An Archive of Our Own, a project of the
Organization for Transformative Works
Final chapter !!!! Again!!!! Big yippeees!!
Hopefully I'll be able to work on the sequel a bit this week, though I'm probably gonna take my time on it ( by that i mean hopefully not get hyperfocused on it )
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After Isopod, Sbug Games has put out one more bug game to date. This time, the subject is an annelid; an earthworm. A smaller scale operation with a smaller team, the premise here is not a trek through the Aussie bush to cooperate with other bugs and have an adventure, but more a gameplay-focused high-difficulty physics simulator, although you do end up going on a slightly surreal journey along the way.
Have you played Snake Pass? Sumo Digital's fascinating 3D collectathon centred around the precise movement of a snake? (You should!) This is kind of like a stripped back, 2D version of that. Your worm has a "wriggle forth" button and a "stiffen unto rigidity" button, which have to be carefully managed to progress. It starts out with simple chomping through dirt, air gaps get introduced, and soon you're clambering between widely spaced and precariously placed rock formations above a raging torrent. Frequent checkpoints and a rapid respawn button help (a bit) to take the sting out of failure, but I soon found that progressing at all was like pulling teeth. If you're into this kind of super-challenging ragebait climbing experience, this could keep you busy for a while...
But luckily, the menu contains a vaguely-labelled assist modifier, which can add up to four pips that boost your worm's powers of momentum and control! This was the key to me actually enjoying the game, because it then becomes more of an exploration experience with a goofy movement system. Your path forward frequently branches, and I can’t imagine how long all the doubling back and backtracking would take without the assist mode, but I had a grand time squirming around in a zippy fashion.
As you climb higher you’ll find gimmicks like tyre swings, clouds you can float through, and eventually cannons that fire you into the sky. Soon your worm flies off into space, where gravity starts playing tricks like a microgravity section or planetoids that you rotate around. The ultimate goal is simply to progress until you find the credits, but there’s also sparkles in some dirt patches that hide unique collectibles, from Australiana like our defunct two-cent coin, to references to past Sbug games, among other trash and treasure. Since there’s no fast travel or in-game map, I made frequent use of Jumper’s Steam guide and map just to get my bearings or track down hidden items I was missing.
Wirm occupies an odd place. Its aesthetic is so gentle and charming, and its trailer, voiced by the main developer’s two year old child, is maybe the cutest thing ever devised on planet Earth. It promises whimsy, delight, and the potential for multiplayer shenanigans. The actual gameplay experience on the other hand is tough as nails, demanding of ultimate precision with a slippery and floppy protagonist. That poorly-communicated assist toggle makes a world of difference to how your experience will go, so please do experiment with it and you may just find that charm and whimsy without tearing your hair out.
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hhai hi . whats yalls favorite number of sides for a 2 dimensional shape to have. mine is probably either three sides four sides or like. twelve sides. ANDWHATS YALLS FAVORITE NUMBR OKA BYEE
tiny ramil signoff image
... We've been contacted by a tiny dragon?
I believe the word you're looking for is lizard
That's the one.
...
We're getting sidetracked
mhmm.
Anyway, I'll give my answer first on this one!
I really like multi-pointed shapes, so shapes that look like stars. Concave, rotationally symmetrical, so upwards of 6 sides, I guess!