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Amelie Wikström

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A member registered Jul 05, 2018 · View creator page →

Creator of

Recent community posts

https://tehamelie.itch.io/bright-adventures/devlog/252660/bright-adventures-11-p...

"This is a collection of fourteen short stories I wrote, translated and illustrated rather than a game. They're about fighting monsters, loneliness, impossible suffering, magic, dreams turning real, people trying to connect with each other emotionally, physically and intellectually without knowing how, that sort of things."

That's what I said when I launched this book 2/3 years ago, and now I'm launching an expansion pack that's really more of the same, so it still holds true. Now sixteen stories with probably even better writing, still pay what you want, still a piece of excellent work that lacks nothing but readers, which is something I have turned out deeply incapable of finding. Please help, if you can. 


https://tehamelie.itch.io/bright-adventures

Just to be clear, this is a collection of fourteen short stories I wrote, translated and illustrated rather than a game. They're about fighting monsters, loneliness, impossible suffering, magic, dreams turning real, people trying to connect with each other emotionally, physically and intellectually without knowing how, that sort of things. They're mostly autobiographical. And if I say so myself, they're really very well written.


After about one minute of Devil Daggers I wished for nothing more than some interesting levels in which to run around and shoot skulls. I know, I know, it's anathema to that game's stripped down design not to mention beyond its scope, but I just wanted it. Something to do in it more than chasing the best time which I had no talent whatsoever for.

And now there's this! Thanks so much for even trying to make it.

Watch + Jam community · Created a new topic Curses

I wonder if I have some learning disability or the Unity tutorials are just hopeless, but anyway this game isn't happening this week.

Making a camera able to walk around a room shouldn't be so hard. . .