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Emmett

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A member registered Oct 16, 2021 · View creator page →

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Can't wait to see how it works out!

That placeholder art looks familiar.  :P The AI overlords are knocking down the… Doors?

It's available here. I wrote up my first solo playtest that's also downloadable on the page.

I finished my damn RPG. I missed one goal that I had for it but that was set somewhat unreasonably high. I said I wanted 50 creatures for the game and ended up with 31. At the last minute I changed the tone of advancement from a slog to a much more enjoyable pace. In a game that's so grim, I figured advancement could be a bright spot.

Other than that, the game turned out to be exactly what I hoped for! The addition of the AI generated art made this a fun project to work on. I started this out, wanting a quick project and this one took about three months. I've turned out a game in less time, but that was a frenzied process. This was a comfortable turn around.

Even though the system is basic, I like the focus on awareness. It has interesting implications. I really shouldn't, but I'm thinking of another game using this system (with some tweaks). I've got other projects to work on so maybe when I get one of those done I'll get to it.

Have fun and I hope you all FINISH YOUR DAMN RPG!

Hey Unkie, MLC2 is looking really good. Nice to hear from you again.

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Heh, whoops! I fixed the link. I apparently grabbed the wrong file, my bad for rushing.

I don't think you need to rebuild the whole thing. I dealt with the issues by being flexible with some definitions.

Edit: So I thought about it and part of the issue I ran into might just be that I played with a character with less need to stay in the city. It might be useful in character generation to have a prompt that asks why the character needs to stay. Maybe they live there, maybe they are looking for someone important to them when the attack starts, maybe they need something from the kaiju, maybe it's their job to report on or investigate the kaiju. That would have fixed my thought of "Well, I'm out of here!" The goal is to be evacuated, so my mind just locks into "How do I leave?"

It also makes the day to day transition go away, especially if there's a prompt at the end of each day that there's some progress toward their goal.

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Here you go Mr. Human Do with it what you will. I had a little trouble with pacing between days. I had to come up with reasons to stay in one place. This seems to be geared towards really big cities and I'm just no where near any. I did my best. I had to come up with reasons why I couldn't just walk away from the Kaiju. I also wasn't sure at what point I was supposed to start so that made the beginning a little weird. A lot of the prompts could use some cleaning up as far as grammar. I could always tell what you were getting at though.

On the whole its fun. It took me 6 hours of writing to get through the game.

I started working on Hypercast in October. I'm always saying "this will be a quick project" and it looks like I might just pull that off this time.

Hypercast is all about entering a hostile hyperspace to get from planet to planet. I'm getting all the artwork from an AI app so that's something new to me. It's surreal but it works for the setting.

I just did a playtest and wrote the game up as I went. I included my thoughts on things that didn't work or needed to be changed as I went. There were a few, which means I got some good rule tweaks and clarifications as I went. It's funny how you can sit there while you're designing and not see any other options, but when you're playing all of a sudden you know what works in that moment.

You can get the game and the write up here.

You got it! I'll work on a write up tonight.

This post spurred me on to do a playtest of my game. Kaiju are in my wheelhouse so if you want I can do a similar write up of your game. It looks fun so I won't even demand you play mine. (Wouldn't mind at all if you did though.)

Solo play is confirmed for Hypercast! That was a rollercoaster. I thought the job that the characters were doing was going to be boring but the encounter I pulled was a big one and it made it a lot of fun.

I need to do more playtesting but I don't think I'll do more write ups unless people request them.

I've posted the writeup on the game's page. I don't know if that's the smartest way to do it. If someone has a better method, fill me in.

I'm guessing Felgo isn't a big platform. I don't want to spend a bunch of time learning the platform if it might not stick around.

I'll probably go with Godot if I can't find a functional review of Felgo.

I looked at Flutter but I've heard it's mainly a bunch of templates. Can you fine tune them? I have some specific behaviors I need to make happen or the project will be a dead end. Is there a way to program specific behaviors?

Hi all, I want to start developing my own games and I'm looking at two possibilities.

The first is the more sure bet. I've been studying up on Godot and think it fits what I would need for games.

I'm also looking at a platform called Felgo mainly because I'm also interested in making a budgeting app and the platform says it makes games and business apps. Has anyone heard of Felgo? If so, is it any good?

I'm looking to make a top down 2d game, something like a tower defense game with some unusual conditions. Graphics wise I don't actually want much, just the ability to render simple sprites and maps.

If Felgo is any good, I could develop a budgeting app that I've previously made as a website.

With those two projects in mind, did some other platform jump to mind that I should be considering? I thought about making the budget app in Godot but I think that might be a little weird. Are there other platforms you like that could do both?

Thanks!

I wish I could say I built some AI package myself, but no. All you need to do is download Wambo Dream from an app store and it's all done for you. I do have to iterate through a lot of prompts to get something that's vaguely intelligible. One neat one is adding "highly detailed" to whatever you're trying to get it to draw.

The inspiration for Hypercast is Mynocs and the evil hyperspace of Warhammer 40K except with a little more sciencey feel. The idea is that you can travel though Hyperspace even in a space suit (although there are also space ships) and the hyperspace void is always trying to kill you.

I'm aiming for a low to no prep game, although I'd love to see someone try a high prep game of Hypercast. The idea is you draw cards from a deck to get the encounter difficulty as you travel. The main thing a GM has to do is pick which monsters they want for the encounter and maybe modify them a little.

I'm having all the art done by an AI. The freaky output of AI generated images really matches the feel.