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DarkBloodbane

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A member registered Oct 25, 2016 · View creator page →

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Krago's Kuest


Krago's Kuest


Joining game jam and getting feedback are two different things. If you only want the latter, then find people who would give you feedback.

Most jams aren't for games made outside jam duration so if you have made your game before any jam, then don't submit it to any game jam, and instead ask for feedback directly.

Krago's Kuest


What's your skills?

Can we see some of your artworks?

IMO jumpscares should enforce the terror of the horror game.

 A good example is : say in a horror game, player is being hunted by large monster and player must escape through abandoned house or building.  Good jumpscare could be in form of the monster breaking into the building surprising player but fail to find player then left. This jumpscare informs player that the monster is actively seeking player and strong enough to break walls.

Humour and horror are opposite of each other. It is possible to use them in same game but not in same object or scene.

You could use one to twist player's expectation to bring the other. A scary monster chasing you stumbled or getting slipped is funnier than a cute creature.

Join game discussions, specially about played games and about game design concepts. You could get some ideas while reading and discussing.

Krago's Kuest

I almost for about other famous exploration genre : Linklike (or Zeldalike if you will).

This one is harder to find somehow, however I've gathered some and posted them in Zelda-like thread.

(1 edit)

Alright, please go to the collection link for game's link. Here's my recommendation:

1. XGA

2. Lightkeeper

3. Hyper Pixel Ten Thousand

4. Heart of Ruin : Final Columbus

5. Buntroid

6. Treasure Hunter Man

7. Treasure Hunter Man 2 (if you're willing to pay the price)

Obviously you need to check my metroidvanias collection.

Though since the collection is for any metroidvania I've played and confirmed, their playtime varies from short, mid to long. And also some of my games are also there so I've warned you before browsing the collection.

Do you want my recommendation from the collection?

I've played and completed this metroidvania.
Finally I could get my revenge on XGA.

Still, my biggest issue is the game doesn't save my settings so I had to reconfigure everything everytime I start the game.

Well, you just need to draw more often and do better in each drawing. There's no special tip for this, just draw more.

I think that you should focus on making good story first before working on secrets.

Krago's Kuest


Krago's Kuest


I've read the list in a glance. One or rather two ideas I had in mind is this:

- Revenant and Poltergeist come from killing an enemy. I haven't read the doc to find proper enemy for the latter but the idea is when this enemy is defeated, two enemies will spawn from its dead body, one is revenant and the other is poltergeist. Both are stronger but have half health of original enemy.

Ruvor Rush


I can't give any suggestion for furniture etc cause their design could be almost anything. So I'd focus on first sheet only.

Right off the bat, I can't find cooking utensils. Yes, I can see knife on two objects but there should be knives set as its own piece.

There is a big tomato but that's all. There should be more ingredients from vegetables, meats to fishes.

Ruvor Rush


I don't think I have been in serious situation like that but maybe I misunderstood your post. Though I did encounter serious bug with my new concept but fortunately managed to solve it. Now, I'm thinking on what to do next with this concept.

As for pushing forward or reconsider it, well since I'm used to with gamejams, I am used to going with the former to save time. Instead of failing my submission, I rather push forward with whatever concept I had in mind when working on my submission. I know that I'm going to enjoy the implemented concept so it's worth the risk.

a gaming experience where surprise and unpredictability are at the center.

I honestly wonder who would be interested with those.

We need financial and moral support

I'm puzzled here. You're not making games yourselves IOW other devs make the games yet you ask for financial support. Why do you need the support anyways? and who are we ?

I prefer having multiple save locations spread across the map. This could encourage exploration knowing that there would save spots to find and save progress.

I've given my answer to this HERE.

Wrack & Ransack


Hard to say cause it really depends on what actions player could take in the game. In a game in which player can only choose between multiple choices to progress  and to play the game versus a game in which player have big freedom in their actions, the balancing would be different.

Try working on your new project for couple days and see if you still have desire to develop this game.

Oh dear, thanks for letting us know.

Wrack & Ransack


How important is narrative to you when playing a game?
Not really important. If the gameplay is great, I could ignore missing narrative and imagine the narrative myself.
Do you enjoy reading dialogue, notes, journals, or lore if it’s well written?

Only if they are not too long and easy to grasp.

At what point does “story” become too much for you?

When story dictates and even overrides gameplay, it is too much. Gameplay should define story not the other way around.

Do you prefer environmental storytelling and subtle hints over explicit text?

Yes. Explicit texts are only needed if it's too hard to explain narrative with environments.

Are there games where the narrative really elevated the experience for you?

Of course there are. Short narrative telling me that I'm invading enemy's headquarter elevated my experience, for example. Without the narrative, I'm not sure why I'm at this headquarter or worse I won't even know that the place is a headquarter.

Hi Mita, welcome aboard!

Making game might be harder than you might think but if you're serious, you could make it.

TBH that short is very uninspiring. People want to see game preview not some random person talking about his ideas.

Speaking of ideas, do you know why game sites such as this have tags and genres to find games? it's because people want to play certain games. They don't want to pick a game randomly and have fun with whatever it might be, no sir, that's not how it works.

Besides, how are you going to make those games anyways?

Wait....

Let’s bring this project to life together.

What do you mean with that? do you want other people to work on your concept?

Considering the number of jobs which might be available in a city, this could be too complex for player. I can't imagine switching from mayor, baker, fisherman, tailor, alchemist  etc just to ensure their business survives.

My second concern is depth of each job. How deep do you want each job to be? I'm afraid you might ended up making shallow experience for each job.

Some of the cause could be from this:

 it spoils so much of the experience, so I took a couple random ones to give you some idea without ruining the experience.

I've viewed the shots and none of them inspire me to play. You really need to show shots which show the gameplay. If you're afraid for spoilers then what you should do is make screenshots which evokes curiosity instead. It's not easy but you should try.

That being said, it's really hard to get people to play your games lately. You really need to share it in multiple places.

Ask yourself this: what is the purpose of making games? if the answer is to get attention or plays, get ready to be disappointed cause it's so hard to get noticed.

OTOH if the answer is because you love making games, you'll get motivation from those games.

Fire Leaf Water


There are many 2D not large game concepts. Even RPG, RTS, point n click and metroidvania could be made in smaller scale.

So pick something that you like and make it small.

What about this:

 - Salesman : Offer proper items to increase relation level with certain girls.