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Dragon Emperors

A member registered Sep 23, 2018 · View creator page →

Creator of

Recent community posts

Thank you Anwynn!

Glad you liked it

Thank you! Yeah, I did also realize those errors after I posted the game. Forgetting to turn on collision happens from time to time.

Also, yes, I have a plan to continue the development of this game later on, so please stay tuned!

Thank you Drifty for your great evaluation!

This will surely help us on how to improve this game!

Thank you for trying the game! I guess, yeah, a lot of things are very guess-based. I'd improve that on the later version.

That's a cool glitch if I ever see one. Should feel like a badass if you walked away from those explosives.

Thank you for playing the game! I'm happy that you enjoyed it.

Yeah, it's unfortunate that we haven't got the time to polish up the battle.

Thank you for playing the game!

Stay tuned for it in the future (maybe)!

Thank you! Looking forward to it

Thank you!
Yeah, I just realized that some players might need more guides. I should be aware of that in the future.

Thank you for playing, and stay tuned!

Changed a lot of graphics in the last seconds

What a ride! Thank you to everyone who's been supporting me, now I'll just wait for the result. Don't forget to rate the game here!

I'll try updating this game a bit until the rating period ends~

Stay tuned!

Thank you for trying the game!

Hopefully, our next game will live up to your expectations. So, stay tuned~

A reminder that it's still in beta, there might be bugs that I missed on the testing and a lot of grammatical errors (the person I rely on for grammar check is busy). But, please, enjoy the game and tell me how you feel!


Song of the Bereaved is a turn-based RPG set in a fantasy apocalypse world.
Players will take control of a hero, with the power of resurrection, to defeat a corrupted sentient weapon.

The assets used are still placeholders, it will be changed in the future version!

We appreciate any feedback and suggestions for the finished version

Check our development thread here:

Check our devlog about our experience here:

How We Design the Monsters
The Choices and Prototype for UI and The Problem with Resolution in RPG Maker VX Ace

I've done it! The version for IGMC jam can now be played here!

A reminder that it's still in beta, there might be bugs that I missed on the testing, and a lot of grammatical errors (the person I rely on for grammar check is busy). But, please, enjoy the game and tell me how you feel!

Currently working on the final version of the game~

One more day, come on. Please look forward to it!

Thank you! Currently preparing for the final version for IGMC

Do look forward to it!

(1 edit)

Continuing writing my line of thought for names! Now it's the instructor and the childhood friend's turn

Come take a look at the idea behind them!

I see! Thank you for the suggestions!

(2 edits)

Finally got the grid battle UI figured out. With the help of the artist, this is an example of the UI.

A battle on a 8x4 grid where you also need to watch your position before attacking.

What do you think?

Thank you very much for trying the prototype! I'm sorry it's not up to your expectations.

I'll be sure to improve the game for a better experience.

Oh, interesting point of view! Thanks!
Also, what do you mean by "give them different allies"?

I wrote my line of thought for the names of characters in this game, starting with the MC, come take a look at it!

(1 edit)

The artist has just given me a far more better logo and title for Song of the Bereaved.


What do you think? This is fitting for a somber-vibe tactical JRPG, right?

Good day, everyone!

I've just updated the prototype. Now, it has a placeholder menu (some of them work), more areas to explore, and a total of 4 skills to obtain!

The prototype is on the submission page

Currently working on a devlog about how I think of a name for the characters in my game.

Can you guess the idea behind them before I spill it?

Also, the idea of an area of effect skills that will be used by the enemies or can be used by the players in the battle.

Here are some examples of them

These are the different types of enemies that you will find in the game. They are corrupted by the corrupted power of the Z-being, the main antagonist of the game.

I've also made a devlog about our process in designing these + the familiars (for summoning purposes), check it out~

Look what I got from the artists, a ref sheet and a standing sprite for the MC!

Their name will be Kadena, derived from Cadence, which means 'in rhythm', do you think their name fits them visually?

Thank you for trying the prototype and the concern
But, yes, those will eventually be fixed

(3 edits)

I've just updated the prototype! The 2nd prototype includes:
- Grid Battle System
- Area of Effect skills
- Maps that are more similar to what it will be
- Story Progression
- Updated title screen (still the prototype version, so it's a little goofy)

Known issues:
- Skill window offset is too high

The assets used are still placeholders, it will be changed in the future version!
Please check our submission page as well, thank you!

Yes, one of the inspirations is Battle Network's battle system! Thank you for noticing

(1 edit)

Currently working on the second prototype to show off the battle system and the map, but got a little bit delayed because of some technical stuff.

In the meantime, here're some screenshots of the second prototype while I fix the update~

(3 edits)

I'm back with the MC and some other NPCs~

the ones that will appear in the IGMC version (hopefully) are:

A kid that volunteered because she wanted her little brother to live a better life (the MC promised to take care of her brother)

An ex-martial arts instructor who is also a veteran of the last war

and an informant who actually knows behind the scene of what happened back then

no fixed name yet, we'd like to give them names that actually mean something, but as of now, we call them D, B, and G (if you have suggestions on what to name them, however, feel free to drop them in the reply)

also, their colors might change in the actual game

oh you're right, that's a challenge that might happen in the future

nice of you to give a head up there

(1 edit)

I decided to use floating textbox for Song of the Bereaved!

 It will increase in length as I add more lines, wow

As usual, assets are still placeholders. But I will frame the MC shortly.

What do you think? I think floating textbox is cool because it gives a sense of direction from where the 'voice' is coming

(2 edits)

Take a look at this beautiful picture of the initial design for the menu of this game!

We've also decided to have a constant UI for the map action skill at the top left of the screen and to reduce the resolution to avoid crashes on a big screen resolution.

Check out this blog post to learn how we've come to these decisions. We've learned a lot from our discussion.

(3 edits)

I've finally revised the main post and had the game page ready!

Look at this title I made! It's not much, but I think it has the somber sad feeling I want to capture, right?

I've also talked with the team about how the game will progress. Communication is critical, but you must ensure others understand your intention.

I'm glad they understood my scribbles

The game will have 4 stages, the first one is on the way to the gate of the wall of a fallen kingdom, then inside the ruined town after the villager moved, and the next is onto the cathedral or what is left of it, and end in the big castle where the monster rests before going on another rampage.

Do you get it from this scribble?

I have made a prototype that can be played right here. (I will make the page soon)

In this prototype, you can try several mechanics against obstacles such as:

- Pushing blocks
- Slashing blocks
- Using a grappling hook
- Breathing fire
- Breathing ice

Any suggestions and feedbacks are welcome!

(2 edits)

The finalized design for the MC! As of right now, their name will be Zero, until there's a better name for them. Any cooler name you can think of for them?

Got some map mechanics working, 4 out of 6 were able to be recorded. It still uses placeholder sprites, lol.

Proof of Concepts - Action Skills on Map



Fire Breathing

Fire Breathing





Hope the best for both of us!

Oh, that's a nice point to consider too. Thanks for the opinion!

Decided on some skills that players will be able to use to traverse the dungeon!

- Push blocks

- Destroy blocks

- Jump through a gap or to a different elevation

- Grappling hook

- Fire breath

- Ice breath

Screenshots of them will be posted (hopefully) soon!