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Cleril

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A member registered Jan 23, 2016 · View creator page →

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Firstly, good coding, and readability.  The UI is clean and easy to navigate.  The battles however were not.  I found myself quickly bored with the amount of missing and dodging.  My personal perspective is that no RPG should have missing or dodging as it just prolongs game time without adding much.  I'd rather deal 1 damage than 0 damage especially for multiple turns in a row.

XCOM uses a system where every time you miss the dice roll nudges a little to favor the player.  I don't know if that's implemented but it should be as I probably hit once out of 8 attempts which needless say isn't fun.

I also wouldn't have minded some more flavor text tied with the battles.  Seemed to be just a number crunching exercise but with some of the numbers invisible.  I actually initially conceived of a similar system for my game Mercenary but my approach was on story telling and not on combat.  That is, you'd pick weapons, and the writing would change to reflect what weapon loadout you had.  I quickly realized this becomes an astronomical amount of work so I understand why you avoided too much of that.

I didn't test it but seemingly you can pick strange combinations like archery and swords.  In my original concept for a system, I divided weapons by how many hands they used and would block off illogical combinations.  It's up to you if you wanted to consider that but it's something I did.

Ultimately, a neat system you made.  Just not any fun for me due to lack of story.  Feels like it could use some fun writing to wrap around the package.

Thank you so much!  Mercenary is still in development as my long-term project.  I expect it to double in size before it is considered finished.  I just released a short interactive fiction called Human Interview:  https://cleril.itch.io/human-interview-subject-003

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Interesting concept.  I feel it would be better if the gap between those without the disorder was bridged.  The game helped me understand the experience but not know the experience.  It felt more like reading a medical textbook than a story.

More immersive descriptions of the world around and within would have helped.  Having a character begin their journey into the disorder would help bridge that gap I speak of.

Example:  What does it feel like to be outside of yourself?  It didn't feel different in the story being outside or inside.

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Move straight down so you are at the edge facing south, press enter.  The goal of these puzzles is to get your double to the crystal and then press enter.  If for some reason something breaks you should be able to return to Haeven (the hub area) and return to the room resetting everything.

I believe the game does check where your double is located before solving the puzzle so you do need the double in the right position.

Thanks Norbez!  Honored to have a fan.

Peekaboo was made 9 years ago so considering that I'm impressed people still find it neat.  I was 15 years old at the time.

Wow, thank you!  I don't expect to get much attention at this point but it is a pleasure when it happens.  I am actually currently replacing all the music so that I can consider a release on Steam (and put an optional payment on itch.io).  Legally speaking there is licensing issues with the music currently used (course no money involved so nobody cares).  The writing was actually completely rewritten about a year ago I think so you're reading the second draft.

I get a lot of variance on feedback for the art.  Frankly a lot of it was "cheating" by painting over reference photos and altering things from the photo as to avoid copyright.  The art was done years ago back in my first year of college (about 6 years now).

If you'd like a slightly more modern title I made (more or less at the same time as this one) I recommend Haven, which is in the summer steam sale for 49 cents right now: http://store.steampowered.com/...

And I am making a new game in my spare time (these are all passion projects to me) called Duel, an RPG in a gladiator setting without levels, XP, magic, or healing to name a few unique things about it.