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Thanks for the feedback I really do appreciate that.

My games are usually on the more difficult bordering on unfair sometimes side of the spectrum (points accusingly at Dark Souls in 2013!). This sometimes doesn't endear my works to more general audiences but I don't think it's in my blood to make my games too easy haha.

But I really do value the feedback I get very highly since I want people to enjoy what I make so I welcome everything, good, bad and indifferent.

Hope you do get some good time to chill and check out some stuff and of course I'll play some things you've made too, very much looking forward to getting to the end of your jam game when I get a minute (got wrecked by the Coo monsters LOL on my last run so I do plan to conquer that!)

Dark Souls is great! From my perspective it's sort of a really interesting return to adversarial design that was accepted instead of rejected in a time where adversarial design was sort of regarded as a relic of when game design as a craft was in its infancy. It can be brutal but the adrenaline jolt of running into a basilisk is unbeatable XDD

I haven't published too much else of note yet; I spent a lot of time last year working on a collab project that hasn't released yet but I am hoping to get a few more things out this year, including a follow up to AGOT. The Dentata encounter is balanced around level 8 I think, but in playtesting I didn't like how one of my runners ran into it and the encounter kind of dragged so I added a way to beat it early. I haven't really published enough RPGs to get a good feel for the kind of structure I was trying in AGOT, where you're supposed to kind of run into gates and then find the "soft spots" you can get progress in in order to build power to get past other gates, but I am hoping to keep refining my design senses. Not to keep talkin' shop and stuff XD