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mostly IRL stuff - got the crammiest week from the December, basically did compo-style 32-h stretch. the biggest mistake was going asset-free. i still used char gen, so it's a fail too. game looks rpgmaker-ish, and it will be talled at the results. yeah, basically, i was gonna win, but looks like some other folks got the same ideas but in different games. in the end the mechanical part was just scrapped, so I need to stole some ideas from the DionOfSpice for the redux. Music was composed first, and I did lost it finetuning for 3 notes for 3 hours! that's a problem for sure. also I need to understood palettes tricks, 90% of my so called code just not worked for some reason

in my case, i took sooooo many time to polish the sprites. they look really great, but now i dont have something i can call a game yet haha
since you like messing with music, maybe you should team up with others next time, many games are missing in the music department :)

I do not hold close to CoffeeBat, for example, so it will be rather counterproductive for the team. 

As a game designer, I would like to use the minuscule tropes we have in those systems up to creative weight-vision, so the arguments about why it is C# will be a waste of time (I dunno why, going intuitive all the way). 

I'm kinda was glad to test the "wet style" art, surely worth trying to implement tile-based wet art for the sprites. And it is REALLY time to use plugins and GBVM, I'm really holding myself without it