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

Creator of

Recent community posts

Thanks BobbyTwoHands for your feedback!
It's really important for me get feedback and from something like you that faced similar development issues, well.. it's cool!

0) I think you miss the "you win screen", well.. it's a prototype after all :D

1) Thanks for kind words! I've put some effort in build a sort of "tabletop game" behind the scenes and I believe that this kind of games will benefit from this "living simulation". I've read a book about gameplay design few months ago and found inspiring one of the key points: if you give to players some points to use as "hooks" for imaginations, their mind (your mind too!) will try to fill the gaps and the game will be more fun too!

2) you are absolutely right. This is something that I have to take in considerations for next releases. I want to mix it with "tag system" so special tags or traits will gave to particular NPCs more resistance (or not) to your powers. I have the feeling that also slow down the simulation behind a little bit will give player time to observe NPCs movements, what do you think about this point ?

3) thanks for feedback about this! I need for sure improve "simulation feedback" to players, so colour-coded messages are a good point too

4) yes, it will be on next release! Quests will be a key point "soon" (tm) when all key elements wil be in place

5) nice catch! I never considered before to change city's description, thanks!

Thanks again for feedback, feel free to add any ideas!

Feel free to share your thought on this build here! Report errors, ideas and anything you think is useful!

In this release I've added automatic advancement for turns, so game should be more fast and engaging, feel free to provide any feedback!

i'm sorry for your loss, man. (random stranger like me)

Feel free to share your thoughts and feedback on this prototype.

If you want to help, please take a little bit of time and read README file included, try to use ancient power and obtain victory. I really need to get feedback on how do you play and ideas on how to improve this prototype. Thanks!

I love it and wait for a pc version :D

Feel free to provide any feedback

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well it's fine for me :D just need for improvement, when there will be a new release with classes you show on twitter?

edit: just see it, good to see improvements :D

Permadeath, randomly generated (too much for my taste), turn based, resource management with exploration and discovery!

Solid entry, with no bugs, perfect theme and graphics. Music and sfx could be improved, but a really good entry!

finally I was able to complete this game :D pure luck, but funny :D

A little bit too random but works really well. You should add more powerup between plays, something like "unlockable" cards that can provide new challenges :D

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!

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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?