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izois

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A member registered Oct 09, 2018 · View creator page →

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what were the inspirations? i'm curious, used to seeing those are usually listed in pdf and or itch page for CC games and also can't help but notice your page 2 has just enough of free space 

layout and palette reminded me of 2400 by Jason Tocci the most — and it's a good thing

this looks great.

 I'd be infinitely grateful for a link to a short manual and preset to build such generator and fill it with custom content. 

My prev research on topic mostly lead to the specific generator engines made to teach people code. I plan to give a https://perchance.org/tutorial another go in case of needing such a thing again, but learning more excel/sheet expressions and or asking you for a building block looks like a more straightforward route.

thank you

i'm glad to see your progress.

What ratio between combat, adventure and other parts of the game are you going for?

How early and how are you're going to playtest things?

Did you consider playtesting your game in a ttrpg mode?

I've recently learned that if not for the licensing issues than early Fallout games would use GURPS for example.  There's also Cyberpunk, heavily based on ttrpg. Nothing can replace playtesting, as far as I can see, and this kind of is in many ways very effective and the most human.

I'm very happy with my dive into the ttrpgs' realm and I wonder how early other solo devs can playtest things they're putting into the game. Feedback from players at the table is direct, spontaneous, instant. Sometimes I spend more time taking notes than I've spent playing, but feels worth it.

Amazing comment.


I added zine to my playlist but it's comments like this that make me appreciate ttrpg scene so much and the itch io  in particular 

How was that mothership delve? )

Eye of the Beholder's art instantly puts a smile on my face ) It looks like a game that knows it's a game

Eye of the Beholder Level 11 Walkthrough - Lower Reaches - YouTube

Lands of Lore looks fun and very carefully crafted and doesn't remind me of anything else.

Lands of Lore: The Throne of Chaos - Lutris

Realms of Arkania though made me burst with laughter twice in less than a minute. It looks like early digital art made by artists who tried really hard (and it showed) mishmashed with indie games made and drawn by children here on itchio ) Thing one won't dare say about this game is that it looks boring or by any means predictable. It's cool to have a wild card as reference to remind self of wild possibilities.

Realms of Arkania: Blade of Destiny Maps :: DJ OldGamesRealms of Arkania III: Shadows over Riva Screenshots for DOS - MobyGames

Talking about wild possibilities and heavily retro-inspired pixel art look for a modern game i want to mention 2 special cases:

1

Infernax 

which is mostly metroidwania but leans into more detailed art for the sotrytelling bits and when presenting player with interesting choices

Infernax Review (Switch) - Hey Poor Player

Infernax Review - 8-Bit Blood On My Hands - Crumpa

2

Fit For a King

thing about this game most relevant to our conversation (and coolest to me) is the story told by it's steam comments

https://store.steampowered.com/app/1110380/Fit_For_a_King/

Some people roleplay even when commenting, others tell stories of their lives, playthoughs and relationships with other games and many — and this is the part that made me remember it, without even playing — opens up about this game subversing their expectations by giving them a novel experience inspired by things they loved in the past without delivering on the impossible promise of taking them back.

Historic love letter, continuation and novelty.

Homages and tributes are all legit and one can naturally progress from there too. 

It's just i find these 2 cases so specifically interesting

I'l agree with the great David OReilly on saying that realism is probably not the most interesting thing [digital] art can do. Personally i find realistic digital art uncanny more often than not, though it has to do with animation. 

I wonder with which source of inspiration you will go for such an ensemble cast? I'd probably crowdsource faces from people who themselves were inspirations, then maybe ask reddit and or lemmy and people here. Some devs occasionally take suggestions from their patrons. Curious Expedition 1 had it's first viral moment with Nikola Tesla pulverising hyenas with the death ray in the savannah, this is how  Maschinen-Mensch decided to go with a prominent 19th century figures irregardless of how likely it was for them to even leave the house, let alone to embark on the expedition into the unknown.

https://store.steampowered.com/app/408510/Curious_Expedition_OST__Artbook/

Curious Expedition 1 vs Curious Expedition 2 is also an example of the drastic art style change rather than evoluation of it, which probably made sequel less successful. I find part 1 style clean, cozy, endearing and evocative. Not to say that 80s sungeon crawlers' or delightfully shitty and crudely animated mugshots from Hotline Miami wasn't evocative )

40 faces! Is art-making your fav part? I knew i would be trapped in just drawing or learning to code without clear direction which is why i went for playtesting ttrpgs right off the bat.

I hope devlog about schedule i've shared will help you to complete the project without burning out

hit me up if you'll be in the mood for collab maybe ) there are so many ways to go about such projects, so many possible tones and vibes

i've just preached about how fascinated am i by the CD:DA community the same day i wrote to you here

notion of moody photographs depicting the end of something instantly reminded me ‘The Solitude of Ravens’ by Masahisa Fukase. It took me a while to remember and find this project, but, luckily i also found Daido Moriyama along the way. Just imagine if the latter would shoot desolation. And here's a link with some pics by Daisuke Yokota 

https://vk.com/wall-113549430_51?z=album-113549430_227952946

cheers, and let's live longer. It's nice how the popular media, like Frieren, now explores creatures living for centuries more often.

I searched for the games you mention and i love how visually striking they are! And also readable and somehow balanced. 

Wizardry 6 & 7 | macgamestore.com

So you have been around for the 80s dungeon crawlers and rpgs and now are making one of them or a modern take? I bet there are people who would like to hear your story, and maybe even take part in it.

And please don't be intimidated by the devlogs, these doesn't necessarily have to be a works of literary art and R&D like the ones Lucas Pope does for the Mars after Midnight.

https://dukope.itch.io/mars-after-midnight/devlog

Devlogs might as well be just a facetimes exploring a specific topic devs themselves really want to revise. Here's one where Dave from Powerhoof talks about their schedule for a half an hour. He apologises for the how boring this subject seems about 3 times during the video and once in the description, but then he talked about all the subjects I personally struggled with, so this video was a godsend to me.

Talking about people coming together to share a story, are you, by any chance, into the open source scene? I am fascinated by the decades of the communities around playing and developing games like Nethack, DCSS and CD:DA that are cultivated by the very nature of these games.  Lifespans of these games are unprecedented.

It's interesting to see some people embracing the the idea of letting go of the complete creative control and exploring the pitfalls and joys of collaboration and possibility of their projects evolving into something they couldn't imagine and accomplish alone.

I wish you the best luck with the game ) Seeing other people reacting even to the mockup screenshots page i believe more people will dig it over time

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I like the artwork on the 2nd and last screenshots a lot, 3rd background is also perfect.

Some of the human faces feel just a little weird but it may be just me not used to this style.

i've been toying with this idea for months. scaling it. replacing end of the world with the natural end of me. slowly extending 24 hours for the rest of my life.

it's a nice meditation prompt. 

i've done most of this before even downloading PDF and reading more formal rules and dice events.

i got a Solo but Not Alone 4 bundle because of the gems like this.

guess i'll continue "playing" it — because my personal history of thinking about life and mortality is now marked by this weird prompt.

wow it's a whole new look!

what flavours / kinds of pixel are feel best for you? Do you have any public devlogs / community outlets?

I googled Wizardry 6, it has a pretty distinctive look to it, though i'm not very fluent in pixel art of 20th century and can't tell if it ever looked like the other games.

Visually, i love Curious Expedition, Into the Breach, Caves of Qud and DCSS and adore Aeons of Sand. From these 5 only Aeons of Sand went for the look of older gen games instead of using pixel art as just a tool, and it was the only game that wasn't a hit. Though DCSS is FOSS has a long history and was retiled afaik.

Telwynium by Powerhoof games here on itch also went for a retro look, though, unlike CoQ, DCSS, AoS or Duskbringer it's not a dungeon crawler.

this looks cool, how's it going? is it turn-based? realtime combat turned me off the Aeons of Sand and i still think about that game

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i've checked it out. 

i dig your procedures, intuitions and trials. Caterpillar Method for Character Stat Generation is neat).

btw, why won't you put it in your itch.io bio and maybe even most something here? 

 though rn i'm more interested in the fundamentals, essentials, approaches and ideas of fun than in the hexes or any other specific tools. 

note on aesthetics: i can't help but notice that whilst your layouts always make sense, your designs are a bit lacking. I personally like even more brutalist/minimalist iconography as seen in Cairn 1e corebook, tools like Mipui and or overdesigned playful weirdness of My Body Is A Cage. Do you find designing visuals too time-consuming to your liking? Don't you find joy in it? I feel some players may overlook most your work because of this — to their loss.

thank you for posting it with [blank encounters]. 

layout is very nice.

it inspired me to think about procedures and how to convert everything into building blocks so i can instantly generate backgrounds of all kinds and focus on what matters the most.

i'm new to the scene and didn't know that  rosette hex can be used as random event table instead of map.

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does it end abruptly with a black screen after character doing his thing or is it a glitch? oh i see, the same question was asked years ago. such endings fit, even though i'd prefer just tiny little bit more indication.

it's a brilliant and very short game, no reason not to try it if one thinks it looks cool.

omg, please release the ost, or just post the intro song on youtube! this song slaps

i personally use mac and plan to add linux as second machine, so i'd welcome a browser version if porting this curious-looking game is a hassle for you. couldn't run the .bat file with the Wine Crossover for mac i sometimes use for windows indie games

You may want this if you've heard that Caves of Qud is a good game, installed it and now instantly die all the time but want to learn it by playing instead of reading the wiki or watching someone else playing.

lore-friendly Tutorial Mod —

https://ectafoole.itch.io/the-qud-survival-guide

Mod Folder location —

https://wiki.cavesofqud.com/wiki/File_locations

That's it. Worked for me.

my personal experience diving into it

Initially CoQ was appeared frustratingly difficult, but now i'm hooked and even dig procedurally generated lore because i do find its procedures beautiful. Feeling sad about losing my character's library on permadeath was new to me.  Everything makes sense now. Learning this much hotkeys for a game was new to me. When 78-keyed laptop keyboard doesn't seem enough. imo this game is much harder to control than Brogue but much simpler than CD:DA. Both are free and you may want to take a look at them if you're new to traditional roguelikes.

thank you a lot for this tutorial!

it worked like a charm. i finally stopped instantly dying and started playing.

thanks, problem persists, solution still works.

!

it's the first time ever i experienced an actual thrill from anything horror. i mostly avoided it and never quite tapped into horror / thrill but joyful, refreshing and voluntary vibe.

and drawings themselves are just perfect. to me they are on par with early Tsutomu / early Miura / Hayashida Q / Inoue — basically world-class. Are you famous yet? Faces, conveying human emotions, acting. They way you balance the detail, precision and free-hand feel, classic manga and screen-ready webtoon thing, making it easy on the eye and always feel being the right size when reading from the screen — <...>. Manga often feels out-of-place when read on screen, while webtoon scrolls often lacks something, while your drawings just hit the sweet spot in-between.

if you want cross-platform app with some / same powers —

i highly recommend exploring Excalidraw and tldraw + their integrations with Obsidian (closed source) and Logseq (open source).  

Excalidraw became my fav sketching tool, whilst tldraw has stronger text on canvas options.

Obsidian and Logseq are second brain apps (wiki / zettelkasten / linked notes / pkm).

I believe logseq + tldraw will outperform everything in the longterm, but is wip as of today

this game is a machine to find beauty within you

i could've gone the great lengths describing how come 

this game is now one of my fav things in the universe,

 but sharing my deeply personal experiences would only spoil it for the future fellow adventurers lol. game's endless, instantly approachable, easily hackable (=moddable). chances are you'll have a great time and will come back to pay for it feeling good about supporting an artist and feeling funny about putting a price tag on something priceless.

"rules" are not complex but deep and will take less than 4 minutes to read and memorise and begin

             >  *  


<3

this is beautiful! I'd even buy it as a screensaver if you'll make it available cross-platform )

fn5 crashes it every time in firefox or vivaldi.

if i were you i'd share it with him and cast and crew members whos work i liked the most ) you know, nice gift to come along with the typical fan mail + chance for mutual endorsement

pls release full version here on itchio

also mac demo is broken, but win demo works on mac fine with Wine Crossover.

wine-crossover worked like a charm, just've tried it on demo

more info here https://www.reddit.com/r/wine_gaming/comments/z3slxt/wine_doesnt_open_on_mac_os_...

or just open terminal and

  • brew install --formula gcenx/wine/winetricks
  • brew install --cask --no-quarantine gcenx/wine/wine-crossover

didn't need paid crossover

i don't know about Takashi Miike's endorsement, but i sure as hell give mine

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it is adorable and accessible, i instantly love everything about it!  

i caught myself writing extra long comment, had to email you since you're welcoming feedback

to anyone reading i strongly recommend giving this game a try — after launching it you'll ask yourself how come there's zero (or so little) games that start like this one.

literally the most intriguing draft of the game i've encountered on itchio to date, with possibilities to birth hypercasual flappy-birdlike roguelike, party game with local coop, nerdy endless open-world obsession or all of the above )

+

after my first intense year on itch.io, playing dozens and checking out hundreds of games i stand by this review, just shared this game with a friend and saw this comment

wildly specific and horribly brilliant game. 

it's funny i've recently had somewhat similar idea more focused on depression and memories then hoarding with trouble being not in the physicality but the stories things tells to the protagonist, with going into the story of each object being entirely optional but kinda the point and the only thing to do in the game before leaving the room. 

also was kinda inspired with bitsy engine games revolving around the concept of room so much, and amateur developers telling deeply personal stories with them.

maybe option + right click and something like "open no matter unidentified source"

probably the best game ever made or maybe not

hi, does it support mods from steam now? and does gog version?

does it run on mac\linux?

you've really nailed it

this is the best implementation i've seen to date

most stylisations either suck or feel kinda wrong \ slightly off

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kicks  condor is like my fav person on the web! they really does stand for the better web.  to this day i dream that projects like his Fraidycat we help us to ignore algorythms while keeping all our existing true social connections all over the nets

+ i too love "Into the breach" and this one alike. Both are

  • cross-platform
  • turn-based
  • input-agnostic: touch-screen / touchpad / mouse / keyboard / gamepad plays equally nice
  • rogue-like + solo toy-chess-feel –> weirdly satisfying replay-ability
  • cute-not-too-cute pixel art tuned for instant readability

theme: recovery

not that i know of but i didn't find any signs of Excalidraw, Krita or Clip Studio using SDL, so i'm open to test my tablet on anything on it you're point me to as interesting and or suitable for such test


had zero issues with Blender, they seem to use SDL:

https://developer.blender.org/diffusion/B/browse/master/?grep=SDL