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A member registered Apr 22, 2017 · View creator page →


Recent community posts

which version of java do you use ?

Well done son far, some rough angles to tune for me :

- music: base music is repetitive (and boring, out of the context for a game of destruction, violence and blood) and action music is fine

- without a proper automap casual player could get lost ?

- some monsters attack patterns are too easy to avoid, like for example the bouncing energy attack

- when an enemy die on top of a ladder, because there is no body physic animation, it's someway strage to see an horizontal body simply.. go down

- enemies bouncing one top of the other (a bug I suppose)

Hope to see some update also on the demo here on itch !

It's sad you don't have time to continue to work on it :(

cool! I will check it ASAP :D

Hi again, any news? In these days I'm playing Stellaris and I've found really interesting the Factions handling:


I think a gameplay around placing key agents in a faction and manipulate it to grow in power in the kingdom is really cool! Hope some news soon!

Cool, thanks!

(Edited 1 time)

Hi again, have you take a look to some Europa Universalis 4 diplomacy mechanics?


in particular


I think manipulating the attitude should be a good starting point for the design ?

Also take a look to Estates ( factions ):


I've tried your experiment and almost lost into it, because there are a lot of options and things to do! Don't be diverted by my report, because I found really hard to understand what your interface do and then of course the game can let me do.

As said before, I hope you can share some design ideas to get feedback before  doing it ?

About TWS, there are a lot information in the wiki, maybe can help/inspire you https://thatwhichsleeps.gamepedia.com/That_Which_Sleeps_Wiki

Sure! If you have Just a mockup i think Will bene great too

Thanks for quick answer!

From an outside perspective, seems that you were too much focusing in adding more and more content ( I'm referring to SBTT ). My advice is to focus on the core mechanics and when that one is really good and you have a lot of feedback from players, move to other mechanics .

Do you have UI to show to potential players? I mean, me :D You could get a lot of feedback without code anything, I think is right approach!

Btw, good work, I'm following you because I believe in this kind of games and with the right mix of gameplay elements could be really interesting !

Like I said before, I like your approach in general and also this new update is really "dense", maybe too much ? You should try to explain and test every mechanics separately, so you can learn if they are fun or not!

For example I'm not sure if the player can keep track of all circles and relationships in order to manipulate them, I mean I can see some sort of "information overloading " ?

One of my problems with SBTT was the interface and all the stuff happening together. I suggest you to take a look to Europa Universalis IV from Paradox, or Crusader Kings 2, where player Is able to follow a lot of things together because of the real time pause, of course, but also because of the interface.

My suggestion here is to work a lot on the UX and UI, maybe with some prototypes, to find the better way player can interact with such complex world you have in mind!

just my 2 cents: for me is better to have, one for week/month/whatever, a video where you explain the new mechanics, features and so on, so when you will launch kickstarter/greenlight, there is a lot of material and you can get more exposure even with some youtubers for a review, even if obsolete! I mean you can build your audience and followers in that way, the most "direct" let's say!

Could you record a video and explain this game a little bit?