look, I'd never complain about a free asset pack, but there are literally only 66 images in this pack so I'm not sure how you counted "90+"
Legion
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Not a bad idea to disclose that these are AI generated. Not buying AI assets RN but I feel like those who would are probably wondering if the character images come with transparent BGs? Also, are the two female characters shown in the 'Screenshots' meant to be the same character (within the limits of GenAI)?
Is AI used in your workflow at all? If not, the sheer quantity of these is incredibly impressive. I see to me what look like a few potential telltales of AI generation (no judgement, and certainly no offense meant!) but the original resolution and the heavily dithered upscaling indicates otherwise.
Anyway, I like these regardless, but if these are actually hand pixeled, I am somewhat in awe of you. That is a TON of pixel art landscapes to drop for free and Creative Commons.
Part of the reason I describe pre All Saints 2017 me as another life is because I lost all of my friends all at once and have sadly lost most of my family since then starting with the passing of my father two years ago. But the game is finally 100% content and feature complete, IT IS DONE, I suspect that polishing it and exterminating the last of the bugs will probably be a basically indefinite undertaking whether the game sells or doesn't sell.
But I love the game, and it is done. I have done a frankly incredible thing. It's a borderline miracle I'm still alive after the damage I've taken in my real life, let alone that I was able to create something this relentlessly and insanely ambitious. If it got noticed, I think it would challenge people's ideas of what can be done in the engine the same way Fear and Hunger, LISA, Space Funeral and To The Moon did (all made by contemporaries of mine).
Anyway if you're not broke, buy the game, if you're broke like me, I'll send you a key here on itch. I'm coming from 22 years as a hobbyist dev releasing shit for free (became quite famous/infamous in that context in the oughts, at least in a certain scene). I just want people to play the damn thing. I'll figure out how I'm going to pay the rent later. I appreciate the understanding and/or concern.
I appreciate that but I kind of did the opposite put my full weight on the gas to try and get the thing done and in 1.0 by Halloween (tomorrow) like I promised in the very devlog after this one. I've been in an absolutely feverish crunch mode and I think I've probably put in something like 70ish hours over the 5-6 days, actually finishing the game, playtesting it (and all the different endings), last second debugging, capturing vod, making gifs, still have to cut a new and also see if I can actually uploading a working build/depot/package to STEAM (which has been a huge problem for me). I'm in a pretty terrible place, medically, psychologically, and especially financially, but I've thrown myself into the work and not really allowed myself to think about any of my other woes or crises. This is probably the feverish crunch state talking but part of me feels like I'm not going to survive much longer and I want to get this thing done before I die, fulfill tha tpromise to myself.
But even if every moment up until this devlog was wasted effort, I made the decision to waste more effort and harder to get this motherfucker SHIPPED. What's another 17 or 19 days of my life I've squandered on this very-possibly-marketless game after the three years I've been working on this incarnation and the 19 years I've been thinking about the project more broadly. Once the game is actually out of EA and in full release on STEAM and I have screamed my lungs out into the void about it, so by the end of All Saints Day, I'm going to let myself pause and take a very, very, very deep breath and generally do the stuff you said. I THINK about quitting all the time, but push comes to shove, when it comes to DOING I really have no quit in me.
(I was a mildly successful entrepeneur/small business owner once, in an even more niche nerd market, Tabletop indie RPGs, but in most ways, like so much, that feels like it was in another life.)
First off, this game is amazing. Secondly, it brought to mind a balance concern I'd never thought of before, because unlike 99.9% of pen and paper RPG it involves physically yeeting dice at things. Different kinds of dice have different ballistic properties! Most plastic d20 are going to behave similarly, but I feel like heavy duty metal ones like I've been privileged to own a few sets of would have considerably more force and momentum.
Every time I read "stacking blocks or dominoes" I mentally find-replaced that with just "standard dominoes", because "stacking blocks" outside of the specific context of Jenga (or I guess Dread) don't have any standardized shape or size.
Two final thoughts, A) is there any particular reason that losing is not possible and is vampire prison by default and that this game is 'play until you win'? I feel like generally speaking the possibility of a TPK/bad ending adds spice and savor and nothing about this gourd-based premise seems to me to clash with that.
B) have you thought about giving the boss vampires the ability to 'play goalie' against (a limited number of) the player's rolls (in a turn)? I feel like this could really spice things up and add excitement. Curious if you tried anything like this in playtesting.
Like I said, I have 22 years experience in RPG Maker and a little less than a year in GODOT (I can code competently enough in GD Script although I still have a ton to learn). I have a degree in Creative Writing and am extensively professionally published in that field.
Anyway, forget it. Your ideas of what personnel are required to make a game are very, very different than mine. Probably informed by the dozens of games I've made and released on my own over the years without an artist or composer, handling all of the programming and writing/narrative design myself, along with the game design. Also you didn't even answer if you had an idea you're excited about that you think has legs. I've already started a jam project on my own (like usual) besides, although I'm not sure it'll be a good fit for this jam after all.
Take care, have fun.
Also I feel this definitely takes place somewhere in the https://whalitf.itch.io/darkweb-streamer universe, at least enough to use that as an excuse to make sure you know about this game.
Hi, I'm considering joining the jam with a 2D entry. I joined your discord and downloaded the asset pack and as you said it's all 3D stuff. As the Metic cameo is required (and I don't mind using the character) and a judging category, I'm afraid this will prevent me from joining, as I don't really have the pixel art chops to do a halfway 2D Metic sprite from scratch, especially not in a style that will match with the rest of the assets I'm using. Unless by chance you have any 2D assets for this character, anything at all?
look I'm probably overthinking this, overthinking things IS a specialty of mine, but I went to the reddit to try and understand what "weirdcore" is and I understand less than I did before I poked around the reddit. this "explainer" image only increased my confusion.
so I get that the developers are filled with an unfathomable hatred for weirdcore images that involve 'OCs' with disembodied objects for heads. cool, gotcha. but is the presence of too many eyeballs where there should not be eyeballs and 'biblically accurate [_________] (whatevers)' also frowned upon. Because I gotta be honest, outside of those elements of "mainstream weirdcore" (an odd phrase to even type/say), I'm not at all sure what actually unites "((("""true"""))) weirdcore as an aesthetic. I understand what liminal spaces are on a deeper than memetic level, but I am very confused by this good versus bad weirdcore dichotomy.
So as the jam start date approaches if you're still checking this, let me ask if you have an idea? I am an experienced (>22 years in RPG Maker, <1 year in Godot) generalist 2D dev but I have never really worked on an idea that isn't mine in its genesis and I think that could be a really valuable experience for me so if you've got a good one, do hit me up.
Hi GarmdGriek, the beta (the 'new build' I've been 'releasing soon' for uh, several months) is finally live! If you want to just buy it, you can definitely do that. If you are willing to commit to beta testing the whole thing and giving detailed feedback, I can also hook you up with a download key. Just let me know where to e-mail it or otherwise send it to, apparently itch won't let me link or send download keys to itch accounts, it just provides the URL.
"Needs more anarchy" is a weakness of the game I'm extremely keen to address (it's an issue I've been thinking about for some time), but I'm not entirely sure how best to address this. I'm not too sure what adding more anarchism looks like for this or really any game, especially in any mechanical sense.
Refining and editing and expansion ( a lot more setting info) all need to happen before I'd consider this a finished product too, along with art and layout. No idea what the time table is for any of this, honestly, but I'm glad I finally published what I had and happy to hear you like what's there.
https://invisibleinc.itch.io/spirit-of-76 is the videogame counterpart of this project, by the way. Well, the second latest iteration of it, any way,
Hey, I'm just checking that this text about late submissions from the rules page is accurate:
- Following the conclusion of the concept jam, this jam will run for a month. Submissions are due on the 1st of February - late submissions are completely acceptable, but require an admin to post.
because the 1st of February bit is clearly carried over copypasta from a previous jam. Thanks!