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CurioShade

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A member registered Dec 13, 2020 · View creator page →

Creator of

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Hey, just wanted to comment that you have a solid vocal range! Really like how some of those give me "royalty-like" vibe. Currently not looking for a VC but I will sure keep your services in mind and hope you will find some fantastic opportunities! 

Oh yeah, a little question. What is your standard pricing? It's same as on fiverr?

I also support this. A separate feature that could let people listen to music would be awesome. If it's something feasible for the costs that itch.io generates, that's great. Itch.io already can host music through game assets, so why not go further and actually let people listen to music there too. 

No, nothing other than the file gets shared. Otherwise sharing a game would be hell of a security problem. Itch.io doesn't store your PC info and it has no reason to. Hope that answers the question!

My pleasure! Always willing to help and thanks a lot for answering my questions, those helped a lot. 

I actually have a few questions. 

1. Do you work on illustrations only or do you consider helping out with sprites? 

2. How to reach you out outside itch.io? Your artstation profile doesn't seem to link anywhere else and this is important in case you don't check itch much. 

3. You mention "fast delivery". How long does your art piece usually take for you to be made? 

Outside that, it seems that link to various works isn't working, there is probably a typo there. Good to fix it in case you have stuff to show off outside your portfolio account, which btw you have some solid pieces out there. 

Commenting just so you can know that the link doesn't seem to work. I think either it is invalid or maybe the site isn't active, so worth fixing it up so people can see your work!

Just a little question - do you have any voice real that could show off your vocal voice range? It's pretty useful in displaying your skills as a VA.

Always nice to see someone giving a bit of attention to an artist. I agree, their art is pretty good, hopefully they will have nice projects to work on.

Hey, quick question. Do you have any voice reel that could show your vocal range in practice? Would make it easier for people to see if you are a good match for their project. 

Little question with programming help. Can it be a person that has used other engines (or maybe even other RPG Make versions) and is willing to give RPG Maker MV a try or you prefer to look for more experienced RPG Maker users? Your concept art also looks lovely and I hope you will find someone to help you out!

Currently mostly making games in Godot, although I did use GameMaker Studio 1.49999 and Unity in the past. Not planning to work on new game projects for now but I could consider joining in the future in case you will be still looking for programming help.

Mostly asking for curiosity but what is your team size currently? Also, are you open for programmers that have experience with earlier version of the engine or other engines? Thanks for the potential answers and wish you luck with the project there!

No problem! From what I seen on your youtube channel, you have a great art, so hope you get some clients there.

Thanks for the reply! I have one project that I am doing solo that is currently on hold, so if I would come back to it and you would be still looking for a project to work on, I would be open to cooperation, two coders is sure faster than just one. For now though, I wish you good luck out there!

Thanks a lot for the answer! Will keep that in mind in case I would be looking for services like yours. Good luck out there!

Little question - what team size do you prefer? Are you open to work with solo dev or do you rather prefer to work in a big group? Also, since you say you feel you would like to come back to writing C/C++ code, how comfortable are you with GDScript?

Just asking for curiosity - are you only looking for Visual Novels projects or are you open to other game genres?

I imagine the project has went pretty far since the time this post was made but what game genre you were actually trying to make? Like visual novel, platformer or maybe RPG?

Wanted to comment on this post since it seems every link outside your Youtube one had 403 error. Worth fixing it if you want people to have easier look at your portfolio. Cheers!

Didn't know you had struggles with making the games for results rather than enjoyment of the process but glad to hear you came to a conclusion to take things back a bit and put way less pressure on yourself on "making next big thing" and rather focusing on doing what you want to do and what you would like to.

Hope you will have lots of good time with future projects!

That actually was in works (we even had assets for that), but we didn't manage to implement all of the features programming wise.

Well, that's sure some good start

Hi there! I am, alongside with an artist, looking for team members for an upcoming Multiplayer Game Jam. Our idea is to make a co-op puzzle game with a steampunk aesthetic. Gameplay wise, players have two unique roles to fulfill – the Builder, which creates blocks with different functionality (to name a few: jump increase, sticking something up or activating a mechanism). And the Transporter, an agile character which main function is to move or throw up those blocks to a desired place. There is quite some time before the jam starts, but we’ve already started refining our idea so we have a clear vision of what we want to make. That includes some good concept art (big shout-out to the aforementioned artist, you did a great job Riko!), which you will be able to see in the examples below. If you are interested in our project and you think you could help out, please feel free to write a message with your response!

For a way to contact - if you end up interested:

Discord: OdrzuconyKrakers#5725

Twitter (click there)

Characters concept art

Concept art for jump block

Yeah, I agree that game would need to have quite some polish to be something more than a prototype (plus some further balancing, since the reason why game ends so quick is because attacks deal quite amount of damage). In terms of W/S, I probably made some mistake in code, so thanks for the info!

Oh I see, then I missed that look sensitivity option weirdly, thanks!

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Pretty good and interesting platformer! Visual wise, it's simple but really nice and later on, it gets even better. Maybe time slowing mechanic never felt necessary and it didn't had any use but I still appreciate putting it. If there was something I really would point out then it would be platform placement - sometimes, despite that definitely you could put a platform, that option was blocked. New platforms which you could use after first level also didn't have a reason to be used - base blocks were everything you needed for the whole game. In terms of enemy balance, bees were quite annoying to deal with and I think something like enemy erasement could make it more fun experience.

In the end, that was quite a good product - congrats for the team!

So I have few points. First, music is quite nice and game looks nice. I see that there were some neat ideas but sadly I didn't either managed to get into them or they weren't implemented. I would have some gameplay issues (played on Windows build btw), though I want to point out there first that while I was playing, my graphic card was used to the max (GeForce GTX 1050Ti) so they may or may not be related to that. 

So first - movement. At least in my case, it was very, very slow and spriting was only a bit faster, it still took ages to move from one location to another. This game also lacked sensitivity options for mouse - I literally needed to move my mouse across half of my desk to actually make the camera move, so I really had a need to change that but well, game didn't allow me to.

Respects for the work.

Interesting game. It didn't maybe follow main topic of the jam that much (no time related mechanic, just a timer) but I need to say that you definitely spent quite some time to make attack patterns interesting. Still, I would say not every of them were balanced correctly. Like for example following turret - since it shoots in random directions, you often get into a situation where there is no room to dodge and you lose your life. Spiky attack pattern with no turret can also make some troubles, since there is not a lot of time to move between patterns and because of that, when single spear is launched on the player, it often hits them, since they haven't moved from their last position too much. I liked much more standing turrets since even if we count the example where we have shooting in random directions, there is much more place for dodging attacks. In terms of spear throwining from the sides patterns, they could have a bit more cooldown between them or they would fly a bit slower - sometimes you may just not notice that you are in a perfect place to get killed.

That's all I would have to say about the game. It was still, quite interesting experience.

It happens to all of us, good it was only menu :v

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Pretty nice puzzle game! Time moving when you are in light seems like interesting mechanic to build up after the jam. It was sometimes hard to tell if platform is already on the edge of another or not, but other than that, it was a good experience - visuals and gameplay were rather simple but very nice. Music in the background definitely add some additional fun factor and haven't seen any bug, though I couldn't get past the wall after shooting room and there was no lever to switch.

Your welcome and congrats for making quite nice game in a duo!

No problem. Still congrats for the work!

Till then!

Gameplay wise, it's rather a simple idea but I like it. It definitely could be awesome if it would get more maps and different types of enemies plus removal of the knockback from bullets - I don't really think it's needed for this game and doesn't really serve anything.

I would say that idea behind the game is pretty nice. I liked how you would gather clues and could write your own notes, plus the dialogue was actually on quite good level. Graphics wise, I liked the idea that outside dialogue sprites had that paper feel to them, though I would say that the sketchiness of dialogue portraits doesn't fit that much to them, though it's not that big of a deal. Thing that sadly didn't let me finish the game and enjoy fully, was well-known by you bug, where game gets softlocked and you cannot do anything with it. I stumbled on it many, too many times (mostly when going to the room with light control) and the worst that I often stumbled on it when I had gathered the most of evidence and I practically lost all my progress just to start again, which was sad really, since I wanted to finish it. Depsite that, it was still enjoyable experience.

Okay, let's talk a bit about this game. So I definitely like it for creativity, but main mechanic kinda isn't explained during the game by any tutorial, so I ended up stuck at 7th level since the so far knowledge I had about it didn't let me complete it at all (you supposed to go on the other side by jumping on it in correct moment, but the jump itself is to small and there are no boxes to jump on). I feel if I would been given a proper tutorial, I would be able to understand it. So yeah, the biggest flaw I would point out is lack of the explanation of the main mechanic. Other than that, blurry menu fonts kinda break the good look of the game, something probably went wrong with scaling.

Anyway, even if I didn't complete it fully, I would say you still did a good game.

btw, here is the level on which I got stuck

Respects for using engineless Java, though to be honest, I had no idea what I could do in the game, other than move left and right and speed up/slow down time, unless that's the whole thing you have, then well, hopefully your project will grow bigger.

Not a lot to play with but idea itself seems promising, so if you are thinking if you should explore that idea futher, I would say to go with it. Alas, it would be also a good idea to switch menu from french to english, though it's not thaaaaat problematic.

This prologue was quite outstanding on its own - while the gameplay itself was very simple (no choices or complicated mechanics yet) the game really made the experience worthwhile thanks to its art and music. Artwise, it combines two completely different styles, both of which are exceptionally well done  (I particularly enjoyed looking at the backgrounds), although it's a bit hard to tell whether they clash or not - the difference in resolutions (between the sprites and the background) can be offputting. Now when it comes to music it's hard to tell anything else but good words - it was very climatic and pleasant to listen to, I was genuinely surprised by it. These two elements work quite well for the story, which may feel like it has been done before (framed for murder, going back in time to solve a mystery etc.) but it leaves many open possibilities to surprise and entertain the player. Overall, it's a very promising start to the full game.