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EmanueleK

27
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6
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A member registered Mar 05, 2016 · View creator page →

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Played today finally! Enjoyable mini adventure packed with interactions; nicely nails the balance of thinking and tinkering (had to try a bunch of things before finishing it!). There's clearly potential for an expanded game with these 3 kobolds, I could totally see them bantering all the time with their own personalities quirks. The "shiny" room backgrounds were really good!

Hello there! I've recently made a demo for a Point & Click adventure. It's a surreal comedy, with a few anxious bits.
https://emanuelek.itch.io/clowntown

I'd really like to collect any opinion on the whole thing (narrative expecially!). So if you download it I'd like to hear from you, even if you dislike it, me taking note on something like at what point did you lose interest would be very helpful for my future projects! 

https://emanuelek.itch.io/clowntown

hi! I released a short adventure game demo, lasts about 1 hour and is a dark comedy. I'm eager to get feedback on writing and puzzles/progression, negative ones are welcomed to let me improve in the future!

https://emanuelek.itch.io/clowntown


Hi, I've made a little post about how I made the background art for the prototype/demo I made for a point and click adventure Clowntown.
Feel free to give feedback if you try it, it was my first time writing an adventure so I'd like to hear from you if there's something you enjoyed in it (or not!)
https://emanuelek.itch.io/clowntown/devlog/737594/background-process-showcase

Cheers :)

Nice horror atmosphere and puzzles, also I really like how you use full-screen pieces!

https://emanuelek.itch.io/clowntown

panic-inducing comedy / forced smile tragedy about carelessly trying to advance, only making it worse along the way.

A surreal 4-verbs Point&Click Adventure. Completion time: about 1 hour.


Very stylish and evocative, nice!

Bucketverse!

Thank you for playing it :)

Really nailed the mystery vibe, and probably my favourite puzzle/interaction of the jam (the one involving the bucket). Liked the cohesive art style

Gorgeous art, liked the task (hinting, the logic, and overall clarity), nice swap mechanic. Great little game that captures the most the old P&C magic

This is my favourite room layout so far, very evocative! I got stuck and I'd like to see the ending if you choose to update it

Very nice idea and art, nice scripting with the rope, and I always love these real time action attempt (brings me back to the old Westwood's Blade Runner). Great job! 

I liked how you went outside the box and overall it's a really creative and original effort. The style was explosive! Liked also the pressure-inducing mechanic, nice job!

Very nice setting and premise! I'd like to see it updated because the art is gorgeous and the room itself has  potential, it's already breathing life even without colors and sounds

Thank you for playing it and appreciate the feedback, I agree with both :)

Cute! The layout reminded me of an old arcade game I used to play: Mikie

Thank you :) It means a lot!

Right, that could work in rooms where I already haven't set a region to scale based on height (as intended). 

Talking about that, to avoid making another thread, I was wondering if there's documentation on how the scaling work, because I have rooms with very different perspectives and I my original plan I intended to use (and maybe abuse) the scaling regions while keeping a single sprite with fixed sizes, but I'm seeing more and more that the scaling is a bit unpredictable and the sprites get deformed in so many different ways, which is fine for very small downscale (like in distance), but a bit less convincing when I need just a little scale down up close. I wonder if anyone was ever in my situation and how it was tackled, maybe create the same sprite at a small subset of sizes?

Hi, first thing first: thank you for powerquest, it's an incredible tool.

I was wondering what's the process for scaling sprite /characters. Is the only option to create a smaller source file (i'm using the aseprite import pipeline) since scaling down the prefab is useless? (I've come to understand that everything done in the prefab is overridden animation-wise by the framework, like when placing manually characters prefab in a room gets ignored)

Bury me in the Corpo room. I've always been obsessed with the commander's room and seeing recreated so well made me happy. Would love any technical behind the scene on how you nailed the graphic so well.

Seriously, nowadays little fan games based on old AAA titles are getting shut the day they are announced, did you talk with the original creators? I guess they're cool with that.
Anyway, awesome gome, really unexpected, I told everything already in the review

YUH!
Thank you if you played the thing and feel free to rate it :)

(1 edit)

https://dr-locrian.itch.io/deaths-gripper

An endless runner with an end, heavily themed and stuffed with references to the band Death Grips, if you don't know them it will be difficult to apreciate all the jokes. It was made for learning purposes and fun, it seemed kinda decent while making so I decided to publish it, even in this raw version and with just a 3 weeks time span of work behind it. I planned to make it endless and with various phases but I ended making it timed and synched with the song (wich is 90% of the joke). Used mainly free assets found here and there, i'm not familiar with any thing graphical so... It will be my next object of study though.

mac version is untested, linux version look kinda darker, lights are not working like the windows version