Troonslop "Retro" Games / Demake games / PS1 Trannies / ULTRAKILL / Y2K trannies - Retro gaming is infected

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I had this screencap lying around for some time, seems like it's appropriate to post here - showcases the mindset and creative prowess of most indie "developers" as of today.
 
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I had this screencap lying around for some time, seems like it's appropriate to post here - showcases the mindset and creative prowess of most indie "developers" as of today.
I see this a lot from nëwdevs today, where they brag about doing something quickly or "in a day" as if it's an achievement not an indictment of truly terrible work ethic. And then people wonder why games are so incredibly unoptimized and buggy.
 
I see this a lot from nëwdevs today, where they brag about doing something quickly or "in a day" as if it's an achievement not an indictment of truly terrible work ethic. And then people wonder why games are so incredibly unoptimized and buggy.
True. Work takes time, especially quality work. Even a pixelated game in modern times can be done well, if handled with care and patience. Which these people lack - they end up with projects that would've been rejected even back in 1997.
 
Even a pixelated game in modern times can be done well, if handled with care and patience.
Yeah, you can make a game with gorgeous pixel art, like Owlboy or Iconoclasts.
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...if you're willing to work on it for a decade or so, of course. Meanwhile a dev that cuts corners will manage to release 3-5 games in the same timespan. Shovel Knight, which looks like this:
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made more money that both those games combined and was completed in a year or two.
 
Yeah, you can make a game with gorgeous pixel art, like Owlboy or Iconoclasts.
1746708701486.webp1746708771606.webp
...if you're willing to work on it for a decade or so, of course. Meanwhile a dev that cuts corners will manage to release 3-5 games in the same timespan. Shovel Knight, which looks like this:
1746708929882.webp
made more money that both those games combined and was completed in a year or two.
I think Shovel Knight, like a lot of those "hit games" got overhyped either via ad campaigns or Youtuber involvement. Because I can clearly see the developers of the two games you provided as examples spent that time working, while the Shovel Knight dev started pushing his brap to the masses (You know, Undertale also has a similar story of gaining traction, although more complicated);

I personally prefer the Adrian Carmack school of game art (In regards to pixel art), which is drawin sketches, scanning them, and then adding final touches in post-processing. Like so:
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Acarmack1.webp


These were then digitized and edited further, to complete the desired images:

PFUB2.webp
Iconofsin.webp
 
I think Shovel Knight, like a lot of those "hit games" got overhyped either via ad campaigns or Youtuber involvement. Because I can clearly see the developers of the two games you provided as examples spent that time working, while the Shovel Knight dev started pushing his brap to the masses (You know, Undertale also has a similar story of gaining traction, although more complicated);

I personally prefer the Adrian Carmack school of game art (In regards to pixel art), which is drawin sketches, scanning them, and then adding final touches in post-processing. Like so:
View attachment 7334755View attachment 7334756

These were then digitized and edited further, to complete the desired images:

View attachment 7334758 View attachment 7334762
I just don't think that amount of effort put into a game correlates with sales. So if you want to make a game, you should release it as quickly as possible, cause the situation on the market is bad and is gonna get even worse.
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Half-life 2. Definite troonification material.
Didn't they already do it in "Half Life: Entropy" to an extent?
I just don't think that amount of effort put into a game correlates with sales. So if you want to make a game, you should release it as quickly as possible, cause the situation on the market is bad and is gonna get even worse.

Supply and demand, I suppose. But limitations breed creativity, or at least should, somehow. I don't know, the indie game scene looks hopeless as of late.
 
You know, I find kinda funny how the Ultrakill guy decided to put the people in Lust as actually they are good guys who just wanted to love, placing a tyrant like Minos as a good guy because of it, when Dante was actually progressist for his time.

In the Purgatory Dante puts some souls that are of homossexuals who got the chance of eventually going to heaven. But no, the people in Lust are there for stuff like rape and other crimes, but I guess the bi man who is clearly not the biggest fan of the "biggotry" wont just settle for "you may go to heaven if youre a homo but act like a normal person"
 
Yeah, you can make a game with gorgeous pixel art, like Owlboy or Iconoclasts.
View attachment 7334557View attachment 7334560
...if you're willing to work on it for a decade or so, of course. Meanwhile a dev that cuts corners will manage to release 3-5 games in the same timespan. Shovel Knight, which looks like this:
View attachment 7334566
made more money that both those games combined and was completed in a year or two.
This is also the difference of solo development and working with a team. Owlboy also languished in indie hell for 10 years not just due to pixel art. Small indie troons seem to be confined to a 1 to 3 person team, hiring a few extra hands would help increase work output... but also the expense. Cutting corners for a faster monetary to time return is reasonable for business reasons. If you're lucky, you get popular enough for another game, thus more workers.

Unfortunately most troons have shitty or islamic aesthetic tastes. They see bad pixel art or bad 3d art and equate it with the art of the past and that's comfortable enough for them. It's hard to describe their taste as anything but questionable, bad, and possibly autistic. Edit: Some pick their favorite aspect of something and just keep piling it on, like how they obsess over anything whamen related on themselves. It then becomes too much and hurts the audience's eyes. "I like thing X, I cannot have enough of thing X, the more thing X the more I'm happy." Or they're bad artists and they get mildly popular because other people also are into the aesthetic choices they are, also obsessed with something even if it looks shitty to outsiders.

I'd also like to say limited palette pixel art games aren't bad pixel art imo, Shovel Knight's art isn't groundbreaking but it's pretty good.

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It's clear what things are and what details are what in a game that can get a bit chaotic. You probably weren't implying it's bad, just a step down from the massive amount of work put into the other two. My apologies, I need to ree.

Edited for clarity and details.
 
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You know, I find kinda funny how the Ultrakill guy decided to put the people in Lust as actually they are good guys who just wanted to love, placing a tyrant like Minos as a good guy because of it, when Dante was actually progressist for his time.

In the Purgatory Dante puts some souls that are of homossexuals who got the chance of eventually going to heaven. But no, the people in Lust are there for stuff like rape and other crimes, but I guess the bi man who is clearly not the biggest fan of the "biggotry" wont just settle for "you may go to heaven if youre a homo but act like a normal person"
The ultrakill fanbase would sperg out if people in hell were actually bad because they're sodomites and that's where they're going
 
What I hate about these lazy retro inspired games is that they don't go and actually explore the design and gameplay philosophy of those generation titles. Even narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas. It's especially true with troonslop fallout mods that fail to take the narrative or the atmosphere of the original game that was far more oppressive and nuanced than later titles
 
What I hate about these lazy retro inspired games is that they don't go and actually explore the design and gameplay philosophy of those generation titles. Even narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas. It's especially true with troonslop fallout mods that fail to take the narrative or the atmosphere of the original game that was far more oppressive and nuanced than later titles
a lot of games here and adjcaent to these types tend to run the same gambit. The only nuances you're gonna get is the same dilemma of "am i really a woman/man" or "being LBTQ is hard you guys!!!" and you can play bingo with everything else like Capitalism, Religion, etc. As said plenty of times a lot of these retro inspired games feel like they like the style but don't actually use it for any engaging story telling. I've bought this up before but I see it a lot whenever i see a "quirky Earthbound inspired" game they end up being the same exact thing.
 
Even narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas.
I'm going to a-log classic CRPGs a bit here but were any of them interesting except by video game standards, which are already below stuff like young adult fiction? Maybe Planescape Torment but if that came out today everyone would complain about how the gameplay sucks, doesn't respect the genre and is mostly ignored in favor of the narrative

(Fallout) was far more oppressive and nuanced than later titles
Fallout has existed since 1997 and been ruined since Fallout 2 came out in 1998. This means the series has spent 96% of its existence being ruined
 
What I hate about these lazy retro inspired games is that they don't go and actually explore the design and gameplay philosophy of those generation titles. Even narratively they fail to do so, especially crpgs which were more nuanced and explore various ideas. It's especially true with troonslop fallout mods that fail to take the narrative or the atmosphere of the original game that was far more oppressive and nuanced than later titles
To explore any of those things, you have to think, question things, and be smart enough to draw your own nuanced conclusions and allow the player to do the same.

These are a bunch of men hopped up on their own hugbox farts who know they're always on the side of queer goodness. They never question their xisters, only the constructs of the outside world that isn't part of their cult. They are also fucking stupid and it shows best in their writing.

They also seem to actively choose to do more black and white narratives, more silly narratives, and that wouldn't be bad if it was written by someone who could actually tell a joke or wasn't connected to a more serious world like the mods. Their more series stories seem to fall flat due to all the irony poisoning they put in.
 
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