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Saito Interactive

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A member registered Feb 01, 2021 · View creator page →

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message me on discord saitointeractive
I'm looking for an artist to work with. Have a few mediocre game jam games on my profile.

Stumbled upon this jam and could be an interesting thing to work on. I'm fairly experience in Unity although I don't really have any ideas for a game in this genre.

So if you're an artist with an idea or even a hint of an idea to get started message me on discord. I can try to turn whatever you can make art wise into a game. @saitointeractive

Added you on discord

Looking to team up with a 3D artist, preferably someone who can do low poly PS1/PSX style texturing and more importantly can animate. 

I'm a Unity dev/programmer. I also can do some low poly modeling, but texturing I'm not so good at. Also very little experience animating outside of mixamo. 

Very chill dev, just for fun and to experiment so no stress. I don't take jams too serious like some people, if the game doesn't work out oh well. 

For this jam, but I don't plan to work on it the full 40 days so no need to worry about committing to a month long project.  https://itch.io/jam/themed-horror-game-jam-19

Basic idea is a little adventure/exploration game loosely based off a Lovecraft story that fits one of the themes. 

discord saitointeractive

Programmer/dev here. Have basic idea for a game, but requires a pixel artist that can also animate their sprites.

discord saitointeractive

Open to 3D or 2D have working with both. 

discord @saitointeractive

Curious about this genre, but never attempted to make anything like it. I've done some low poly modeling, but never really figured out how to texture very well. I have a semblance of an idea for a "game", but I don't believe I can create the art assets needed, granted they only need to be very low poly. Its the texturing that's difficult. 

An example of the sort of style I've been trying to figure out how to texture which might work for a creepy exploration style game https://sketchfab.com/wersaus33

discord @saitointeractive

Some of it is using this renderer https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx. A lot is also just rendering the game at a low resolution. You can get a pretty good PSX look just by using low res textures on flat surfaces. The walls are just unity cubes with a textured scaled down in gimp. Then use a render texture to lower the game resolution to something resembling the PSX. 

Nice addition to my collection of blender texture palettes I've been using. Sometimes I want a set color palette and others more options so the gradients here are great.

Thanks. I haven't used midjourney much since they removed the free plan.

Can you describe the prompts and/or process you used to get this art style out of midjourney or did you downsample them afterwards to get the pixel art look?

Unity dev/programmer and a composer looking for a 3D artist/animator. Will likely be using some premade assets, but not everything is available so an artist who can make/animate characters would be great to team up with. Mixamo is great, but only works for humanoid characters. Game probably will be low poly/PSX aesthetic due to free assets available to use.


Discord @saitointeractive

Like low poly look, but can't aim up so the flying enemies can't be shot unless you back up far enough. Character also blocks the reticle.

Concept is fun, but I think once you figure out you can keep the fire on one side and keep plant next to fire, then water over and over I'm not sure you can lose unless a ton of fire spawns in a row randomly which didn't happen for me. 

Maybe having a point goal, then reload level and higher point goal would be better vs potential endless.

This would be a fun perpetual game on my Nokia 8210!

Was a little confused on the results of combining the flowers, but potential for a fast paced puzzle game.

LOL, the going back and forth was why I had the flowers start spawning at different sizes, but I made the hitboxes too large so it didn't really matter and you can still basically just go back and forth.

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Yeah its hard to tell since with my headphones it sounded normal. I had similar issue with another game where my monitor had higher contrast than what most people were playing on so the game was dark for everyone but me. I tried it on my laptop and it was indeed waaaaay too dark even if it was supposed to be a horror game. Lesson is to always have someone else try the game first on different hardware than yours.

Original loop was going to be  have the player grow a certain number of plants and have a fuel system like nectar that the player had to collect to keep spreading flowers east and west. Not enough time so just removed all of it.

yeah I should have made the distance the flowers spawn a bit further apart so they don’t get hidden.

I'm a programmer/dev. Not sure on what type of dungeon crawler I would make with pixel art, but intrigued by your art style.  Done a few jams in the past.

discord is saitointeractive

Couldn't add you on discord for some reason. I'm thinking about doing the jam again this year.
I'm a programmer/dev so always looking to connect with artists.  Even if not for the jam specifically.

discord saitointeractive

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Since the jam is a while away I’m trying to find a capable pixel artist to work with on a small game(s), outside of jams so there aren’t any time or theme limitations. Maybe as practice for upcoming jams like this one, although still a couple months away.

Currently working on a little space name inspired by Dave the Diver. So far it’s just me and a composer so the game’s look would be your style. So far the basic aesthetic idea is sort of dystopian future, could be satirical. Worked with different artists on jams, but hoping to find someone capable of sprite work and animating them to work with semi-long term along with the composer. Thought this would be as good of any place to ask.


discord @saitointeractive

Got tired of the theme and time limitations of jams so starting to work on a small game not for any jam.

Currently a past composer collaborator and I are planning on working on a little game, possibly continuing on another.  Just for fun and portfolio purposes at the moment.

Game idea in a nutshell is Dave the Diver, in space. There's no real aesthetic design yet so any artist that joins would have the main input on that based on their own style. Looking for someone capable or doing 2D sprite work, animating, and possibly UI. 

discord @saitointeractive

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I'm searching for a good font to use in a game where the UI is at 640x480.
Having trouble finding good font size values so the font looks as intended.

Any CRT monitor sprites included? Like the set, but want to have the game look like it might have in the SNES era.

A little doc that lists what the different icons are would help a lot.

Also the icons as a tileset so you could recreate the map in you game and be able to place icons for items procedurally or be able to enable/disable icons like look if the player collects it. Its already perfect for an in game map, except that if you exported a screenshot it would be static.

But fantastic tool to get you started on designing your own map.

We have a composer,  but they were asking if we could maybe find someone to help with sound effects or maybe the ambient audio. Send me a DM on discord if you haven’t joined a group yet. We’re still just sort of getting started.

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Pretty casual dev here so not looking to join a competitive team. I do this as a hobby  in my free time. 

If any similarly minded artists are interested in working on a game for the jam respond here or message me on discord. @saitointeractive

I have a lot of little ideas I've accumulated I'd like to make, but don't think many could apply to the theme. So if you're an artist with an idea for a game hit me up. I have been working mainly in 3D recently so that is preferred, specifically with lo-fi/PS1 style graphics. But I am open to any art style really, low poly is just about the only modeling I can help out with though.

All the art are premade assets available on itch and sketchfab except the cultists we’re made by the artist in the credits. 

A lot of your feedback was in the plans, just not enough time. I wanted 3 weapons, 2 attacks each. One a hold heavy attack and the other fast. Movement was originally going to be slower I just didn’t have time to balance anything after getting the enemy AI working.

Torch part was because I wanted to have the torches run out so the player would have to get new torches off the wall or find fuel. But no time so I disabled the torch swapping on all the torches except the one tutorial one.

Next time need to plan better and not try and do too much for a jam.

Good job on the art style, has a unique look.

https://itch.io/jam/scream-jam-2023/rate/2327561

Originally was trying to get Daggerfall vibes, but for the combat I ended up just sort of copying Dark Souls. 

Yeah the idea was to teach the player that enemies would be hidden in the dark so be ready, but that was when the dungeon was going to a lot longer.

Originally I wanted to make a few weapons, maybe 3 and have them be used on different enemies. So for the skeletons a blunt weapon, humans the sword and the cultists/possessed some sort of magic weapon. Too ambitious for a short jam like you said though.

With the combat I originally wanted it to be a lot more methodical and slow, but I didn't have time to tweak the enemies and everything so that's why the combat is pretty meh. The enemy attack animations I chose from Mixamo were also too slow so like you said you can just back up. Originally I was going to make a ranged enemy so in a room you might have to fight a ranged and melee enemy.

The idea with the trap was that the player could only see it with the torch, then hit the lever to deactivate it. The problem is the game is too dark and the spikes model should've been taller to you don't have to look down to see it. On my monitor it looks a lot brighter and you can see the trap and the switch. I need to calibrate my monitor to be more what a normal person would be using. The original trap idea wasn't spikes it's just what I could find last minute. Something more eye level would've been better.

The end cultists were rushed. I wanted to have maybe 3-4 normal low health cultists and then a "boss" that was protecting the book. Ran out of time and just increased the health. The artist also made a variant cultist with tentacles sort of tying in the lovecract/necronomicon theme, but ran out of time to add it.