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Alamantus GameDev

A member registered Jul 16, 2013 · View creator page →

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The GUTS+ System

An easy-to-use narrative-based RPG system where  custom stats based on your character's personality and background determine the outcomes of actions.

I've been working on GUTS+ ("guts plus") for the past year, and I really like how it's turning out so far. It stands for the 4 base stats plus the custom stats your character has. To determine if something was successful, you roll as many d6's as the stat you are using to roll, so if your Gumption is 3, you roll 3d6. The value of each die is then weighed against a success scale, with 1 being a horrible failure where something goes wrong and 6 being a great success where some extra good thing happens, and the GM determines the outcome!

I also developed a magic system from the ground up that (I think?) is completely unique! It's optional, so you don't have to use it if you use GUTS+, and you can even use your own different magic if you prefer, but I think it's pretty interesting and fun!

All the rules are freely available and do a much better job of explaining than I'm doing here, so go check them out! They're not a very long read at all. :) If you want to see a GUTS+ campaign in action, I have one that I'm running that you can read along with  if you want here:

Oh dang! Thanks for letting me know! I wasn't able to test the Linux or OSX builds, so I was just trusting Unity to build them correctly...

I don't know when I'll get a chance, but I'll try to debug the Linux build! What distro are you using? I believe Unity targets Ubuntu specifically, so that might be part of the issue?

@Adam Pajor : Yeah, sorry about the reloading. I have an idea of how to improve that, so hopefully it'll work when I have time. The music is by the amazing Paws Menu! Go check out their stuff:

@PhoenixBoltS : I'm glad you were able to figure it out! When I have more time, I'll also try to add some in-game instruction so it's not as confusing.

@Meursault Thanks! I'm glad you enjoyed it in spite of that! :D

@Garrett Thanks so much! That's much appreciated! Yeah, for some reason it doesn't always load everything correctly. My only guess is maybe all the assets just aren't loading fast enough? But they should display after they're loaded, so I'm not sure. It does still work if there are no save files... Just have to figure out what's going wrong so I can fix it, then I continue development. :)

@bonus1up Did you look at the map? You might want to try reloading, too. Maybe the assets didn't load in. I'm uploading an optimization patch right now.

Also, since the text is so small in-game, I had to put the instructions in the text below the game! :)

Dang! This is freaking awesome! 10 hours?? Amazing. Great job!

I wish there was more

You can only download it if it's uploaded as a downloadable file... So if you've got some HTML file or something, you can upload the necessary files in a zip file and offer it as a download. But right now, it's only playable on the game page.

This was great! I loved the bouncy little guys, and the concept is so simple and silly. I also like that you shout at the people to get rid of them. XD Great work!

By any chance, is this x64 bit only? My x86 Windows 7 isn't letting me open it...

Either way, I'll try this on my other computer when I get home!

I'm not able to play it. It's crashing in Chrome and not loading in Firefox, newest versions of both on Windows 7. :(

Since there's no way to add an explanation to this page and people probably aren't going to know to go to the game page, here's the game page's contents:

Knights is a battle card game for two players that uses a standard playing card deck with 54 cards.

These are all of the progression files created as I designed the game. See notes that go with each version on the jam community devlog.

By the way, the newest official version plus any additional cool things I might add later (like custom cards, perhaps) can be found at the Knights game page.

This is really fun! I haven't gotten very far yet, but it's a really fun concept, and it plays quite well! Lots of brain bending. :) I was happy it was playable with a mouse, though, because I can imagine exactly how you would play on an NES, and moving a little cursor over every space in the grid wouldn't be quite as quick.

Congrats on finishing so fast! :D

Great game! I wish it could have been longer! 

I loved it! It could use just a little bit more polish, but it was very well done! Great work!

I loved the mood and the feel of the game, and the way you did the city and the flying cars was excellent! And the idea of the STAfE was really cool! Thanks for sharing! :)

Thanks for trying it out, but it's too bad you didn't know what to do! I guess I should probably add some instructions in-game as well, or else make the correlation between clicking on stars and using the terminal more clear...

Anyway, thanks for playing! :)

Seeing this jam made me really happy and I had to post. The first fishing jam was the first game jam I ever did! Don't know if I'll attempt this one, but I just wanted to share my delight. :)

Awesome!! Thanks much! :

Oh, awesome! Can I ask here, then? Right now my url is "", and I'd like to set it to just "".

I just looked at the user settings hoping to change my url to something simpler (, specifically), but there doesn't seem a way to do this... Is there any way to do this? Like, if I get in touch with Leafo or something could he change it for me, or am I just stuck with what I chose at the start?

Trade Winds

Trade Winds is my entry for the #LOWREZJAM 2016! It's “finished", but it still needs a lot of work, which I intend to put into it because I think it's a super cool idea.

In Trade Winds, you take control of a mercantile vessel and sail around a procedurally-generated ocean world trading among the islands. Every day, the world economy shifts based on each island's supply. You'll need to manage your money well and make long trips to get the highest profits. As you sail, you're in danger of contracting illnesses, so you'll need to stop at an island's tavern to heal. It's a big world out there, and it's up to you to learn and conquer it!

Day/Night Cycle Gameplay

Check out my Postmortem and Future Plans post to find out where I'm going from here!

An extra special thanks to Paws Menu for helping with the music and menu icons in the game! Check out the music for this game and some others they helped with on their Music from LowRezJam 2016 album on Bandcamp. And definitely be sure to check out the rest of their music, too!!

Rate Trade Winds for the jam!


Trading! Creating a working economy is hard work, but somebody's got to do it.

inventory trade

I've been working on GUIs! It's tricking in HTML5 canvas, but I've streamlined it pretty well for myself. I have the Storage (Inventory) GUI all worked out, and the trade GUI is coming along nicely. If you set your speed before opening the Storage screen, your ship will keep sailing while you manage your things. You'll have to be careful not to crash, though!

That's a great idea! I'll probably do something like that. :)

So it's going to be an exploration/inventory management/trade game where you control a trade ship and you have to sail across a big, unmapped ocean to both find and trade with multiple islands with a procedural economy. You can set a course and sail in any direction indefinitely while you manage your inventory and stats and stuff so sailing isn't too much of a bore, but you have to pay attention to where you're going because if you crash while you're moving too fast, the game's over.

The main goal is pretty much to survive and to make as much money as you can at the moment. I guess I should come up with an idea for a win state, though, huh? Haha!

Well that's handy. Should have thought of this before I started manually scaling everything up x4! XD

Land Ho!

Also, you can't see it here, but this game has seamless map scrolling now, so you can't even tell if you sail off the map and get put on the opposite side! Woo!

I got a little bit of a late start, but here are the 2 screenshots I've done so far:

The one on the right side is actual size and shows my 2 fonts! yay!

Nice work! I just looked at your Additional Info, and the Defold engine looks awesome! And while Lua is kind of a nightmare to learn after starting with a more traditional language like C++, it's kind of a nice break from the bigger stuff if you have enough time to learn it.

Anyway, I'm going to wait until voting opens up to play, but you can expect to see a comment on your submission soon. :)

Just so you know, the game has to be uploaded to Itch in order to submit it for the jam... Otherwise nobody will see it!

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Only five of you were able to get your entries in on time, but they're still good! Make sure they work on everyone's computers (as best you can) and help by playing and scoring other peoples' games!

Sorry to hear that, but don't let a game jam burn you out—real life is way more important!

I hope all goes well with you!

Hi there! If you have some time, please update your first post to follow the Game Announcement Guidelines in this post:

Thanks, and good luck!

Yikes, so I still haven't started coding yet, which means that completion is looking a bit iffy right now. I might be able to slap something together, but if I don't figure out how to carve out time for it, that's not going to happen! :O

We'll just see how it goes. Hopefully it does turn out to be as easy as it sounds in my head!

In true game jam style. :)

I'm almost done with most of the models and animations. I don't have screenshots yet because they're all in separate Blender files and I haven't started importing them into Unity yet. I'm hoping to start coding tomorrow—shouldn't be too hard once I get going. Gotta get the movement and attacking and stuff out of the way first, then I'll start building blocks for the generator to place.

For the generator, I'm planning on creating a bunch of pre-organized chunks that fit together well and have them randomly generate on a grid. Nothing too fancy, just a pre-defined width and length that gets filled in with those chunks. Should be pretty simple if I get everything set up right.

Don't wear yourself out! Lobbing stuff is probably more fun than tower defense anyway, honestly. :)

This sounds pretty interesting! Do you think you'll be able to have branching paths, or are you gonna stick with one path so it's more linear? Will there be more than just "click to see the next thing" like interacting for battles and stuff? Or will it be kind of like a storybook