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KotoGames

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A member registered Apr 08, 2017 · View creator page →

Creator of

Recent community posts

Overall - interesting game, pixel graphics is fine for me, mood is very good (though I'm not a  fan of horror games - that devil-like character scared me like Hell!)

Sometimes there are some voices heard - I would appreciate subtitles.

Esc is not closing manuals - was a surprise for me, getting used to use E.

No hint how to climb - figured it out.

Hint : 'Some containers can be opened and closed'. Is there such a container there, what is the key to do it?

Do you plan to introduce some bar showing life/sanity or is the blur effect the only one hinting it? 

It must be some issue either with Unity exporter :/. If you want to test out the game you can grab a free demo at the Steam page.

Hello,

I just uploaded the web version of my roguelike game: Once upon a Dungeon II - Dungeon Crawl

https://kotogames.itch.io/once-upon-a-dungeon-ii-dungeon-crawl

Once upon a Dungeon II - Dungeon Crawl is a traditional roguelike game with a scent of Slavic mythology.

It features turned-based combat, hack/slash oriented gameplay and 2D cartoon graphics with a dynamic lighting. 

Some screenshots:




This is a simplified version of executable one, focusing on dungeon crawling.

What OS, browser do you use ?

(2 edits)

:) thank you, it was quite a lot of work, but also a lot of fun. Executable version has large outer world, quests and voice acting.

Thank you. I badly need testing these days so please feel free to give me a feedback. Currently celebrating Christmas...

After four years of development Beta is finally out.

A lot of fixes and improvements, game optimization and voice acting in place.

Have fun!

https://kotogames.itch.io/once-upon-a-dungeon-ii


Thanks for  a feedback. I was just gonna respond you can customize controls, but just checked and that particular one is not customizable! I think I did not added it to the list because I'm gonna remove either G or J. Since J is more advanced I would basically hook the functionality from J under the G and G key is already customizable.

Regarding the font in the hot bar - I will enhance it with the next release (this weekend?). Actually just before the full launch (Q3 this year) I'm planning to change Options screen completely - there will be a lot of things  customizable as each person has bit different needs. But this is a task I'm leaving as last one as core mechanics must be done first.

Keep playing!

Hi Langi Tuifua

I planned to have a voice acting. Unfortunately my kickstarter campaign for music/voice acting was a total failure. It's a home made game, so  it's not a must have to.  E-mail me your financial expectation at : tomkot@kotogames.com


Regards,

Tom

Thx for a feedback, and keep trying beat the game!

As a supplement to our discussion on reddit I might add that as written in the description it offers 5-10h of a gameplay. You can explore outer world, and dungeons.

Thx!

Hello

I finally put together a few gameplay fragments in a short trailer.

It's showing some dynamics part of a game play. I was initially planning to put some captions between fragments, but eventually I resigned from it.

More detailer trailer showing in-game mechanics will be provided closer to the game release, that one would certainly have some captions describing the feature.

Trailer

Game

Regards,

Koto

Yes, changing . to , in this file helped.

I also got this one when trying to launch it today.

Hi, thx for a hint.

Once I reach a stable version I'll prepare also Linux one, with Unity it's simple.

(1 edit)

Hi,

This is a  sequel to my roguelike  game: https://kotogames.itch.io/once-upon-a-dungeon

It's a roguelike game with an outer world and several dungeons that can be entered from the world.

It already features :

- melee fighting 

- crafting 

- interactions with Merchants

- traveling world/dungeons

-save/load (rare feature these days;))


After months of development I can finally provide a functional version:

https://kotogames.itch.io/once-upon-a-dungeon-ii

There are certainly some bugs, but I wanted to show game's mechanics and game mood.



Looking for a feedback!
Regards,

Tom

(1 edit)

I'm developing a  roguelike game: Once upon a Dungeon II.
It's gonna be open world game with many dungeons to visit.

Planned features:

  • turn based combat
  • mix of predefined/procedural dungeons
  • hack/slash oriented
  • tons of loot (ordinary, magic, enchantable, unique)
  • crafting
  • merchants
  • different monsters (ordinary, champions, bosses)

Game's development progress will be reported here.



Game's page on Itch

Hello exol161, send me your email address to: tomkot@gmail.com

Hello mickio1,

Thank you for a honest review.

You're right - many aspects of this game sucks - especially graphics.

I'm a programmer, but I like drawing graphics and I'm willing to get better :)

I did not care much about graphics - as they say it's not that important in roguelikes.

From the time perspective I think it might have been a reason for this game's failure, as many people reject the game purely based on the look of it.

I stopped development of it due to a lack of interest from players. No  one to blame. There are many very good games on the market - so  it's hard to get an attention.

Before releasing it I wanted to get any response as I was not sure if game is mature enough. 

Here are (some of) attempts:

https://forums.tigsource.com/index.php?topic=62792.0

https://forums.roguetemple.com/index.php?topic=5480.0

Again no-one to blame, forums are full of trash mixed with a small percentage of good games. I'm myself not commenting work of others - my (poor) excuse: lack of time. 

During a year after release there were about 9 big updates of it - making it a decent coffee-break game  - kind of what I envisioned. Still I got maybe 8 reviews on steam and zero on itch (I guess itch has way smaller audience).

So the key is to make a good game and then somehow get attention of community - I failed at least at a second part.

Armed with a knowledge I got when  creating it I'm thinking about creation of the sequel - that would be a big game with an outer world and many dungeons you can enter from it.

I'm designing games in my spare time - so it's a slow process, and getting slower as I'm getting older :).

At the moment I'm not sure if alpha version will ever appear. Since  year I'm designing some stuff for it, but it's way too slow pace of development. Anyway you can get a preview of assets on my twitter account:

https://twitter.com/KotoGames

Have fun playing the game,
Regards,

Tom

(2 edits)

Hello,

I've just released the alpha version of my newest game: Gem Collector.

It's quite stable and I think it's time a wider audience could check it out.

I hope user will appreciate  the Level Editor which allows to quickly change/design new levels. There is also easy way to share levels using a Publish feature.

Demo version also provided, have fun!

Regards,

Tom





https://kotogames.itch.io/gem-collector

Trailer: https://www.youtube.com/watch?v=E9EpQqeGJoc&t=4s

Regards,

Tom

Game Page

Story:

I was once a pirate.  That was a great time - sailing, drinking grog, pillaging other ships from time to time. One day our ship was captured by the forces of King Casimir the Great.  Most of my fellows died during the battle, and I awoke in prison with a bruise on my head. I was given the choice of either the gallows or cleaning up some dungeon So here I am entering this stinking cellar, hoping to have more luck than my predecessors...

Features:
- turn based
- procedurally generated levels
- tons of loot (plain, magic, unique)
- spells system
- trading system
- some quests
- some crafting
- door/key/lever mechanics
- quite a lot of different monsters (plain, champions, bosses)

Trailer: