all characters and objects in the game, which may or may not be absolute hell for me to make but I'm up to the challenge with how enjoyable these sprites have been to make so far.
Each character is associated with an "Ideal" and a colour. For example, the player character is associated with Hope, which is associated with the colour Red, hence the basis of their design being red.
This post is already long enough so I think I'll make another post at another time talking more about the mechanics and characters and stuff. It'll all be posted under the Voces Lucis tag like this post so it's easy to find if you wanna look through everything.
If you think this idea is cool or something you'd wanna play then let me know! Who knows I might actually end up making it.
Do not repost. Do not use for AI. All rights reserved.
Do feel free to reblog, do feel free to share your thoughts, do ask me questions about this project if you're interested in it.
Disclaimer: I make no guarantees on the development or publishing of this concept into a full game, however I am heavily considering it.
T-T You're so kind. I'm putting a lot of thought into it and so far it hasn't had the same kinda scope creep most of my ideas have.
I'm really tempted to start working on it properly but for now I'm just posting all of my concepts on here for feedback and to have fun. If I do start properly developing it I'll post devlogs here and stuff so stay tuned! :3