001965 is a fateful panel. Without it, so many things in the future of the comic just wouldn’t have happened, or would have happened very differently. I wonder if the person who made this command ever thinks about how much[…]↓ Read the rest of this entry…
Posts Tagged game mechanics
001922 formally introduces John’s calendar, which has been hanging around in the background of panels until now, just begging to be looked at. There are two dates marked on the calendar, John’s birthday, and three days prior, the suposed launch[…]↓ Read the rest of this entry…
001916: John: Squawk like an imbecile and shit on your desk.
001909 gives us a taste of more knowledge of how John Egbert’s sylladex functions, and that’s about it. John captchalogues some smoke pellets for later use, and they shunt the fake arms back a ‘slot’ in his sylladex. In 001910[…]↓ Read the rest of this entry…
HOOBOY. 001907 introduces us to two concepts, captchaloguing and sylladexes. Two funny words that would be the basis of a lot of the humor and antics of the early comic, and then fade out into obscurity and uselessness as the[…]↓ Read the rest of this entry…
001906 Introduces us to what one could consider the very first ‘dropped element/dropped plot point’ of Homestuck, and that’s ‘you’ and ‘your’ interaction with the comic. The text reads “>>Remove CAKE from MAGIC CHEST.”“Out of sympathy for John’s perceived lack[…]↓ Read the rest of this entry…
A peaceful resolution to the conflict over Skaia *can* be reached under certain circumstances. Every session is unique, as is every group of players, and I am sure that numerous solutions are possible, however there are several key points I[…]↓ Read the rest of this entry…