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A member registered May 03, 2018 · View creator page →

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If you want people with low expectations, you should try getting this released on console/mobile.

Google Play and the Apple App store have zero standards for quality so you can copypasta to your heart's content.

I purchased this on Steam.  Would love a DRM-free version outside of Steam if possible.

Still waiting on that 'official video/monetization policy' statement from your studio.  Would love to make some YT/Twitch vids of this but without something official I can't risk it.

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Wow...the bots are pretty bold to be spamming the dev asking for free steam keys.  Hope the dev doesn't fall for this trash.

Not a single one of you filthy bastards actually 'bought' the game.  You got it for free during the promo and are trying to exploit the developer for a free Steam key so you can afk-trading-card bot farm like the disgusting leeches you are.

This a mobile port?

Good review!  I enjoyed finding a review video with a voice that is easy and clear to understand and with good audio mixing.  :)

You'll get more publicity if you create a public official policy thing on videos and monetization of them for YT/Twitch/etc.

Just something that people can link to if any DMCA shenanigans by trolls happen to occur.

Cheers to you devs, courtesy of Jim (Flipping) Sterling Son!  :)

Unfortunate tosh about the name but don't let the silly wankers get ya down!  I hope that ya'll get some more publicity & love because the game is really nice! ^_^

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Could we get a dedicated downloadable thinclient? Even if it is just a barebones HTML5 wrapper then that's ok but just something please.  That way, you can put it up on Steam and make some real money and publicity :)

Also consider getting in touch with Radical Fish Games (of CrossCode fame) at and ask them about HTML5 optimization; sure they would love to provide a few pointers ;)

Bonus points if you can sneak in a CC reference into your game (and a reference to your game somewhere in CC itself).

Understood, thanks for the response!  I guess this 'request' can be closed as answered/solved.

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Collections is not worth the trouble.  If it can be removed randomly without notice by the dev, then it is pointless to bother with it.  Many games being given away for a limited time have a 'claim' button but the dev doing the giveaway has to enable that functionality on their end.  My suggestion was that the default be 'always claimable' so that devs don't need users poking them about it to enable a functionality they may not be aware was there at all.

Here is an example of a limited-time free giveaway with a claimable game:

If you want to make money, make a typical waifu-collection gamblegacha game like most of the rest of the market has drifted towards.  Hire an artist who can make cute girls and rake in the easy money.  Only thing is you'd want to hire good artists and take some time to program it decently-enough to work on a wide variety of phones.  Or just make it iphone-exclusive and not worry about any of the Android fractured userbase.

Downloading is all well and good but I'd like for the DEFAULT option for items to be 'claimable' to the account so that we can play (and replay) at our leisure (like how Steam and GoG work).  I'm aware of the application and that would be even more useful with a 'default on' claiming system.

Then if something isn't claimable it is because a developer explicitly disabled it (which is their option to do so).

Time is precious and sometimes people might just ignore a game instead of clicking 'download now' (for example if they're browsing the site on their lunch break at work).  Sometimes easier to just claim and have it there waiting for ya when a chance comes to find something new to play.  :)

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I tend to support indie devs quite a bit (Proleteriat Studios NDA'd game and the devs of a game called LifeBlood) especially if they have a Discord server.  I wouldn't mind providing feedback, but that depends on what kind of game it is.  RPG is something I enjoy quite a bit :)

That said, as professional game devs you should know the basics.

-Proofread the script

-Gauge your use of humour and whether you're going to use UK or US spellings for such words

-Try to keep text in separate files that are read on game launch so that it makes future translating much easier; you never know how many languages you'll get! 

-Random encounters are frequently done wrong/poorly but the mechanic itself is not inherently bad.  Honestly though I'd prefer visible enemies without random encounters and I'm sure a majority of others would feel the same way.  There are plenty of RPG Maker articles on random encounter design but essentially: variety is the spice of combat.  If there is no variety or no NEED for variety (spam attack) then that encounter is a waste of time and shouldn't be there (or should be bypassed with auto-completion & auto-rewards like Earthbound).

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TLDR:  Rough games deserve nothing more than to be ignored, forgotten, and thrown to the bottom of the trash pile with the rest of the substandard trash.  I stand by this statement despite all the salty indie devs disliking my posts because I speak the harsh truth that these devs have always known after wasting months/years of their life on fruitless and unprofitable endeavors.

You present a reasonable point and I respect that.  I don't agree with your point but I am glad you present it in an amenable fashion.

I grew up on NES games so 'diamond in the rough' among piles of trash is what I'm already used to.  Shatterhand is one of those.  Can't tell by the generic 80s cyber-guy cover that it was possibly a knockoff of Bionic Commando or something but it was REALLY good, like AMAZINGLY good.  So I'm absolutely familiar with that concept.

But my point is that the market is FLOODED and there is ZERO ROOM for 'trying out' substandard games.  The standards of average gamers should rise and anything not meeting those standards should not even be considered worthy of the time to click on it.  Forget it and move on.  

It is nearly-impossible to make the time (and money) to try out every subpar game or every quirky indie title.  There are not enough hours in the day or years in the average human lifespan.  Even those who literally play games for a living can't keep up with it and they experience burnout eventually (unless of course they're making $120k+ a year doing a once a week edited video sprinkled with a bunch of half-assed low-effort 'impressions' videos in between).

I would love for there to be more tightly-curated storefronts available like GoG that weed out the trash and only allow the treasures to rise to the top.  The best of the best.  Not EVERY game on GoG is worthy of their listed price but they do sales and promotions quite often.  I enjoy it and I gladly throw money at them for doing so.

My favorite site has to be the Humble Store.  They only take a 10% cut and do similar things to both GoG and Steam while also giving generously to charity.  I love that and I gladly support it.  So many indie devs I've talked to have not bothered to consider putting their games on GoG, Humble Store,, Indiegala, or other sites.  Instead, they'd rather throw tens of thousands of keys into these scummy grey-market botter & card-farmer lesser-known sites for 'exposure' for their game by letting those bastards buy it for pennies to the dollar.  Rarely do they end up with the exposure that they want/need.

The fundamental fact is that it is a consumer-first market.  Every indie dev thinks their game is worthy of X amount of money and the majority of the time they are completely wrong.  Their bias ends up coloring their perception and they don't want to admit that they wasted their time making games when they should've just done a regular non-gaming job (or even just software development) and gotten a steadier paycheck.

Gaming is for everyone but (commercial) Game DEVELOPMENT is NOT for everyone.  Neither is coding despite all the 'STEM' money-sinks that taxpayer money has been wasted upon.  If people want their kids to be interested in STEM stuff then that has to come from the parents first and foremost.

William Faulkner said it best:  "Kill your darlings" and that includes your precious game you've worked X months/years on if it is subpar trash.  Source is here:

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The buyer/gamer/player/consumer is NOT required to support such a bloated industry where every dork with a keyboard and RPG Maker thinks they're a game developer.  The market will be healthier if players refuse to support those who do not produce the kind of experience that the specific player is looking for.  Games can be niche and target that niche, but that doesn't provide any obligation for people to 'support game devs'.

The market is tough and life is tough and too many game devs don't realize that maybe they should consider getting a regular job and just use game dev as a hobby.  Not everyone gets to make a living from their hobby.  Tough cookies.

I'm all about supporting indie devs but I'm also about doing what is best for the overall gaming market.  We're heading towards another 'crash' and the mobile market is already starting to contract sharply and mobile indie studios drop like flies.

EDIT: 14 dislikes?  Seems I made a lot of terrible indie devs cry many salty tears; I am amused.  Maybe they can go get a fast food job instead of thinking they have any game development talent.  I think I'm going to start a charity on providing garbage indie devs with fast food jobs.

Take a few minutes and google 'how to record a game' also.  Use Bandicam (with that watermark) or preferably Open Broadcast Studio (which can do recording and streaming functions).

You want the game to be playable in full-screen borderless windowed mode.  If that can't happen and you can't google the RPG Maker scripts to make it work then you will lose some of your audience.

You also want someone to playtest the game.  Preferably a friend/family who has some free time.  You should be playing other games and learning from them and copying their methods.

Your visuals aren't doing you any favors.  Consider getting doing a google search for some non-default asset packs and start replacing the default artwork.

Do some YouTube searches for 'RPG Maker Map Design 101' and take that to heart.  If you expect your players to go through yet another dungeon then there better be an interesting map to go through.

If your random encounter rate triggers a random encounter more than once every 30 seconds then you will lose a significant portion of your audience.  We are NOT still in the 1980s anymore and we have so many options for entertainment that this game is a mere tiny blip in the vast ocean of games.

You wanna make games for a living?  Start showing some initiative and I hope to see an improved version of this over the next year or so.

Good luck.

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If you can find a way to get rid of random battles, you will be better than 99% of RPG games:

The issue with them is that those 99% of game devs lack the resources/talent/time to really make engaging and interesting random battles with:

  • Significant enemy variety of at least 10 or more unique enemies per map.
  • Significant enemy variety with at least a dozen enemy types like 'minions' and 'healers' and 'debuffers' and so on; think of old school MMO player roles and apply them to your enemies.
  • Mixing all those unique and interesting enemies in unique formations that don't repeat the same thing over and over and over.
  • Providing a useful and interesting polished combat system that is more than just 'mash attack to win'.
  • Allowing a method to bypass/autowin battles that are significantly below your party's combined power level (aka Earthbound's autowin feature).

This will probably be the best advice you ever get, so I hope you take it to heart.
I've played enough RPG Games (and prototypes) to know the good ones from the terrible ones by now.

Add in bots PLEASE!

If you have bots then people are far more likely to try this out even if there aren't many people online immediately.  This looks fantastic and a good push by a YouTuber could catapult this game to popularity :)