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Aerosol Delivery Devices Market Size, Analysis and Forecast 2031

Posted by Prajakta on May 21, 2024 at 3:13am 0 Comments

The Aerosol Delivery Devices Market is expected to reach US$ 57.02 billion by 2031 at a CAGR of 5.12% over the forecast period of 2023-2031.

FutureWise Research published a report that analyzes Aerosol Delivery Devices Market trends to predict the market's growth. The report begins with a description of the business environment and explains the commercial summary of… Continue

A New Lease on Confidence: The Rise of Hair Transplant Procedures

Posted by Micheal Jorden on May 21, 2024 at 3:13am 0 Comments

In the realm of cosmetic surgery, few procedures have garnered as much attention and acclaim as hair transplants. With the ability to restore thinning hairlines and combat baldness, hair transplants have become a beacon of hope for individuals seeking to reclaim their youthful appearance and confidence. As the popularity of these procedures continues to soar, the demand for reliable information on how to undergo a hair transplant is more prevalent than ever.



Hair transplantation is a… Continue

Ritual Of The Moon


Download ->>->>->> DOWNLOAD (Mirror #1)


About This Game

Ritual of the Moon is a 28 day long multi-narrative game exploring loneliness, power, and healing. Once discovering her powers, The Earth’s Council exiles the witch to the moon to live out the rest of her life looking at the earth - and the woman she loves - that she can never go back to. The player spends 5 minutes each day over the 28 days reflecting on her experiences on Earth, meditating at her altar, and making a life or death choice.

The game is a daily meditational activity composed of a memory game, drawing symbols, receiving a mantra, and making a decision about the future of the earth. The game tracks the decisions the player makes, becoming a sort of mood tracker. Depending on their feelings over the lunar cycle, the player will experience one of the six unique endings.



Ritual of the Moon is fully created from handcrafted and found objects scanned then digitally manipulated. Each of the witch’s reflections were hand-embroidered. The mantras were wood burned. The artists used paint, clay, fabric, paper, dried plants, wool, foam, wire, plastic, pieces of computer hardware, crystals, and a variety other media. The process was long, meditative, and iterative.

Ritual of the Moon was written and designed by Kara Stone, with art and sound by Rekha Ramachandran and Julia Gingrich, programmed by Chris Kerich, Matthew R.F. Balousek, Kevin Stone and Hope Erin Phillips, and music composition by Halina Heron and Maggie McLean.


Available on iOS: https://itunes.apple.com/us/app/ritual-of-the-moon/id1166255479



Purchase the full original soundtrack by Halina Heron and Maggie McLean here: https://ritualofthemoon.bandcamp.com/ 1075eedd30



Title: Ritual of the Moon
Genre: Casual, Indie
Developer:
Kara Stone
Publisher:
Kara Stone
Release Date: 18 Apr, 2019



English



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This game gets my top tier recommendation. You basically 'play' for 3 minutes daily, and can only progress the story once a day for 28 days. Even if you do not load the game for a day, the game will advance without you. Gameplay is toddler level logic, but i believe that is by design. It is basically two lines of story, a meditative thought, and a decision to steer the comet away from Earth or let it hit. I am only 5 days in, but I look forward to loading it up for a few minutes everyday. The meditative thoughts are beautiful, making it my go-to before bed game. The art style is somehow awe inspiring and adds greatly to your brief get away into a strange situation.. This game gets my top tier recommendation. You basically 'play' for 3 minutes daily, and can only progress the story once a day for 28 days. Even if you do not load the game for a day, the game will advance without you. Gameplay is toddler level logic, but i believe that is by design. It is basically two lines of story, a meditative thought, and a decision to steer the comet away from Earth or let it hit. I am only 5 days in, but I look forward to loading it up for a few minutes everyday. The meditative thoughts are beautiful, making it my go-to before bed game. The art style is somehow awe inspiring and adds greatly to your brief get away into a strange situation.


On Achievements:


I was pretty adamant that there would be no achievements in Ritual of the Moon. I hate achievements in all videogames. I think they, at best, annoying and meaningless, and, at worst, a representation of the way most videogames create a loop of work and false reward in order to make the players feel productive, a mandatory feeling under neoliberalism. Ritual of the Moon is about self-reflection, and daily habits, not work and reward. There are no celebratory flashing lights or music cues that make you want to play again and again. It is modelled after ritual and meditation, where the only reward is being more emotionally in-tune (which sometimes is not an award!).

But last week I was like, well what if instead of thinking about them as "achievements" which does not make sense for this game, I think about them as markers of the narrative progress. There is nothing in the game that pops up and says "you made this choice! so this is what will happen!" so the Steam achievements do that work. Other than the first one which is an achievement for playing for 7 days, each achievement marks a change in narrative path you are on. I think the moment they pop up will be distracting, but I actually like the signalling of different paths and options.

Of course, only the Steam version will have achievements. If you are like me and dislike achievements but are interesting in the splitting of different story paths, I've attached the achievement doc here so if you play on mobile or itch, you can refer to it.



5 days until release.

. GDC 2019 Talk: Mental Illness and Videogames:
This past GDC, just a few weeks ago, I was on the Indie Soapbox Panel alongside some really amazing people. Each talk was only 5 minutes so I I tried to say as much as I could as succinctly as I could. I was really sick that week - sicker than I've ever been in my life! But I chugged water, slathered my nose in minty essential oils, and coughed a bunch right before going on. My voice sounds a bit sick but I'm just glad I didn't cough for 5 minutes straight.

I liked my talk before I gave it. I thought it was to the point, and that the slides were really beautiful. After I gave it, I just felt empty inside. What's the point of anything?

https://www.gdcvault.com/play/1025698/Indie (I start at 51:05).

Below is a somewhat modified transcript in case you don't want to watch the recording.



12 days until release.



"There are three ways into talking about mental illness and videogames. The first is representation.



In my recent game the earth is a better person than me, we follow Delphine, a young femme who is going through a crisis and runs away from her problems and into a forest. She finds that she can talk to the environment around her; she talks to the moon about love and not understanding her cycles of emotion, to dirt about suicide and self-hate, and to the flower about perfectionism and self-harm. I like to think that it shows a specific but dynamic representation of a woman living with mental illness. This is an example of how we represent mental illness and those with mental illnesses. It is the most common way of thinking about mental illness and videogames, but just one facet.



The next is process. Polaroid Panic isn’t a game, but the first – very first project I ever made where I was open about my own experiences with mental illness. I carried a polaroid camera with me for 3 months and took a photo of my face each time I had a panic attack. The pictures are material proof of a feeling, but a feeling the viewer may not be able to read onto my face. All this process took was to carry a small camera bag, and to be in touch with emotional state.



Of course, this is not how we usually are making media! We’re working in a culture that normalizes and valorizes overwork. I’m sure most of you are familiar with the term crunch. And know not to do it! But do it anyway. Sometimes our bosses say we have to. Sometimes we feel like we have to. Sometimes it feels good, because we are performing as good productive citizens of capitalism. But overwork is bad for all of us. And it’s worse for some of us. Those of us with certain mental illnesses, psychosocial disability, or mental disabilities, chronic conditions, may not be able to work like that. The energy drain happens faster, and the recovery is slower, and the repercussions more detrimental. Big indie studios, small indie studios, co-ops, collectives, and even individuals need to really check their expectations of work, labor and productivity. Productivity isn’t worth the debilitation. And that means we need to create new models of game making. and I believe we can create a process that actually benefits us, a reparative design process, like I did here in Polaroid Panic, where the end result was me being more in touch with my feelings, open about sharing them, and not being able to disregard them.



The final facet is design. Ritual of the Moon is another piece that took a long time to make but I didn’t mean it to. I’ve been working on it for over 4 years when I thought it would be 1. It is to finally be released on the full moon in April next month. The game takes place over 28 days. Real-time days. the player plays for 3 minutes each day, where you arrange objects on an altar, receive a mantra for the day, and then you make a choice based on your personal emotional state at that moment, if you want to destroy or protect the earth from a comet that is coming to hit it. The game tracks your choices in a calendar, acting like a mood chart for the month. I wanted to make space for ritual, for short plays that we can integrate into our lives, that’s slow and meditative, that make us reflect on our emotional state, not cause anything frustrating or panicky. Many of us are rightly criticizing labour practices that expect us to work 80 hours a week but want to make games that take 80 hours to play. straight. With No breaks. That’s how they’re designed! Many videogames actually reinforce overwork. We think of A good game is a game you want to play all. the. Time. We design so there is a constant pull to keep playing. This is done most often by activating panic, aggression, frustration, and momentary gratification. then looping this over and over. We try to emotionally manipulate the player so they play more. But these are just a few of the emotional possibilities of games.



What if we made games that activated melancholy, or self-reflection, or tenderness? I think that these need to be designed differently than the way we design for panic, aggression, frustration, and gratification. It’s not as simple as making a game about a tender and soft person and expecting the player to feel the same, but designing mechanics and gameplay and even controllers differently to bring out feelings of tenderness and care, and using a process of game creation that does the same for us, the makers. I think games are emotionally powerful, and it's time we start channeling that power into a wider emotional landscape. we need to make reparative games, games that can help us heal.". Text Material Trials:


Before we settled on embroidery and wood burning for the text, we tried out some other things like wire, pencil crayon, glue, sparkle paint, and puffy paint. Puffy paint is amazing. Just in general. Puffy paint is great. Everything looks like foamy clouds.

My writing is so messy I really couldn't do hand written or puffy paint even if I wanted to. Embroidered text is more legible than my handwriting.

I also tried cursive, which was a mistake.



8 days until release.

. The Altar:


These images are some of the altars we tried out. As always when looking at early versions: wow, colour! ​

Everyday the player must go to the altar to perform a ritual to receive that day's mantra. First one must arrange the altar objects in a specific way. This is a memory game that resets each week. On the first day, there will be one object. On the second, there will be two. The third, three, and then continued until 7. The player must press them in the order they appeared, so theoretically must remember the order they appeared. In actuality, you can just tap them all until you find the right one. I wouldn't want to lock people out of it really; it's more like setting an intention to link all the days together and start a pattern for that week. If you have played Ritual of the Moon at a gallery or festival, you would have played the "simon says' version which wee made specifically for exhibition, where you tap after it animates. and don't have to remember anything.

After the memory game, there is the connect the dots part which I talked about in a previous #RitualoftheMoonReflections. Then the player receives their mantra for the day. There is about 60 different mantras - but I swear I always get the same 4! These mantras were woodburned by me 5 years ago. Some of the mantras are trite, some are dark and sad, some might ring true with the player. Because the game is about self-reflection on emotional states, the mantras are there to prompt that reflection. It's not a fortune, it doesn't have to be "true" to instigate self-reflection, just like tarot and astrology. It's more meaningful that you think about it and situate yourself in relation to the given information.



15 days until release.






. The Soundtrack:
I believe music has the biggest affect on mood and tone in time-based multi-media like videogames, film, and installation. The music in Ritual of the Moon is really extremely beautiful. I've been listening to it for almost 5 years now and I still am so moved by it. It made by the wonderful composers Maggie McLean and Halina Heron. I had collaborated with Halina before on Cyclothymia. and Maggie on Techno Tarot, both of which I've been told my players that they leave open the app just to listen to the music. I think Ritual of the Moon will be just the same! Luckily Halina and Maggie have put up the OST! So instead of having to leave the app open all the time, you can actually download the music and listen how you'd like!

https://ritualofthemoon.bandcamp.com/



3 days until release.


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