She's just like me fr
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we're not kids anymore.

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Aqua Utopia|海の底で記憶を紡ぐ
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@windsoflimbo
She's just like me fr

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Boris won’t stop annoying me for dinner even though dinner is in 40 minutes so I’m trying to teach Boris when to expect dinner using base-bean
certified Cat Behavior™️ stimboard
these clips were collected from this compilation video: 🐱

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I know the whole Dreemurr family were messy spaghetti kids. Even Toriel
Its kinda crazy how effective the internet is at conditioning people to hate women
I'm just looking at baby Belphie photos and weeping
can you even imagine an animal this small?
six weeks is when the bald set in
Sweet family of Pallas cats (Otocolobus manul) in Qinghai province, China.

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The ideal household has three people in it: one who would rather cook for three than ever have to do laundry or dishes, one who would rather do three peoples' dishes than ever have to cook or do laundry, and one who would rather do three peoples' laundry than ever have to cook or wash dishes.
What's your chore of choice?
Cooking
Dishes
Laundry
I hate/can't do all of these
man cannot subsist on live service games and ongoing series alone you have to read or watch or play something that is complete and self-contained and ideally 5+ years old every now and then or you will die badly
I think there's a lot of nuance in the discussion of video games and the inclusion of different difficulty modes and while I believe some mechanics should be left to the wayside (qte's, a numbered lives system, turn based combat that is simply Combat In Turns) I just want to know why people who don't like getting their dick smashed queuing up to the Dick Smasher.
You can't just watch people going to the Dick Smasher to get their dick smashed, saying I got my dick Smashed it was so sick, and then you yourself saying 'well I don't want my dick Smashed, can I have my ass smacked instead, or better yet don't hit me at all, I'm just here for the ambiance' and then complain that you got your dick Smashed. You get what you pay for.
ATLA is awesome because it's in that mode of writing where in one episode, the gaang accidentally kidnaps a Fire Nation baby and the Earth Kingdom soldiers are like 'look at that little monster. He's gonna grow up to be a damn killer.' and the gaang disagrees because 'its just a baby dude.' and then two episodes later, we're shown Azula as a child, being a duplicitous monster. Literally an evil baby.
Bleeding Kansas
i literally went to college with this guy lmao

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parents will be like "We're good parents! We did our best!" while their child is alone in their room, terrified of footsteps, unable to conceptualize being loved by anyone.
parents will literally ruin a child's life a dozen times over and break any hope of ever being seen as a person instead of a burden and instill them with a lifelong aversion to ever taking up space or making noise or using resources or existing and then be like "i know i wasn't perfect but you must understand i did my best" and demand your forgiveness
its not exactly a massively popular take i guess but given the here and there snippets of opinionposting about a certain recent much hyped videogame release i've happened to stumble upon i am baffled by the unexpectedly prominent crowd of people who seem to think that the only two reasons a videogame would ever be difficult are 1. the developers are too stupid to make the game not hard and thus made the game incorrectly or 2. the developers actively want the players to feel bad
i may just be making shit up here but i feel like there is an extra layer of deeply uncharitable scrutiny added when assessing videogames compared to other art forms. i don't know if it's the more direct and explicit demand for "viewer" participation or the culture of treating games as products first and art second, but there seems to be a set of conditions for how a videogame is supposed to make a person feel before it will even be seen as a respectable work worthy of any consideration of artistic merit. difficulty and tedium are only ever thought to be completely arbitrary design choices by some people, things that are disconnected from the work's themes or narrative entirely, and could not possibly contribute to it. basically, gameplay gets treated as an obstacle to experiencing a videogame, rather than as a core part of it. a failure or setback on the player's part is seen as by nature worsening the experience, no death or reset can be a neutral or even positive experience through this lens. A medium whose biggest strength is interactivity is expected to facilitate that interactivity in an universally standardized unchallenging manner, and any deviation from it is seen as at best a failure, and at worst deliberate disdain for the player. it makes me sad, honestly.