音時雨 ~Regentropfen~

✯ 悪意しかないよぉぉ

Again, my near-death D key has caused so much trouble whenever I'm coding or doing regular writing. It's now giving no response unless I do a hard-press, and in turn puts a string of D's that I have to trim out.
Although I wished Q could just break instead of D, it won't ever happen as D definitely gets more used compared to Q...
Didn't Holmes said that the most frequently used English letter is E? And why it didn't happen on my Ctrl first?
☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆
"Dark Soul" so far gives me a much stronger feeling of nothing but the purest evil. Those experienced ones don't need any explanation, do they?
Yet I'm not saying PsychoBreak AKUMU is easier. Just, playing the former makes me feeling that my analogue sticks would be worn out quick..
Generally there's no BGM in game, but each Boss has its own limited jukebox. I'd like to say they sound great, but I really don't have much attention in each fight. Usually it's entering the Boss room and getting killed within 3 seconds..
Like this... thing, which put me into exactly the situation above.

He's cool though! Frankly he by himself isn't really a big problem (in a sense); his two dogs are, plus the moveable range you have (trees so often made me blind)! °A°
Dogs are annoying, in whatever games (Biohazard, Silent Hill, and this); I'd prefer fighting the dark knight over this!
Any way...
The OST gave me a good time this afternoon. Another great game soundtrack found!
☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆
Now, less evil in this section.
In this week, I've watched two players playing the sounds hot game "Little Nightmares", as I'm never going to play it myself. It's not worth doing, not my style.
Perhaps the most common thing for people who just clear it for the first time would be thoughts like "I don't get the story".
And this is why I'm not tending to have a favour on it.
When there're not so many in a similar style like Limbo just got released, people found it's interesting, worth digging a lot from many aspects in order to assemble for an entire core. Being positive, I'm willing to assume the staff does have a deep meaning hidden behind, however, I hate things become too veiled. It's a responsibility for the authors to make others understand. If things become too vague, no matter what a wonderful idea is hidden behind, it would more likely cause misunderstanding and negative attitudes.
Don't think a mysterious-ish atmosphere can win much. The lack of story (and/or enough hints) means the staff wasn't sure what story they were come up with, or merely being just lazy, etc. In either case, there's no much difference from finishing a sudoku grid. Although yours may be more of some addition of action, colours and whatsoever.
Things I'm completely positive are like the environment does look good, and the little girl "looks" cute. << which are easy to achieve. Story is the pith, just like melody in a musical composition. u_u
☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆*゚ ゜゚*☆
Finally, it's time to get the "lantern" inspired artwork done..
I mean, it's 99% done. I just need a proper title.
It's graphically not related to lantern any more. Since last time I talked about the background, I had added a few new elements. I've got a new crystal cluster (supposed to be the yorlga crystal! :3) thing as the far-end background, and replaced the original grass-ish floor to a more wild shining flower field. As the foreground I removed the flowers in focus (they got put inside of the glowing jars), and instead there are many bigger flowers that look like lanterns. Even though I'm trying to keep the original motif "object", it's really more of fantasy over a grotesque night fest.
I still want to use a long title, just to echo with its mental root.
So hopefully it's getting the last stroke tomorrow~