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MKellyGames

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A member registered Mar 25, 2018 · View creator page →

Creator of

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Hey! Recently worked on a visual novel, https://boobysoft.itch.io/watch-me-suffer - any dyslexics wanna tell me how readable it is? We used a sans serif, as I know that's... recommended, but did not go with open dyslexic, because open dyslexic looks... deeply unpleasing to my eyes. 

I know different dyslexic people have different experiences, so this may not be a one size fits all thing - but is this working for y'all? 

Obviously, if it's not super readable, I can definitely swap the font (or give an option in settings to swap the font) to something I find less visually appealing but works better for people, but I would like to know if this works okay currently for people. 

If you download it and play rather than just looking at the images (which truly, would be simplest), know that there are some sound glitches right now/some of the voice acting is not yet implemented. Not looking for feedback on the game itself (which will get an update to handle some of the issues within the coming weeks), just some info on readability (although if you wanna play go ahead, it's definitely functional and I'm proud of what our team has done). 

Any hope of a version on mac?

Absolutely adorable.

Hey, just to let you know, the link to your press kit on your user page leads to nowhere. Not that I am press. I just click things. But I figured it'd be useful to let you know. 

Anyone have some wise words on how much is too much? I have a solid team (I'm writing/project managing, I've got a programmer, an artist for characters, an artist for backgrounds/UI, and two musicians working together on the music). How much is too much? We've all got a good bit of time to contribute, and I have everything mapped out - is there a certain number of words I just shouldn't cross? 

Thank you! Will keep you posted.

I love the stopwatch mechanic!

1. How much time did you spend creating your game/games? 

Brainstorming phase was six hours in total, over the course of several days. The "cutting things down" phase was about one hour, and then I took about an hour again making a temporary layout that my (far more talented than me) graphic designer/artist did their own much better version of for the final product. 

2. Was there anything useful you learned in developing your games.

This is my first one page rpg (and my first TTRPG at all), and what I learned about the one-page format is that deciding what to cut to streamline things is about as important as having the idea in the first place. A *lot* of stuff didn't end up on the final page. 

3. What challenges did you face while making the game/games?

I considered and then discarded actually giving thought to the optional theme - it was easier to just take my idea and run with it than to try to fit things into a theme. Perhaps this makes me unsuited for themed game jams, lol. 

4. Finally, feel free to recommend either a game that you really like, is underrated, or has a cool premise/mechanics.

Six Arrows To Sunset and Uprooted look super cool (visually and mechanics-wise)

This is deeply silly and I appreciate that. 

The art here is incredible. I want Barb'ra to be my friend. 

This is a cool game - but the graphic design is even cooler. WOW. 

I love the idea of Sisyphus rolling a d20.

The gladiator snail art here is adorable.

I *knew* this referenced Hadestown before I even opened it. That show has a way of making itself a home inside your brain.


This is fun!

Random question - would you mind if I made something based off of this? It's begging for a Warehouse 13 version.

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I love the "losing your cool" mechanic.

Thank you! It was a lot of fun to put together, I’m definitely going to make more stuff. 

https://mkellygames.itch.io/co-pilot-catastrophe-a-mecha-ttrpg


this is my first TTRPG! Would love some feedback! It’s for two players + one GM.

I LOVE IT.