my mom used to buy me this motherogue as a kid but she had to stop cause the motherogue would make me go crazy and hurt myself and others :/ /ref
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my mom used to buy me this motherogue as a kid but she had to stop cause the motherogue would make me go crazy and hurt myself and others :/ /ref

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Go play DATA â WING on mobile bro its peak. Its only like 1-2 hours if you're moderately fast but its worth it for its price (free) please bro please no ads promise.
The End.
Da little triangle if it was cool ig(?
Do you know Data Wing? (Android, iOS, 2017)
Yes, I have played it
Yes, I have watched someone else play it
I have only heard of it
No, I don't know this game

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Is there even an art community for this game?
DATA WING
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My favorite game :D
there was always something about games like the Portal series or games such as Data Wing that always stuck out to me as something that could be seen as an allegory to a narrative about abusive relationsips, and i'm not at all talking about the Companion Cube, i see that as something of a build-up to later scenes. something about the way you start out thinking you're cared for and blindly following instructions and forming opinions molded to someone else's will. i wish to build a game following that kind of narrative around the phrase "Because i told you so.", but i wanna take a slightly different approach.
looking back at the first time i played Portal, i liked how the way that new hazards were introduced felt like GLaDOS was looking to punish me for things i never did or fully understood at the time, or specifically in the first time where Turrets are introduced, the one part in particular where the two turrets are facing eachother, could be comparable to a double-bind situation -- the saying "dammed if you do, dammed if you don't" applies here, the kind of thing someone with power over you could do to make you keep guessing what they want, only for the objective to be that you just keep guessing while you submit to whatever they want you to do or think. likewise, the turrets facing eachother are an embodiment of that. they are difficult to deal with on their own because there's no reasonable way to possibly deal with them both at the same time, as you'll always get shot by the other either way. and to add insult to the injury, the first turret has a good view of you just enough to helplessly keep shooting into the glass where it would hit you had the glass not been there.
that shooting is the thing that keeps pounding into your head saying that you can't hide forever and you have to deal with this situation eventually.
except that you can deal with both turrets at the same time, you might be remembering. but have you ever stopped to think that there were never any cube dispensers up until that point? in fact, have you noticed that the first appearance of the cube dispenser was one showing up after that point, sabotaged into staying open? the only way you were able to deal with the turrets is that you were able to see you are not alone, and that there were people who actually risked their lives to gather those cubes and make sure you are be able to not hide forever behind that glass.
i want to explore more of a story like that. in Portal, not only do you already get nudged into the realization over time, but as you slowly come to the realizations of your surroundings, you also get distracted with the confrontation you're forced to put increasing effort into over time. in Data Wing, you always get to just be happy following whatever orders are given to you to keep on racing and delivering data, even if the motivations during that game were mostly void of malice throughout the story. and in Ace Combat 3: Electrosphere (the JP version), you slowly come to the realization of what your purpose is as you try new decisions, and also what others' motivations around you are, but aside from the little choices you make, no real power is actually given for you to challenge or influence anything you're doing in the longer term, so you always fulfill a purpose according to the will of the one taking care of you in the end and only get to realization after your purpose was already fulfilled as their creation.
a story i want to explore is along the lines of: how would one come to the realization that they are experiencing an abusive relationship when they don't have any frame of reference or morality about what an abusive relationship even is? what kind of purpose would someone like that be fulfilling, and what would bring them to have their opinions and motivations be aligned with their creator's?
you may also notice how i'm using the term "purpose" very loosely here, perhaps in a way that feels objectifying, because that is how i myself feel about what i think an abusive relationship often end up being. i want to make up an Ace Combat kind of gameplay in a way that the storytelling would feel more nuanced than a "go to this path" or "go to that path". i want to know and show a player about how could someone be able to find themselves in a situation like in Portal where they don't have the boxes laying around in a corner by someone else who already found out what's up. more importantly, i want to show a story where they themselves would be in the bliss of ignorance until they put active effort in wanting to know a story like this. the problem is that i don't know about those things myself, so i'd like to have some clue about how to put something like this together.