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Thetageist
Pronounced Theta-geist.
I’m the ghost with the posts! I dabble in everything and give detailed reviews. ¡Hablo español también!
I sometimes make NSFW. Don't lie about your age!
@Creeperforce24 made me this banner :D

Cass (or Theta) @Thetageist

Legal adult, Female

Bio-Exorcist

Not your business friendo

Joined on 8/11/18

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Thetageist's News

Posted by Thetageist - 1 month ago


Unlike yesterday's post, this one is actually genuine news, lol.


If you've been on any video platform recently, you have probably heard of Buckshot Roulette, an experimental point and click horror game by Estonian developer Mike Klubnika. This game attempts to answer the question of what would happen if you tried to play Russian Roulette with a 12-gauge shotgun instead of a revolver. It requires a mixture of smart thinking and risk-taking, and gets more strategic as the game goes on.


The game was released in late 2023 and became wildly popular in early 2024, with let’s plays and clips posted everywhere on YouTube and TikTok. There’s been theories, gameplay tutorials, and deep analyses of how the game works and what’s in those files. But I realized as I watched through all of this that nowhere did I see anyone ask Mike himself how he got to this point.


And he actually responded. This is really surreal.


I'll be posting more of my thoughts on the info I got in video format on my YouTube, but in the meantime, you all get to hear it first!



Inspirations/Process


So, I see you make games, music, and animations. What inspired you to get started with each of these media?


The process of making games, music and animations is really cool, including the end result. That's really one of the main things that inspired me to make them. For games it's all the programming, technical art and designs, for music it's the sick synthesizers with all the cool knobs, displays, and buttons. As for animation, well, 3D animation is usually a pain so I guess that's the only part where the process isn't that cool for me lol.


How did you get the idea for Buckshot Roulette? What came first - the gameplay concept of Russian Roulette with a shotgun, or the thematic idea, or something else?


For Buckshot the gameplay was the most important aspect since the beginning. I didn't really start thinking about story beats or the 'plot' until the last few weeks of development. The main aesthetic was of course part of the original vision, the entire 'playing russian roulette in the back room of some industrial warehouse', but apart from that there wasn't (and still isn't) much in regards to story.


I'm pretty sure it was just a random question that popped up in my head like "oh what if you do russian roulette with a shotgun", and then I thought about it for a few days and couldn't really come up with a solid design for it. For me it was more important to have a solid game of shotgun roulette rather than a narrative heavy game that tries to tell a story around it while putting less focus on gameplay.


What did the earliest version of the game look like? How did it change from then to now? What stuff got scrapped?


Earliest version of the game was thrown together in Tabletop Simulator and had chess pawns and other miscellaneous things for the items. Red and blue dice represented shells and they were shuffled in a brown bag in place of the shotgun. Originally the game was supposed to have big hacksaws that you would use to saw off the barrel, but later they got swapped for foldable hand saws so that they could fit better into the grids. One of the more interesting features that got scrapped though was stackable hand saws. Essentially the idea was that the player could saw off the barrel twice in a row and cause 4 damage. You would first saw off the barrel, and then saw off the rest of the shotgun until you're holding basically the receiver. It's pretty funny but very unbalanced.


How did the process of creating the Dealer’s AI go? Did you have to try to balance him?


Dealer's AI is pretty simple when it comes to the logic. The more difficult part was keeping track of all the items, animations and states and making his hands do the right things in the right order. Pretty much the presentation of the dealer's logic was the more difficult aspect of development.


In terms of balancing the dealer there's not much to it. I did add a cap of 2 cigarette packs per player because oftentimes there were more cigarettes than actual live rounds in an entire game.


About this absolute banger OST: Where did you find the inspiration for the different musical tracks?


For techno it's a mix of hotline miami, hör berlin sets and underground techno artists. the rest of the tracks that are more ambient, those are more or less inspired by the work of IDM artists like aphex twin and boards of canada.


Success


What was your initial reaction to seeing your game all over the internet? How have you felt about it since?


It makes me very happy to see all the people enjoying the game and the music, especially since buckshot (and all my other things lol) are passion projects. So I couldn't be more grateful. That was my initial reaction and it honestly hasn't really changed. In a way it's surprising, since I was expecting to make stuff for like a decade longer before I saw success similar to what buckshot has gained now.


Quite a bit of fan content has popped up around Buckshot Roulette - fan games, mods, Roblox recreations, lots of fan art, and lots of remixes. What are your thoughts on the content that’s come out of it so far?


I like checking out all the fan art, remixes and other developers' own spins on the game mechanics. I think the fan content is cool and I'm happy that the game has inspired people to go out and make stuff.


Considering the mixed consequences of things going viral, where do you see the growing Buckshot Roulette fandom heading in the future and do you feel good or bad about it? What are your hopes and fears?

Not sure I understand this one


What do you want to do with this game in the future, and can we get a sneak peek at any other projects that may be up your sleeve?


Currently not in a position where I can share stuff about future updates for buckshot, but there will be news about it very soonTM.


Misc/Silly Questions


Is that your face on the defibrillator guy’s model? And what happened with the scrapped iteration of the Dealer face model? (Context)


No, that's not my face :). I think the dealer face you're referring to was one of the models the dealer swaps to after it gets shot. If I remember correctly it just didn't really look that good in-game.


If you had given the Dealer a body, what would he have looked like to you? If he had a proper voice, how would he sound? Were there any scraped concepts related to him?


Never really thought about what the body might look like but I've seen a bunch of fan art that gives it a trench coat or something similar. Those look dope.


What inspired your brilliant shitpost about a fridge full of beans?


I honestly don't remember since that was quite a while ago, but I'm pretty sure it was just a domino effect from the initial goal of making the bean can model, and then making the fridge and filling it to the brim and being like "oh yea this looks kinda funny" and then making a full shitpost out of it.


These are all joke questions I got from my friends: Does the Dealer have dental insurance, does Digita beer taste good, will you add a sex update, and how much money would have to be at stake for you to play Buckshot Roulette in real life?


Dealer unfortunately doesn't have dental insurance and honestly I think Digita probably has the worst taste ever, since it sits inside the table for who knows how long before it's pulled and then it's probably warm, too. Kinda gross :/. I wouldn't play buckshot roulette in real life even if it was for like a billion dollars mainly because then I would have to drink the damn thing.




So yeah! I sent more questions as well, still waiting for answers on those or if I'll get them answered at all. If I do, this post will be updated and I'll add them to the video as well!


This was honestly really surreal, to actually be able to talk to a now-popular indie horror dev whose work I've come to look up to more and more the more I look into it. Please go check out Buckshot Roulette and his other games if you haven't already, they're all worth a look!


Have a good day, everyone!


-Cass (Thetageist)


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Posted by Thetageist - 1 month ago


I am shaking right now.


I woke up this morning to an actual cease and desist letter sent to my email about Pokémon Mystery Meat and some other things I'd done (like my infamous Pokémon Mystery Lovers entry). I thought the project was too small to be noticed really, but... I guess not.


I don't know what to do, I don't want to throw away my hard work, but this man has enough money to drain my funds completely by extending the legal battle as long as he wants to. If anyone has legal advice, that'd be appreciated.


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This is not turning out to be a happy April Fool's Day.


Take care, everyone, and I hope this doesn't put a damper on things.


-Cass


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15

Posted by Thetageist - February 29th, 2024


So you may have inferred from the Costume Jam related news posts that I use Meiker.io quite regularly. I decided to make an official Thetageist account, which I couldn't come up with a good name for, so for now it's called tgjamseshes.


I did have another Meiker account before this - still have, just created prior - it's just that I didn't want to mix up my social life here with the interactions with the Meiker community. Both sites have some individuals who hate me for various reasons, heh. So I don't want either community to bother me about things they don't like me doing on the other site.


But I digress.


Currently, the only games I have up on it are collabs I transferred over from the other account - Tanksona Maker drawn by @RavioliBox and @Lt-Abdelhak, and Roux's Tree Builder drawn by @Billy-SuperSkullz. More will be coming, though, and if you want me to make you a game with art done by you, I'd be more than willing! I'll let you know when I'm ready to start collabing with people again.


It's right here.


Enjoy.


-Cass (Thetageist)


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10

Posted by Thetageist - January 5th, 2024


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Costume Clash is probably going to be back up now. If it isn’t, it at least won’t be my fault.


Following the incident with Larry, the rest of the original team gradually dropped out one by one for various reasons. My plan to revive the game became a Ship of Theseus situation - we were not only going to have to replace the code, but the music, and even the graphics. It stopped being worth fighting for at that point. So with some admin magic from @Tom, I decided to concede project ownership to Larry, remove myself from the team, and let him put the file back if he wanted to. At the end of the day, the two things that matter here are that I’m not associated with his behavior, and that you have something to play. (If he still has a reason to keep it away from you, you’ll have him to confront for problems that were ultimately a result of his behavior. Looking back, I never should’ve had to apologize for him breaking the game on purpose.)


With what I know now, would I have done it differently? Oh, definitely. In fact, I would’ve just put the team together and left them to do their own thing. They would’ve done just fine without a superfluous “director”. But at that time, everything I did was what I thought was the best judgment at the moment. I didn’t want the whole team, especially not me, to be represented by one guy with a condescending streak. Even now, accepting defeat, I do so on my own terms. The record shows, I took the blows, and did it my way.


Thank you, everyone, for putting up with this nonsense.


Defective Dolls and Sinking Ships

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Pictured: The current front page banner for Meiker.io, clearly AI-generated.


Considering this is basically the belated wrap-up post for this year’s Costume Jam as a whole, I figure it might be suitable space to share some troubling news from the dress-up community at large. The threat of what some would call enshittification is looming over the sister-sites Doll Divine and Meiker, as their admin Ola Rogula (who I interviewed during the jam) is increasingly relying on AI art generators - which train on data taken from other people’s art - to make graphics for her sites and games. (Examples of the games in question are here and here.) As I remember it from community discussions, Ola has also previously experimented with NFTs for a brief period, though she stopped at least partly because of the community backlash.


I don’t know what to think at this point, but there is some creeping anxiety that I may be standing on a sinking ship. If worse comes to worst, I’d end up having to pull out of the sites and communities in question, but how? We’ll have to see.



In other news…

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The Pokémon Mystery Meat Collab, hosted by @whimsical-wife and I, is still accepting entries! Currently I’m working on the beginnings of the code for either an interactive art viewer, or if I can, a full-on game to showcase the artworks. High time I learned how to code my own stuff, right? (I’m aware the thread says the final product will be a collage artwork - that’s my last resort option if nothing else ends up working, and I put it in the thread because it’s the most I can give a 100% promise of.)


Hope everyone’s 2024 is off to a good start! Remember, of course, that compassion for other people usually makes things feel better. If I can pull myself away from Newgrounds, I may be able to go on a proper hiatus like I tried to in November before all this happened. We’ll see.


-Thetageist


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Posted by Thetageist - December 21st, 2023


Well, it's late, but it's here! I've played through and given my thoughts on all 5 of the Costume Jam entries! With some editing magic from @AhWham, I was able to get it out and put it on YouTube! (First time doing something like this, so apologies ahead of time for the awkward pauses and all that '^_^)


Developers Reviewed: @PerKGrok, @PealHikara, @AhWham, @Kuchyfloo, @Intrapath



(Thumbnail art by @Game-S - it's the collab banner!)


Check out the playlist of entries in the description of the video or right here!


In other news...

I'm also currently running the Pokémon Mystery Meat Collab for Pokémon and horror enthusiasts alike! Come join in, I've got a cool final product planned and you won't want to miss it!


Yes, Costume Clash is still broken. Game Maker is intimidating me, but I better start sometime.


-Cass


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8

Posted by Thetageist - November 6th, 2023


Update: Old file we tried putting in doesn't work, currently working on possibly reconstructing the game.


A lot of you playing Costume Clash may be coming back to seeing a gray screen with "No game for you" on it.


This is the doing of larrynachos, who up until this point was our programmer. What happened is that I voiced my concerns about his overly blunt and sometimes mocking behavior towards the reviewers, we got into an argument, and he effectively called me stupid, sensitive, and so many other ad hominem attacks that I had to remove him from the Discord server where the project was happening. He decided to take it out on the entire team, most of whom weren't even involved, by removing the game from the project.


I have learned from other people that this is not the first time Larry has acted petty, been incredibly hostile towards criticism, and carried a "get triggered lol" mindset. I do commend his programming skill, but unless he learns common courtesy in the future, his actions are going to catch up with him whether he likes it or not. You're not invincible just because this is Newgrounds. People do care about how you act, and they will remember.


In the meantime, I am going to look for a way to recover the file. He's forfeit the game in favor of personally lashing out at me. It's mine now.


-Cass


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Posted by Thetageist - November 1st, 2023


Hey!


As you know, I've been going bonkers with various Halloween projects going at the same time, including the Shrieks and Screams Collab, Creepypasta Collab, Spooktacular Writing Contest, deathink's art contest, and even my own (non-judged) game jam with a game I directed. Not to mention the several quick artworks and additions I made to other contests and collabs this month. Whew, that's a lot!


While all of this was worth the hustle, I'm going to need to recuperate. For the month of November, I'm going to stay away from posting a lot on NG and avoid the social media aspects (Forums, etc) entirely. This is my time to relax and focus on projects for myself and my friends, rather than signing up for a ton of deadlines. Ideally you'll still get to see the content I make posted here, but I won't be answering comments on it or DMs.


You can find me on a lot of Discord servers while I'm gone from here, including the official @strongstead-hills server, the NG Audio Portal Collab Center, Stepford's game dev server, and @HatiValcoran's official Forest Shack server. I also have a YouTube account you can watch, though I keep the comments turned off so I don't have one more thing to answer. A video review of the Costume Jam entries will be done this weekend and posted to my channel, so stay tuned!


Good luck, everyone, and have a wonderful November!


-Cass (Thetageist)


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7

Posted by Thetageist - October 15th, 2023


Wrapping up the Costume Jam 2023 interview series, today we're speaking with Heglaé Malheiros Maia, the artist of KawaiiGames.net. Hailing from the colorful Espírito Santo, Brazil, her focus is primarily on high-quality anime-styled dress-up games and virtual coloring books. Many of her own games also feature shoutouts to her favorite corners of pop culture, such as the recently updated Angel or Demon game containing items to recreate beloved characters like Nezuko from Demon Slayer. Let's dive right in and explore her creative universe!



When and where did you get your start making dress-up games? How do those origins compare to how dress-up games are now?


I started making dress-up games in 2008. I responded to a job ad on a Deviantart forum. It was an ad looking for DollMakers on the now-defunct website CartoonDollEmporium. I sent my link to my portfolio, and they asked me for a test. It was to create a base body and some clothes. I remember I made a doll very inspired by Misa Amane, from the Death Note manga and I passed! Here is the test link: https://www.deviantart.com/heglys/art/Doll-sample-1-76655404

I spent a year and a half at this company and that's where it all started and I learned a lot there.


A lot has changed since then. Dress-up games are more complex, from the art style to the game mechanics. In the past, it was a very simple system of dragging and dropping the clothes onto the doll and that's it! Now dress-up games have multiple dolls to dress in the same game, tons of options, very elaborate art, and "levels" within the game, such as starting with skin treatments, holding a fashion show, or decorating a room. Honestly, I miss the simpler, shorter games.


What do you consider to be your specialty as a creator and curator of dress-up games?


I focus on creating anime-style dress-up games. I feel that today's dress-up games have beautiful art, but always with a style inspired by Disney or inspired by the style of LOL Surprise. And I feel like there aren't that many anime-style dress-up games, avatar creators, and coloring games. In the past, there were more anime-style games, when Rinmaru was still creating dress-up games. So I try to keep this style alive because I know there are players looking for this style of art and also because I really like this style, as it is in my comfort zone when I draw.


You’ve been at this for long enough that this is a full-time job. What does a typical work day look like for you?


I consider myself organized, but I think I should be even more organized.

I wake up at 8 a.m., have breakfast calmly, and then start work.

I access my personal email and Kawaii Games work email and see what needs to be responded to, deleted, etc. In the Kawaii Games email, I usually check if there are comments about the games on the website and I always try to respond.

I also check the site's statistics and earnings.

I write down my demands in an app called Notion, where I can make a to-do list and everything I plan to do for Kawaii Games in 4 self-explanatory tables organized as follows: To Do, Pending, Issues, Done! Then I take a look at the “To Do” board and see what is a priority.

The tasks are related to developing a dress-up game or coloring game, fixing a buggy game, uploading a cool game from other game developers, checking cultural promotion notices, and making posts for social networks. I admit that the latter is something that I have a lot of difficulty with and don't prioritize as much.

Between 1:30 pm and 2:00 pm, I have lunch and rest by watching fails on YouTube with my husband.

When I get back, I continue doing something that's on Notion's "To Do" board or study a little. I'm taking a postgraduate course in Game Development.

Then I finish my work at around 6 pm.


This may be a touchy question, but what relationship have you had with your player base or users?


I don't have a big fan base. I think it took me a long time to do social media and also to dedicate myself to my own brand compared to other developers. But the few fans of the brand I have are very special to me. Sometimes I receive some extremely affectionate comments, saying how they have been playing games for years and that they have known me since the time I worked at StarSue.net and this warms my heart and gives me strength to continue, because working with games is far from being something super stable, financially speaking.

I've had a few episodes with trolls, but I honestly don't worry about it. I just saw the comment and deleted it. If it's a troll that's really bothering me, I'll ban it.


Where do you think the genre is going in the future? What would you personally like to see more of?


The trend is going more towards apps for sure. Many people prefer to download one or more apps than visit a website. That's why I always try to develop in both areas.

I feel like dress-up games lost a bit of steam after Flash's death. Flash games were easy for many artists to develop their own games because the programming was simple. Those who were unable to make this transition were left behind.

Honestly, I would like dress-up games to become popular again like in the golden era of Flash games, where there were many simple games, but with many options to choose from. Nowadays, many developers reuse game graphics a lot and we see the same doll face in multiple dress-up games, which makes everything very boring.


You were recently featured in a Brazilian art and game development event for your FolclorES (Espiritu Santo) coloring book game! This is a big victory! I bet this has opened up a lot of doors for you - what opportunities do you see yourself taking next?


Yes, I participated in Espírito Santo Innovation Experience 2023 (ESX 2023) and it was a huge event. I had my own stand where I could show Kawaii Games games, where I focused on the FolclorES Coloring Game and Mega Kawaii Chibi Avatar Maker. I think there were around 200 people at my stand, from babies to the elderly. People played the games and also received a physical coloring book as a gift.

In 2020 I discovered the cultural promotion notices in my state and signed up without much hope. I ended up passing the 2020, 2021, and 2022 notices and thus had financial support to create games! I was able to buy and upgrade work equipment, hire a small team by demand, and promote game development with advertisements. It was truly a turning point in my career.

I'm always keeping an eye on new announcements and also planning new games for Kawaii Games, always trying to make the brand known and grow more and more.


That's not the last of the Costume Jam, though! Because I'm not judging the entries, if you do make one, it will be played and given a shoutout in one final post after the 31st!


-Theta


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6

Posted by Thetageist - October 8th, 2023


The third Costume Jam interview is here, and we've got another special guest! Ola Rogula, founder of Doll Divine and Meiker, is here to offer her perspective on the development of the genre. Like DressUpGames.com, Doll Divine boasts a well-curated selection of games with good-looking graphics and wide arrays of options, as well as Ola's own games both drawn by her and commissioned from other artists. After the shutdown of Flash, she took it a step further by founding Meiker, where artists can create dress-up games of their own using just a PSD file with special codes in the layer names, and submit them to be playable on the site. Let's dive in!


When and where did you get your start making dress-up games? How do those origins compare to how dress-up games are now?


I started dabbling in dress ups when I was in college, around 2002. I was already familiar with Flash from making websites, and I saw that Flash dress up dolls were just starting to be a thing. Previously, it was the era of pixel "dollz", the ones where you drag around gifs on the page. I already knew what Flash is capable of, so when I realized it could be used for dress up games, I got really excited. Flash made it easy to add multiple skin tones and make each hairstyle in 20 colors, so I basically started making the games I wanted to play and went from there.


The death of Flash was really tragic, I think, because Flash allowed very novice creators to make something very complex and powerful, that just worked. Now it's all become a lot more convoluted. That's why I made meiker.io... to give people the tool that I wished I had if Flash wasn't around (since it's not). The idea is that artists can focus 100% on creation and don't have to worry hardly at all about coding.


What do you consider to be your specialty as a creator and curator of dress-up games?


I try to really hyper focus on two things: beautiful artwork and a powerful character maker, both in terms of my own games and curating the games of others. If you have something that has both, that's the holy grail. But those games are rare so I appreciate when a game at least has one or the other.

In terms of genres, my personal inclination is towards fantasy and historical/world games. I do love modern fashion but I'm not as hip as many, so I make an effort to stay on top of things, because those games are very popular. Games that echo real life really resonate with players.


You’ve been at this for long enough that this is a full-time job. What does a typical work day look like for you?


Right now I am co-parenting with my ex-husband so we do week-on and week-off. When the kids are here, I can only really work for the 6 hours while they're at school. When they're at they're dad's, I basically work all the time. This is all new though which is why you haven't seen much work from me lately, but that's about to change very quickly. I love my job and I love what I do. It's like a religious devotion lol.


This may be a touchy question, but what relationship have you had with your player base or users?


Amazing, overall. I feel like me and my players are all one hive mind sometimes. We are all nerds who love to escape to a fantasy land or just express ourselves in a creative way. I would say that 99.99% of my interactions with players have been positive or amazing. Occasionally there is drama but it's usually because the person is going through a tough time emotionally and needs a target to dump their frustration on. Sometimes I'm that target and that's okay. All public figures take their turns being the target lol.


Where do you think the genre is going in the future? What would you personally like to see more of?


We are finally seeing more professional games built around dressing up, which is both wonderful and horrible. Some of these games have an abundance of absolutely incredible artwork. But on the other hand, they are all monetized in a very meticulous way, designed to bleed you dry. I play an interior design app called Redecor and I've been addicted to it for two years. But you can progressively see them tweaking things to squeeze more money out of you and it's an icky feeling. These games aren't going away, but I do hope that indie games can continue to thrive along-side them because they provide a slightly different value proposition. The rise of tools like meiker and picrew is definitely strengthening the ability of indies to come up in the industry. We just need more tools to help the creators get paid for their hard work. That's something that's a part of the long-term meiker goals.


It's been a couple years now since you started the website Meiker.io for people to create their own dress-up games. What have you learned about the artist community and even the medium of dress-up games itself since you began?


Interestingly, not much has surprised me. I can see the same type of creatives using meiker as the ones using Flash back in the day. Trends and technologies change but the core groups of people are surprisingly consistent! The same themes are evergreen... More female than male games. Current modern fashion trends. Elves, mermaids and fairies. I suppose games exploring the diversity of human gender expression are much more popular now. I feel like I'm meeting up with the same people, just in a new building haha.


Next interview will hopefully be posted this upcoming weekend. See you then!


-Theta


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Posted by Thetageist - October 7th, 2023


Welcome back to the Costume Jam interview series, a collection of perspectives on the dress-up game genre from notable independent creators. Our second interview is with Inga from DressUpGames.com, a hub for quality dollmakers established in 1998. The site mostly uploads games from other places that reflect the high standards of the artist community, but Inga also commissions professional artists to create all-new games with interesting themes and beautiful graphics. Lately these games have been using the Meiker format created by Doll Divine - who's next in the interview lineup - enabling her to focus entirely on the artistic side of the game without worrying about the code. Let's dive in!



When and where did you get your start making dress-up games? How do those origins compare to how dress-up games are now?


I started the website in 1998 and it was sometime in the early 2000s that I started to develop making games. I used a drag and drop script that worked with browsers in those days and I would usually get the graphics from KiSS dolls (Kisekae set system) - always with permission! :) Definitely google kiss dolls if you're interested in computer dress-up games, they are very interesting! There was a lively community around them for a while but once the website owner that had the most dolls decided to put a pay barrier, people just lost interest I guess. Kiss dolls came before browser dress-up game like the ones I have featured throughout the years. 

People write to me, wanting to access the old games, but it's mostly nostalgia. Today's games are much better. Better graphics and better play features. Today's players would hate having to drag the clothes manually and try to drop them exactly in the right place. It was very tedious but we didn't have anything else!


What do you consider to be your specialty as a creator and curator of dress-up games?


I don't make games myself anymore, but I do buy the graphics. Because I've been doing this for so long I feel like I have a good idea about what people like and what will be popular. There are far too few game developers working today so I can not be as picky choosing games as I like to be. But I try my best. I now have a comments system on the site, under the games, and that has helped me knowing what users like and dislike.


You’ve been at this for long enough that this is a full-time job. What does a typical work day look like for you?


Sadly, I spend a lot of time replying to emails - not my favorite but necessary. I will be opening a new layout soon so a lot of my time now is spent on that. Exciting - but nerve wracking at the same time. As a general rule, users don't like changes, but sometimes it's just necessary.


This may be a touchy question, but what relationship have you had with your player base or users?


It's not a touchy question because I don't really have one. I do have a comment system under the games and sometimes I reply to comments and add comments of my own. But I wouldn't really call it a relationship. (Is it?) I've always wanted to keep my personal live private, which is why there is no information about myself on the site.


Where do you think the genre is going in the future? What would you personally like to see more of?


I would really like to see more online quality dress-up games. I would be great to have developers who are passionate about dress-up games and respectful of the users. Picrew.me and Meiker.io are definitely attracting new artists who can use those sites to make their art into games, that's exciting. I wish those artists would open their own sites, add advertising and they could make money from it. I know users don't like ads but they are necessary, we won't attract new artists and game developers if it's just a hobby to them and they have to pay all the costs.


Do you have any plans for future projects on DressUpGames? Any artists you're hoping to bring on board?


More games, more games - always more games!!! I have a relationship with some good artists that I hope will do more games for me, for example Lee Yan whose most recent game is Concert OOTD. I love his style and his games are always popular!

There are no artists that I have found but haven't brought on board yet. Finding new artists is extremely time consuming. You can email lots of artists and if you're lucky, one will end up doing graphics for me. Understandably, they have lots of questions for me so may contacts don't go anywhere. Once my new layout is online I'll go fishing for new artist!



The next interview will be released tomorrow! Follow me to stay tuned!


-Theta


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