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Eliot Miller

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A member registered Jun 15, 2020 · View creator page →

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Oh also the soundtrack slaps and I still listen to it often

(3 edits)

What would I change about the difficulty of Nowhere Prophet?

Revert it back to the release version! When NP came out, it was my game of the year for 2019. I played it so much on release. But then the difficulty was adjusted and it honestly just never really gripped me the same way again. Fights felt trivial and food was abundant. I think what I disliked the most was the “charges” to boss mechanics, as it meant after a couple of turns the boss had no identity to their battle anymore.

That is coming from me, a player obsessed with deckbuilders and roguelikes, so I came into the game with a level skill maybe a lot of players didn’t have? But I would also imagine a lot of the players looking for a deckbuilder roguelike would already be fans of the genre and have some skill already too?

I liked the grueling pilgrimage, but then I felt at the final boss I was either dead on arrival or it’d be easy and I’d find myself wishing for a third phase to the final boss fight. It was a tough balance!

I think my biggest dislike to the run lengths was meeting The Tower but failing to unlock them as a character, and then being stuck having to try another run just to hopefully find them all over again.

Maybe the new easier difficulty for mobile is the right move, but I would love to see higher difficulty options too!

Also, I absolutely loved the world of SOMA!! I loved all the towns and the peoples that called each area home. I would have loved more of that exploration into the world, perhaps in the style of Sunless Sea/Sky. I remember the giant walker that had a whole town of people living on it that was never fully explained. But I think you’re right that most fanart is of characters rather than places.

I hope Crownbreakers has as much lore as SOMA did! I’d still love to see a NP 2 or another game on SOMA.

This is the most incredible comment I have ever gotten. I deeply appreciate it, and it means the world to me to hear comments like this.

The good news is that I have been working on a 2.0, and I hope to release it when it’s ready.

Wow! This was an immensely nice comment to read. It makes me really happy that people are still interested in Rulers years after I uploaded it.

I too was extremely frustrated at the lack of nation building RPGs that found a balance between abstract and tangible, so I am glad Rulers was able to work on exploring that sweet spot.

I am still interested in finishing Rulers 2.0, just been a lot of life stuff lately.

If you have any feedback on playing Rulers, I would be happy to hear what you have to say!

  • Eliot

For me I’d be happy with the Skull being replaced by a Dungeon, Temple, Fortress or Ruin if that’s what it is meant to represent.

I like to use this tool to quickly generate a world map, and for me the Skull is too “pirate-y”. I’d love it if the maps had the options for just castles and towns and other sites like that.

Love using this generator for worldbuilding. Thank you for all that you create!

Would it be possible to have an option to turn off the skulls? They really stand out as something you have to interprit one way, as opposed to just having a town or a ruin.

Oops. Didn’t realise I needed AGON to play this before purchasing :/