Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Nov 15, 2016 · View creator page โ†’

Creator of

Recent community posts

It seems that GLES 2.2 is not yet pulled into Godot master.  Therefore can't do it right now :(

Hi Walid,

Eid Mubarak! Give me the day I will put up a GLES 2.1 version.

I'm planning to expand it to a full game! Got a few people interested in collaborating. Check back in a couple of months!

Great but where is the 30 second aspect!

That dual purpose hostage was the best!

Hey Racso, thanks for giving the game a shot! To reply to some of the points

* This game really has to be played multiplayer (something I knew was gonna be an issue, but hey I really wanted to make a mini MMO =D The quests are designed intentionally Old School MMO style, meaning they are persistent and you don't "complete" them.  You can keep repeating the quest for gold and exp!  Game really isn't complete, the map is mostly empty.  There is a second dungeon on the right if you headed that far.

* Don't know if you noticed but the Aether (which is described in Whitaker's quest text) exists in all dungeons and gives you 30 seconds of breath.  The artifact gives you a safe zone, and there are some abilities that give you temporary safe zones.  If you breath too much Aether it becomes Toxic and you die quite quickly!

* Graphics and Sound: Totally :D its just me so didn't want to waste time making and animating something more intense, so just went with block shapes mostly.  Good thing I did too.   Finished it only a few hours before the jam!  Sound was pretty much an afterthought really didn't have time.

Hope you will give the game another shot with someone else.  It really was enjoyable during the public playtests we had on Discord!

Cool! Can't wait to play it!

(1 edit)

Latest footage, for the spotlight!

I know I promised to keep the server up, but currently we have some game breaking bugs. Once they are fixed (a day or two) will push up a public version!

Special thanks to these great people for joining in the test:

Awesome!!! Looks like so much fun! 

Whoops! Must have dropped the file by mistake. No worries newest build going up in a couple of hours and it's muuuuuuch better ๐Ÿ‘๐Ÿป๐Ÿ‘๐Ÿป๐Ÿ‘๐Ÿป

hey Xuti!

Just a small suggestion, classic isometric perspective is slightly different. There are a bunch of documents about it online (ideal angles etc)

Would help to make it look even more awesome!

(3 edits)

Update on my multiplayer roguelike:

Implemented enough to show.  Not yet enough to be a viable game :D

I've put a proof of concept server up, mainly to test network code.

Feel free to play around with it!

WSAD - Move

Left click - Main hand item use

Right click - Offhand item use

I - Inventory

Esc - Disconnect

HEAD SOUTH to enter dungeon

(EDIT: POC 2 posted, location update bugfix)

Hope you are still around! We are all rooting for you!

love  the minimalism! Seems like an apartment I would love to live in!

looks good!

Maybe either have more keys or mark the key chests differently so players have to decide whether to go for more chests or not.  Give them something to think about ๐Ÿ˜‚

By the way those numbers following you are absolutely spooky!

Would love to see an update of this guy in a game engine! You got us all rooting for you!

Loving the graphics! Controls look tight as well!

If I may give a suggestion, AI will be very important as it is make or break whenever you have hordes of enemies. See left 4 dead and FEAR. What makes them so much fun is that the enemies spread properly and work together against you. They will try to surround, and they will try to get around cover. Look at Swarm AI and Utility AI methods.

(1 edit)

Come on show us completed dungeons. Can't wait to see it!

(2 edits)

Very Zelda like! I like it. Give us some good puzzles!

What a cool way to handle random generation for game jams! My issue with random maps is that they always take so long to get right and which makes you settle on "good enough" when you run out of time. Your way gets rid of all the stuff that goes wrong like corners, hallways, etc! Good thinking

Love the skeletons! Makes me with I did my game in 3D ๐Ÿ˜‘

Will there be combat or is it more a frantic puzzle game?

How does the game work? Looks like something I'd love to play!

(1 edit)

The cards do look nice. How did you paint them, Krita?m

By the way you are crazy for attempting a custom engine ๐Ÿ˜‚ Good luck to you!

he looks absolutely evil ๐Ÿ‘๐Ÿผ

(1 edit)

This is a month-long game jam, so we thought to go a bit ambitious:
So here are the first screenshot of our WIP Multiplayer Roguelike ARPG!

The theme of this jam is 30 second quest. We are thinking to have dungeon environments be filled with Aether, which is toxic to humans. If you breath it in for more than 30 seconds you start taking very rapid damage. However, you can hold it off using certain artifacts, spells, abilities, and items. This adds another level of strategic thinking to the mix.

The game will play sort of Dark Soul-sy in its pacing. You really have to think about attacks, and when to defend. Difficulty is definitely something we are focusing on in terms of balance. There will be a need to learn enemy attack patterns. On the art, a lot of focus is being put on enemies telegraphing their attacks.

Art style is rather simple at the moment. The minimalism is real in this one! We have not done our "beautification" yet, but we will be keeping this simple style. It simplifies animation, content creation, and eliminates the need for up/down animation (because of a lack of legs).

At the moment, we are working on the base systems, then finishing the town, then we will be working on dungeons. Still undecided if we will be tackling random dungeon generation or PCG for this jam. One month is still too short!

Stay tuned for weekly updates!

Play that game enough times, and you will be The Guy!