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

I can imagine what hell it must be like for someone who isn't the developer to try to play this without his muscle memory. Looks like a acid bad trip... He aimed for Spyro, hit LSD Dream Emulator. Also kinda looks like a Super Mario 64 bootleg.

There is another troonslop indie game I want to talk about later called Psilosybil, it's meant to be inspired by Crash Bandicoot except the main character is a mushroom with tits n' ass that looks like it was designed by a porn artist inspired by Steven Universe.
Should anyone be surprised? I imagine it's on purpose and so someone starts making Rule 34 out of it.
 
I'm not into Persona but happens that most the troons I spotted just talks about P3 until P5, but mostly about P3
Persona 1 is the best one. We stan our Transracial king Mark.
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Well, they says "gender roles is a lie and we can be what we want" But happens that they always try to act in the most stereotypical way on the gender they want to embrace
Troons are mentally stunted. Their understanding of the opposite gender froze in their hormonal teens. That's why dudes think of women as wearing heels, stockings, tight skirts, open blouses and red lipstick. And why f2ms look like Justin Bieber in different parts of his career, except the current one where he at least looks reasonably male.
I like the channel but it became pure troonslop showcase. At best it's reddit tier games, but I wouldn't be surprised if it's all trannies.
He went from being another souls-sphere creator worthy of attention to a one-trick pony. He could've made good qualified reviews of souls games in 12-15 min increments but now his schtick is 2 hour demo playthroughs.
 
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Troons are mentally stunted. Their understanding of the opposite gender froze in their hormonal teens. That's why dudes think of women as wearing heels, stockings, tight skirts, open blouses and red lipstick. And why f2ms look like Justin Bieber in different parts of his career, except the current one where he at least looks reasonably male.

He went from being another souls-sphere creator worthy of attention to a one-trick pony. He could've made good qualified reviews of souls games in 12-15 min increments but now his schtick is 2 hour demo playthroughs.
The main issue he falls to, that plagues the indie/troonslop sphere, is the lack of criticism. You can't "punch down" (unless AI or wrongthink is involved) so it's all meaningless comments that won't make the dev fix any significant shit in his game.
 
The main issue he falls to, that plagues the indie/troonslop sphere, is the lack of criticism. You can't "punch down" (unless AI or wrongthink is involved) so it's all meaningless comments that won't make the dev fix any significant shit in his game.
Take it from a guy who has dealt with indie devs for a long time in various ways, they weren't going to fix it anyway 99% of the time, especially the troon ones. Lone indie devs tend to have "amateur artist syndrome" way worse than most: Their output is their perfect little baby that can't be criticized and if you don't like it it's because you hate them or you're just too stupid to get it or you're le chud or some other bullshit, it's never because the criticism is accurate. The only way you might get through to them is to basically gaslight them into thinking that the fix is their idea so they don't have to experience the psychological stress of being reminded that they are imperfect and so is their work.

Shit man, I've even seen some studios that are like that, come to think of it. Reviews are for the customers, not the devs.
 
Their output is their perfect little baby that can't be criticized and if you don't like it it's because you hate them or you're just too stupid to get it or you're le chud or some other bullshit, it's never because the criticism is accurate.
Hell, without noticing, you described the developers of Project Zomboid. One of the best games of its kind, but the devs are as stupid as a rock. Lots of terrible decisions, but trying to give any honest feedback will only result in a ban from the forums/discord or a dev gaslighting to make you feel like shit for "trowing hate at a small team of developers working in a labor of love". I don't know if I'm getting off topic because I don't know if there is any troons working at The Indie Stone.

But one time, 'Lemmy' (the head dev or some shit) went nuts and threatened the whole community to sell the game to another company because some guys were memeing their lazyness (the game took 4 years to get a update from B41 to B42) and trolling him. I have no doubt that sooner or later he or someone from TIS will troon out for real and get a thread here.

It would be better to take some of that money and hire a community moderator and focus on the game instead of victimizing yourself on Twitter, and wasting time. These indie devs have a serious and contagious case of snowflake syndrome, for real.
 

Made by the same man who did the Pizza Tower Soundtrack, A happy boomer shooter made by a trannie using godot... It isn't total slop at least as it does have good music.
Maybe it have good music, but...
  • Graphics looks like shit, as the dev's intention seems to be to try to mimic those old flash games from Newgrounds or at least the PaRappa The Rapper art style
  • Gameplay looks bland, at the very least. Looks more like another Doom II WAD, except that a lot of WADs have effort to be unique, like Ashes 2063/Afterglow (these ones are good af), Siren and Elementalism. The billionth "Boomer Shooter" released since the trend emerged.
  • GAY AF (both in terms of joyness and faggotry) concept, like a worse version of the Undertale idea of "a game that you beat without killing", and even the preschool grade "humour".
  • And fuck, this HUD looks bad as hell. These "boomer shooter" devs don't seem to understand what makes the DOOM HUD looks good:
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The "Head" is just a very small detail there, as the HUD shows you a lot of relevant info...

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...But here, there's no relevant shit, just this shitty portrait occupying 20% of the screen.
If this is supposed to show your HP through the character's expressions, it looks stupid
because the artstyle is inexpressive.


Veredict: "Troonslop Nostalgia Bait Certified", but everyone knows and I just wasted my time/10
 
-as the dev's intention seems to be to try to mimic those old flash games from Newgrounds or at least the PaRappa The Rapper art style
Mentioning PaRappa in the same sentence as this garbage should get you arrested. It's offensive to compare that game and its uniqueness to the Microsoft Paint-level HUD this thing has.

Why is having that kind of design style common among these faggy games, anyways? If it's not pixel art it's this shit that even I, a person who can only draw stick figures, could make better than. I get it, programmer not an artist, but even cave drawings beat this slop any day of the week.
 
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You'd have to pay me instead of the other way around if I have to play with these things taking up 20% of my screen

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Nice butthole beanie btw
we wuz shooters n' shieeeet
like most retroshit it's leaning too much into how it looks rather than how it plays, and how it looks like is pretty low effort. you can tell when a simplistic artstyle has effort in it when the artist has a good grasp of how to translate a lot of little things about how people and places look into a smaller less detailed form, this is not it.
also it's really lame for a game like this to have no obstacle other than time, not a pebble in the road, just walking around shooting niceness at people. concept wasted.
if you wanna make a game like doom or even just a wad, it's good to think of it like playing a shmup with level design. you can route through maps and everything, i think it's part of why it is so replayable. whenever i'm bored sometimes i boot it up and just go through as much of it as i feel like, those maps are ingrained in my head at this point. retroshit devs would have better luck if only xey delved into understanding why these old games worked, rather than just copying over surface level aspects.
 
Maybe it have good music, but...
  • Graphics looks like shit, as the dev's intention seems to be to try to mimic those old flash games from Newgrounds or at least the PaRappa The Rapper art style
  • Gameplay looks bland, at the very least. Looks more like another Doom II WAD, except that a lot of WADs have effort to be unique, like Ashes 2063/Afterglow (these ones are good af), Siren and Elementalism. The billionth "Boomer Shooter" released since the trend emerged.
  • GAY AF (both in terms of joyness and faggotry) concept, like a worse version of the Undertale idea of "a game that you beat without killing", and even the preschool grade "humour".
  • And fuck, this HUD looks bad as hell. These "boomer shooter" devs don't seem to understand what makes the DOOM HUD looks good:
View attachment 7240196
The "Head" is just a very small detail there, as the HUD shows you a lot of relevant info...

View attachment 7240207
...But here, there's no relevant shit, just this shitty portrait occupying 20% of the screen.
If this is supposed to show your HP through the character's expressions, it looks stupid
because the artstyle is inexpressive.


Veredict: "Troonslop Nostalgia Bait Certified", but everyone knows and I just wasted my time/10
Yeah, I should have also brought up stuff like this in my HUD post. Simplicity is good and all, but when you go too simple AND don't give the player enough information, you might as well have no HUD. Games like Far Cry 2 have a very simple and straightforward HUD, mostly because of the elimination of an always visible map (You have to take out a physical map.)
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And the HUD only really appears when the character takes damage, pulls out their weapon, or is low on ammo/reloading. There are also radial damage markers indicating where you're taking hits from. The HUD also appears when using 'syrettes' (healing item) Which restore one to two bars IIRC. I haven't played the game in a while, but talking about makes me want to play it all over again.
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(I'm stealing these screen-caps from a walk-through because I don't have the game installed on my system right now)

In Far Cry 2, there are two 'primary' HUD elements: Health and Weapons. Health shows your bars of health, and 'syrettes' above it. While Weapons show your current ammo and reserve ammo. Along with a reload indicator to the left of it when low, and a grenade counter above the ammo counter. They both occupy their own exclusive corners of the bottom screen, so the player only needs to look at those two specific corners to get info quickly. This is really good. You want your player to use the HUD quick and fast, without trouble or misunderstanding.

Halo 2, is a little different, as it has three HUD elements. But it still works quite well because of it's simplicity and readability. You won't get confused and it's quick to look at. The radar and health are both stuck together, and the grenades and ammo are both at the top of the screen on opposite corners. I don't see this as a problem, mostly because you'll only really look at your grenade totals when actively using or before directly using them. Like I said, this HUD works because it's so simple but at the same time very useful.
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The game: "KIPIDON: We Will Always Love You" mentioned by @rottenbite77, has the problem with the HUD being far too simple and at the same time, irrelevant. Like, why do I need to see my portrait when it's insanely inexpressive? You might as well not have it. A lot of the elements could have been sized down too, with 1920x1080 resolution in mind. The HUD is way too scaled up, and is far too distracting.

You also have HUD elements relegated to ALL 4 corners of the screen, so it takes more than a second to get more than just one bit of info. If you needed to look at score and time, you'd have to look at the left and right, within 1 to 2 seconds, when it should be half a second. What if you needed to see your ammo and health within a second? Well just look at the two separate corners, with one of them barely giving you ANY info. That being the health. Like what is the portrait even telling you? So I'd say it takes one to two seconds to look at your ammo and inexpressive portrait. Absolutely terrible for quick action and reaction.

The way I'd fix KIPIDON's HUD problems is by scaling the HUD down, moving some elements more closer to each-other (like the time and score) so you don't always have to look at all 4 corners of the screen. The weapon part should have it's ammo counter have an opaque background so it's easier to read. And also make the portrait more expressive and smaller or go further of not even having it. Honestly I'd go with the latter, getting rid of it entirely or at the very least allowing the player to disable it in favor of a traditional health meter. I'd move the score and time down to where the traditional health meter was it if that was done like that. Here's a shitty concept I made:
kipidon-hud (copy).webp
At least do something like that. It'd fix some fundamental problems with this HUD. I think the worst problem about this HUD is that it just feels a little lifeless, like it has no real personality. Far Cry 2's HUD has been tied constantly to the game's 'realism' because of how little it gets in the way of gameplay. Halo 2's HUD has always been believable and immersive as you play as Master Chief in the Mark VI MJOLNIR armor, so the HUD could be believable to the player as the Mark VI is a futuristic armor, which in Halo 3 and Reach, is mentioned to have a heads-up-display.

But what does KIPIDON's HUD represent? Happiness? Well I don't feel very happy when I look at it. @rottenbite77 mentioned Parappa, and I think that's a HUD that is designed to make the player feel happy while also being insanely useful. I'd also like to bring up Katamari further below. Both games, have quite memorable HUDs that are informational and nice to look at. The second Parappa screen-cap is from the full chinese. Which is the bigger cut of chinese. Please watch both, they're kino.
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Parappa 2's HUD is pretty info heavy, having to show the player their score, their cool meter, the teacher meter which calculates at how well you're following the teacher's lesson. (ie. for Beard Burger Master, he's more straightforward and strict, but Guru Ant is more freestyle focused). And the rhythm bar at the very top as well. In Multiplayer, you also have your win and loss counts at both sides of the rhythm bar represented by smiley faces. Also, the cool meter is no longer present, instead being replaced by score counts for both players. All are quite nice to look at. It's the style I think. It feels very round, which makes it look juvenile which represents Parappa's own conflict of being looked at as a kid. So it is related to the game's tone and theme. So it'd say it counts as a HUD that has soul because it's more than what it looks like.

Katamari Damacy (the screen-caps are Reroll) is more simple, but still accomplishes the 'joy' style far better than KIPIDON. The prince's direction is at the very bottom right, far away from the action, and the ball size is at the top left, far from the action too. The timer at the top right is obvious, shows you how long you have to get your ball big. The last item you picked up is at the bottom left and disappears after a few seconds. This is how you use all four corners without looking obnoxious, by making it far from the action. This HUD also has soul because it relates to the game's happy tone somewhat like Parappa's.
katamari-hud.webpkatamari-zack-scott-screencap.webp

The problem with KIPIDON's HUD is that it's far too irrelevant, and at the same time, soulless. It shows you barely anything actually useful other than just your score and time, then calls it a day. There's no joy to be found in it's mistakes, only sadness and anger. I know it sounds a little dramatic, but it's somewhat true. KIPIDON's HUD as it is, will never be memorable, mostly because it has nothing to say. A HUD that has nothing to say might as well not exist at all.
 
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And the color palettes are fucking awful. PS1 Spyro utilized color and texture amazingly and pulled off a painterly style on the PS1 despite it's limitations. Zera & Ghost Witch, on the other hand has color with no relativity at all (reds mixed with blues, which I've seen work in other movies and games but not here.) and a mishmash of oversaturated and nonsensical eye-bleeding colors, for example the Skyboxes, you have hot pink mixed with lime green and orange and then the mountains have the same color as the dirt in the level itself making the picture look very messy.
glad someone else pointed out to. The tism in me immediately noticed how loud the colors were and i don't get super tistic about this kind of stuff but as many in this thread have also pointed out i am reminded how these peolpe do not understand what the PS1 Style is and just co-opt it because it's trendy and easy. The cynic in my also sees this game probably resonating with the nostalgia/youtuber crowd that cover these types of games with this style so it will be "popular" for a week (I am being VERY generous) then forgotten about since i don't think this is the first game that tries to copy a retro platformer that isn't just the same like 5 from a nintendo console.
retroshit devs would have better luck if only xey delved into understanding why these old games worked, rather than just copying over surface level aspects.
Most folks know that a lot of the time they needed to be creative and in general were trying to be experimental with a lot of games. Generally what i called this is the Earthbound Effect where people only look at the outer area and just see a game where you fight trash cans and mushrooms then base something solely off how wacky of an idea that is. It's an extreme basic and surface outlook on how something is made without the nuance of why those weird elements work on more than just being weird and quirky for the sake of being weird and quirky.
 
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Fear and hunger , Hylics and ENA are interesting projects but if their creators are drinking troonshine it would not be very surprising, just a bit dissapointing.
F&H 2 was toned down, because the creator got all his feedback from Discord troons, who said that the dark themes of 1 made them frightened and uncomfortable. Last I saw him mention 1, it was in the context of "I was a bad person going through a dark time".
 
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