[Design] A Game of Saba
I imagine a match and describe the context around my efforts as a young adult to make it
In my early adulthood I was designing SABA amongst other big games and smaller games. ipgd was intimately involved with this as with the ghost and little girl pair of characters. With starts and stops it seemed like I could get something going for a few months or so, but that turned out to be completely false. After my efforts crumbled again and I went into solitude, it was very difficult to continue the games in my own mind

To introduce Saba is the same as introducing the fact that all of my Cosmic information is preparation for the game and some of my other work. It is a war between Heaven and Hell split into six factions: the Hosts of Hells, the Void, the Specters, the Heights of Heavens, Nature, and humans. The four primary domains of God's design correspond to four of them: Heavens, white. Nature, red. Specters, black. Void, blue. With a lot of overlap as with the neutral characters.
The Void is also themed after the Underbeasts and other cosmic notions. The Ghost characters bring horror to the game, actively built to scare players. Nature tends to use the environment and neutral creatures.

In Saba who you play as is called characters instead of heroes. This emphasizes their personality and individuality. It is called the “Game of Games,” and a character as part of the 10 in each game is often so transformative as to entirely change the gameplay, hence making a unique “game” out of a match. Possibly you will play a match like you will never play again.
This is how John Kricfalusi's philosophy inspired me to make games. Most likely there would be a Duo of separate Ren and Stimpy based characters if my development of it hadn't paused.

Currently video game technology has not progressed enough for this game to be made. Among other things it requires FleshTech - organic body forms as if the characters have real bodies instead of 3D shells. Cartoons have a Renaissance purpose, and if Ren and Stimpy was embraced instead of marginalized it could have directly inspired the development of this technology and related technologies.
On John's blog, he spoke of cartoon characters as if they were actually alive and actually have anatomy, and anatomy which is not like a real human's at the same time. This is real abstract and just so happens to be very useful for my wide slate of inhuman anatomy types.

Many characters in SABA relate to prior works and franchises, which is again part of my own canonization process which people condemned me for its absence when I was only 19, unwilling to respect my own individuality. Even fanart eventually finds a place in retrospect - but people preferred the empty showers of praise like they receive in the animation industry.
One of the characters is my fulfillment of ipgd's Tavros prompt, who is helped with the riches of the rapper characters to overcome his Nature curse. This narrative is symbolic of my disassembly and redemption of the Homestuck debacle, as is currently in progress - one of the fifth dimensional narratives which acknowledges my existence in alternate timelines, like this one.
A Game
Next I move on to simulating a game.
I had many characters in progress and they are continually advanced. This process of advancement involves both metaphysical and natural change, in a road into the Future. A game utterly designed around the fact that the world is changeable and becomes completely different into the end times.
Good
The Guardian a blue Kaiju with a similar shape to American Godzilla. Has the audio effects of being much bigger. His power is to become stronger when the enemy attacks his team instead of himself, greatly increasing both his defense and offense. He also has the ability to regenerate all damage eventually.
The Knight of Acandia the leader of the humans and mascot of the Good side, who prayed for the power to overcome a demonic onslaught in his city and received a mystical sword and unstoppable shield that blocks all damage. SABA contains Acandia as part of its acronym.
The Timespun Daughter - an oversized child locked in a protective suit. Her parents are time travelers lost to time. Her suit protects from all poison and squashes other negative effects. Her ultimate gives a hug, sending the enemy character flying across the map.
The Last Legionnaire A haunted grey soldier whose 40-strong legion was lost to a Nature monster fight. His ultimate summons the ghosts of his Legion, but he is cursed to only think of the battle while it is active, never remembering.
The Elder Dragon a dragon celebrated for his storied past in a city. His ultimate gives him the power to fight a carry, and he can fly to travel.
Evil
Demon Machine - one of the two characters based on Twisted Metal. Spreads an oil slick everywhere that can be ignited. His ultimate launches a flaming corpse, and the bigger the corpse of the character the more difficult it is for him, producing strained dialogue.
Hellhound - A cartoon dog with a red, toothy appearance. The dog of the unseen leader of their side. His ultimate stares directly at the player and glows the screen, wiping out his character if the Phantom damage meter completes. Excels at chasing.
The Demon Commander - the general of the army. Resembles a pitlord from warcraft. Wields the Worldbreaker blade, which can pierce anything. Gets stronger over the course of the game as more and more sources of damage can't affect him.
Voidbeast - a monster with an exaggerated cosmic skull face. Disassembles units into star energy. His ultimate grows stars in his eye sockets, summoning a column of energy from Deep above in space. Once revived, the character is grey and has reduced abilities until a miniquest is completed by teammates.
Horrow Show - a big ghost who lives in a crackling TV. Telegraphs attacks with one or two big words on screen, so players need to “watch” it. Swirls through the environment and melts it into a spooky home theater. His ultimate and big attacks cause him to leave the TV, cursing an enemy as a “tv character” and causing curses like not being able to leave the proximity of the TV as he punches.
In summary: Guardian, nature, tank. Knight, human, carry. Daughter, human, support. Legionnaire, human, teamfight. Dragon, nature, support. Vs machine, Demon, teamfight. Hellhound, Hell, off-support. Commander, demon, Carry. Voidbeast, Void, secondary carry. Show, Ghost, support.
When I was actively designing these games I really only had a design for Voidbeast. After all this Cosmic information I created abilities for him while entering him into this fight.
Here we have a highly defensive carry team vs a siege base Rush team with a lot of ability to pick off targets. If the hell side picks off the easy targets Guardian will immediately Power up to wipe with his blasts. But the heaven side can't let the game go long as Commander is a hard carry. They would push for a win in the mid game.
Most likely Heaven/blue would pick offensive items from neutral quests to hit hard. Meanwhile on Hell/red Voidbeast and Show would rack up curses to sap early-mid power. Timespun resists curses and would pick up an item to augment this ability. After acquiring his ultimate Dragon would look to pick off Hellhound or Voidbeast, as Commander would be in the forest. Hellhound can track targets, and so he protects from a forest ambush.
Next every character would gain ultimate and things would move towards teamfights and ganks. Legionnaire would seek to ambush, and Timespun can hug another player into his ghost legion. Dragon would team up with her to do so or search for Commander. Guardian would not target him as teammate damage is needed to be a threat to him, and so he would brawl Voidbeast to stop in from racking up star energy and respawn rebuffs. The Knight would push for anybody left vulnerable by the early gamers.
Entering the mid game is where those fights decide a lot, and the team fights to begin. Hellhound and Voidbeast pick off targets and may team up on Guardian to wipe him out. Machine has more longevity than Legionnaire and has a good finisher, especially a guardian corpse. Show would aim to cut off a key player. Commander would begin to march for buildings.
Guardian and Timespun would protect from the heavy hitters and debuffs, shielding the threats. Dragon's power up would start to fall off, and he would hit hard in decisive moves. The team would hire search dogs to push past Hellhound and go for commander to stop him from ramping up further and taking down towers. Knight would inspire his team as they fight for as long as they can. Timespun would double up the inspires. Legionnaire cycles through the backline and dismounts his ultimate for the last finishing moves.
In the late game, really all there is is killing a couple big monsters and ending the game for the blue side. Otherwise, Commander will quickly become too powerful, and they can't match his building damage.
Conclusion
Various abilities here and in other games of the game can be seen in my own behavior over the years. And so when my enemy communities spoke about me changing my personality as if it was a sensible principle, that was the same as destroying this whole game.
Such games, especially their eventual progression to the doing away of copyright to bring copyrighted characters and stuff like that, are a progression into the treasures of Heaven. Having the ability to design such games is the “talent” of knowing I will be rewarded.
Meanwhile what makes other people so different from me? A major reason is that they did not stick by how God designed them. They listened to careers and communities and whatnot and changed who they are, creating mental illnesses like depression and bipolar as a result. It's not really a question of salvation. Instead the question I address here: is that will people who chose differently than me ever gain the ability to make things like this? I feel sure that some of them will - but it's going to be a large and complicated story as the true merit of each individual decides their eternal destiny in an unknown future.

Of course video games are a team effort, and if people are unwilling to get over their preoccupations to work on my projects I will be working on other things like taking out the animation industry and making my webcomic that depicts the afterlife, where things can be made without psychological freakouts and long chains of nonsense gossip being carefully maintained instead of the traditions that would have been very useful to this game, as my creative efforts are fueled by relationships.

Through friendship people connect with my process, an enemy like Andrew Hussie and all the rest can only temporarily halt the procession of my process. I await people learning the value of friendship and other things so my projects which should have already begun or been completed at this time can begin.

I will soon start drawing artwork for the game and doing other things. I hope to reconnect to that lost tradition from if people had helped me while I was a young adult, instead of choosing projects like hs, UT oh SU but would have not existed without me, and fell apart except for undertale which has some legitimate, masculine passion behind it.
You can expect that this article and further work comes from my messaging in recent and upcoming articles returning the artistic resources that were stolen from me, which includes even human connection. I expect that this effect will grow to become more spiritual and transformative

Revu