tiny design


The player is able to hurt enemies throughout Bonk’s Adventure by hitting them with their forehead, either by tapping an attack button or jumping and then attacking. By including both of these as options, the game is able to A) ensure the player can fight off enemies from a variety of perspectives (both when they’re directly next to them, and when they are better hit from above), and B) also allow the player to control the arc of their descent when jumping by hitting the attack button. Together, these allow the player to navigate both fighting off enemies, as well as unique platforming challenges.

Inktober Day 15: Weak

When i did day 4, I felt like I’d want to do a sort of sequel, since it was kinda a hopeless feeling scenario to me. I dunno how this kid did it, but he fixed whatever he did, and now he’s pretty weak from it all.

Also this was a second chance to draw the thing I actually wanted to draw that day, but I really wasn’t up to drawing a messed up room at the time.


When awake, the player character in Yume Nikki seems to be trapped in her apartment, unable to leave through the front door until she enters the realm of her dreams. However, it’s implied at the very beginning of the game, with no dialogue whatsoever, that there is nothing physically stopping her from leaving this place. She shakes her head in front of the door, telling the player that it isn’t that she can’t leave, but she won’t. This a powerful piece of storytelling through play, and informs upon the rest of the experience immensely. 


Used as both breaks from normal play, as well as points to emphasize important character moments, the micro-games in Night in the Woods inform upon the larger game by allowing character actions that wouldn’t be possible in the game’s normal platformer-adventure play. These games are rarely complex, and typically don’t have lose state- but they are frequent and varied enough that they never feel like interruptions. They’re integrated fully into the larger story.