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Clifton Lambert

28
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16
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15
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A member registered Aug 21, 2019 · View creator page →

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Really cool idea, more of a campaign setting than an adventure. New region with a hex map, tribes, local politics, a new class and lots of new heritages to choose from. Cool ideas well executed!

Hand drawn art is nice to see! Really nice layout and design. Dagon comes to the Shadowdark!

Good stuff. A large dungeon, lots of new monsters, overall very well done, solid Shadowdark adventure.

Nice layout. The maps are especially cool. The stats are off in some odd ways (high lv with very low HP, enemies that automatically run away if you wave a torch at them, Far movement instead of double near).

Very well done, concise as well as rich.

The layout, art, and color palette all work nicely together to create a feeling of dread and unease that permeates the whole text. The adventure itself seems to play out as a series of events to be witnessed by the crawlers, with little opportunity for them to affect the course of the story. This will work fine with some groups, but players that want to get more involved could be frustrated. I love the distressed look to the maps. Including a link to some additional resources was a clever way to incorporate some additional content with limited pages available,

Thank you! I've been getting back into art this year.

I liked the concept and story ideas, and it's nice to see an adventure designed for some leveled-up characters. The tables are nicely designed, and quite useful. The art chosen clashes and stands out a bit, and the map is very railroady with not much opportunity for exploration. My biggest criticism is that there is a treasure item that effectively eliminates the challenge of darkness by giving a player echolocation: a cardinal sin for Shadowdark adventure design. The drawback designed to counterbalance this (light sensitivity) is minor and lacks teeth. A nice read overall, despite its few flaws which are easily overlooked. It's easy enough to run the adventure without including the echolocation item, and the layout is clean and easy to follow.

Love the gonzo time-traveling western vibe. The layout is very creative, though there are some issues such as the way the text of the gun badge is broken up with another item description in between. Typos distract from the immersion a bit as well, but there aren't many. Love the addition of guns, but calculating different AC makes them a bit unwieldy for the GM.

Fun adventure idea. Really clear layout. I especially like how the crawlers who investigate more are rewarded with some help in the final boss fight. I was a bit confused that Kassex is described as a sorceror but apparently lacks any spellcasting. Not sure if I missed a not about that, but it seemed a little jarring.

I think I forgot to uncheck a box in the settings when I switched to the WebGL output option. I took the screenshots from before I switched that over.

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Really good, super cute, fully playable. I didn't care for the music (I hate whistling), but must grudgingly admit that it's a good fit for the vibe. I wish there was some feedback to let you know when the charge timer has refreshed (or more obvious feedback, if it's there and I missed it).

Classic Game Boy vibes are cool!

Really nice entry. The in-browser player was a bit laggy, but I didn't base my rating on that. Well done!

Thanks! I did my best to keep things super simple to avoid scope creep. I'm glad you like it!

Thanks! It's an arcade-style game, so it's definitely designed to be difficult. It could use a little more balancing, or maybe some optional difficulty settings.

Well done! Playable, fun, with a unique theme and vibe. Good music, too.

Fun, fully playable, entertaining, good art and vibe. I dug the music, too, though it could use a couple variations for a longer loop.

Thanks! The bubbles were one of the first things I implemented, and are an important aspect of the stealth system.

That's weird. It seemed the same on various computers at home, and over headphones. Thanks for commenting!

Thanks! I definitely wanted to stick to just the two colors, but there's probably some way I could make the food more visible

It was not easy to understand what was going on. I fought some battles, then an enemy fish wiped out my party before I got to take a turn doing over 1,000 damage to each (max hp were like 150 or so), Game could be fun with better tutorial explanation and some game balancing.

Cute concept. It's hard to tell when you're doing things correctly, though. Some sort of feedback to let you know when you hit or miss a note would make this much more fun to play.

Good game. Difficulty escalates a bit too quickly, perhaps. One time I accidentally clicked just off the edge of the screen and after that the game was tinted red. What do the friendly fish that swim around you do?

Cool concept, nice vibe. I do wish the projectiles collided with solid objects instead of passing through them, I liked the option to choose between different room types. I wish there was a better explanation of how the spells work.

Game won't run or install, missing some sort of Unitysomething.dll file

Nice concept, I liked the different fishes with various art credits. It seemed to lack any loss conditions or challenge that I could tell, I think an element like that would be a good addition.

Adorable art style & cute vibes.