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A member registered Aug 01, 2018 · View creator page →

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Very fun, mechanics are satisfying just in general.

I was considering cludging together a crappy one in construct 3, if I do anything at all.

Hmm, maybe I could use this to make my metroidvania for metroidvania jam.  Also on a personal note, just joined trijam as a way to force myself to quickly learn, after watching your video on it :D

A fun premise.

Yeah it's my fault for not adjusting the code I was using.  When I get back to it I'm definitely tightening up little things like that. 

I did go and update the description on the page to explain the controls.

Noted.  Honestly much of the code comes from the Fruit Drop game from nerdyteachers, and I have a lot that needs reordering and tightening up, not to mention more ingame explanation.

Drifty would have to confirm, but I know that he's been pretty open to RTP in past jams, so that may be part of it.

ok played it, took like a minute to load.  still good.

Pretty decent.  People seem to like what I've done in spite of its subpar quality.

Only able to rate by the screenshots (browser build wasn't working and generally I don't go downloading games off of itch, nothing personal just a general policy), but I can tell you've done a decent job at a bare bones Stardew clone. :D

Thanks for replying!  And yes, for me that's the true victory here, that for once I didn't just either let a jam go by or flat out quit in the middle.  Stay tuned for the next build, which with 5 days left on the judging is sure to be at least a hundred percent of an improvement :) Also, I'm intending to make the sequel (or rather, this is the prequel) for Drifty's jam coming up.

A few small hiccups aside, it's a solid little game.  Well done.

I couldn't play the game because I have a mac but I watched a video review of it.  With the slightest bit of fleshing out it would probably have a place of honor in the channels of those who review rpgmaker horror games, like manlybadasshero.  Well done!

Hello, and thanks for replying!  Yeah this build is a complete trashfire, I'd completely forgotten how to make cutscenes or even how to properly event the boss so he'd play his music.  I fixed it and so many other things in the new build, thanks to some help, but that build will have to wait until after the judging.  Of course, with so much time before that's over, I can flesh the whole thing out more, like establishing how everyone got to their starting positions.

Could I use some of them and edit them to be used as a title screen?  Like silhouetting one of the full renders?  I ask because with silhouetting one might not know if it's part of the rtp or not.

Cool stuff man, it's like if Earthbound were on the Atari

Awesome, thanks :D

For Sci-Fi purposes: A flightsuit/plugsuit type thing, basically a bodysuit but with some extra decorations/slightly more futuristic looking

Ooh, that battleback sounds like a good idea.  Incidentally tho I'm going front view so that all the characters can potentially be usable in combat, so I was initially thinking of the battlebacks in terms of like Earthbound or something.  But yeah, some battlebacks made of key map locations sound like just the thing.

Hey, got a couple questions:

1. What would you recommend for battlebacks in rpgmaker with this?  The enemies are relatively small so I'm assuming they're supposed to be in a line across the middle of the battles screen (assuming a front view), but I'm not quite sure if any of the default battlebacks would look good with that.

2. I don't want to make a game about kid characters, and so it's hard to tell, are the default hero ones i.e. the ones with sv_battlers adults or kids?

Decided on Clickteam after all.  However, now I have a better handle on the game's content and progression, at least in the demo.  Also gotta figure out how to properly fit hybridization in.

Progress: Decided on using Godot.  All the engines except rpgmaker are a steep climb anyway, might as well get the benefit of actual programming experience out of it.  Leaning towards space shooter with photorealistic space backgrounds.  Might use comipo for facesets and the like after all.

My progress so far consists in what I've ruled out.

So far I've ruled out using Comipo to do the heavy lifting as far as portrait/face assets go.

I'm on the fence about RPGMaker MV and perhaps RPGMaker 2003.

What I need to do is take some sort of quick pixel art class so I can make my own assets and do something in Clickteam Fusion.

1. Are fangames allowed?

2. Can they be demos or do they have to be "full" games in and of themselves?

3. Is Clickteam Fusion okay?  There seems to be very little, if any, actual programming involved.