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neat, I will try to translate that later, you know, when I am distinctly not at work. (I'm on a break right now, is all.)

Another thing I meant to say and just sort of didn't was that I wanted all the obviously cursed items to make most players inherently feel that something was off with them. And, I wanted it to come off like that in one of two ways, either A. "I have a weird feeling that there's more to this item than what is stated", or B. "Do I actually want to use this over  more conventional armor? Is it's strategic usage and unorthodox toolkit better than more defense?"

That, and when the game reveals they were cursed, the player is left feeling like that actually makes a lot of sense in hind sight and could have seen it coming.

You may note, I want to have cursed items that appear at random to be the exact opposite. To further the idea that the player is never truely safe from being transformed. That, and I feel a game like this has the right to be a little mean and evil at times.