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jadedrakerider

162
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A member registered Jun 22, 2019 · View creator page →

Creator of

Recent community posts

Oh okay. Bummer. Still, keep going!

I hope so. I always prefer to buy from GOG. Plus this would be a good addition to Amazon Luna.

Oh heck yeah!

I would pay for 16x32 and 32x64 8-bit and 16-bit versions of these!

Es bien pero no fantastico ahora. Tu quieras mirar eso applicacion. Pardon my Espanol.

This is good, but not great in it’s current state. It looks good, it needs some polish before it is professional level, but you are well on your way. Please keep working on this!

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I’ve revisited this after a year and I can say that this is still an engaging game with a reasonable learning curve for the demo. It takes so many of the right cues of the second quest. I have a couple notes but after a year you may have addressed them.

First, one thing I really don’t like borrowed from the – other quest mentioned – are arbitrary platforms. There were a couple of places where the background looks like a platform, but is not. It is forgivable, but it detracts from the overall fairness of the game.

Second, candles that are ever so slightly out of reach of the whip while standing. This is something from Castlevania on the MSX and I really didn’t like it there, either.

Third, the forest level has entirely too many elements going on when you head toward the cave. It’s a bit disorienting sometimes and because blue and green are so close together on the color wheel, Simon doesn’t stand out from the background as prominently as would be ideal.

Ex. In the screenshot with the bee hive, you just about absolutely nailed it in the nearground (orange/yellow) which makes Simon’s colors pop because Simon is blue (orange’s complement).

The problem returns in the far-ground (purple, blue). You have the right idea in action. Blue/Violet are the complements of Yellow & Orange. The fore and near ground both pop against the farground, but the farground is not the thing on the screen we are trying to keep track of.

Lastly, this may be just because I’m getting old, Simon’s brightness is a bit too muted. Some literal brightening up would help him pop even against blue/purple.

All this being said, this is still a fantastic game and I am eager for an update and the next demo.

The music & sound are superb. The music is moody and the sound effects give on screen actions a sense of force behind him.

The graphics strike the right balance of chunky like an 8-bit game, but more detailed than was normally found on that generation of consoles.

Your level design and enemy placement is obviously well thought out. In particular the sahagin bridge is brilliant. You have the player and Simon experiencing the same jump scares simultaneously and the player has to harden their nerves and become the courageous hero Simon is to navigate across the bridge. That is just chef kiss.

And don’t forget the Transylvania Adventure of Simon Quest!

So cool! I will look forward to the English translation! I know my way around Spanish a little more. Very cool! Keep it up!

I always thought Simon’s Quest was a tragic waste of potential. As much as I enjoyed running around killing monsters as a kid, it got boring when it felt like wandering around to no discernible point.

I hope somebody uses these to make that a reality. Maybe I will when I get more experience. Thanks for making these available!

Oh my goodness! I used to have fantasies about making my own Final Fantasy 1 sequel! I was obsessed when I was a kid. My parents bought it for me brand new and I used to pour over the manual while playing for hours and hours.

Yayah! I just wiped the smirk off the Master’s face on both enemy paths. Take that.

Thanks! I appreciate your transparency. Seriously.

A refund will not be necessary. Rough concepts are on the level of using boiler plates in code. We have used templates for ages.

–SHUSH YOU’RE GOING TO EXPOSE US TO THE HUMANS.–

I mean, in that case the badges will repel you.

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A few artists have told me their packs have AI generated elements and there was no way to discern it. Maybe they updated it. I will try it out. Thanks!

update: That does not appear to be the case: image.png

image.png

image.png

Maybe I am missing something? I have it set, there are no added by the site.

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Yeah, but that won’t apply retroactively, and I know there is a no-ai tag, but I don’t ever see it. I have some badges I’m sharing to make it easy. I upload them on my pages.

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Love this pack!

Do you use AI/LLM as part of your workflow? Sorry if I asked you this on another page but there is no indication on this page that I can find. I do not want my project to have any AI/LLM assets by 1.0. I’m not casting shade, you do you. This is something I care about though.

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Do you use AI/LLM as part of your workflow? If so, how?

I ask because I do not want to ship my 1.0 with silicon-sourced assets and support human creators. Not casting shade if you use AI, you do you, this is just my preference.

I have already bought the bundle, so it’s a foregone conclusion.

Thanks! We really are. Working in software QA is pretty demoralizing as we are treated as an obstacle rather than a safety net. I appreciate the kudos!

Also, I added more feedback.

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notes

  • If I hit BlackJack ex. 13/13, I should win unless he hits blackjack, (15/15), and in that case it should be a draw, right? I encountered this at the first boss.

  • Where did my negative and blank cards come from?

  • What is the purpose of blank cards and where do they come from?

  • The choice between damage reduction and +HP isn’t a very good mechanic – it makes more sense to always choose damage reduction or damage up. Why would I ever add HP?

  • Removing 3 cards from the deck at a time is a bit broken. Just by destroying the highest value cards (I completely got rid of 5 & 6) made battle trivial and more about luck than judgement.


Edit 1

  • Giving the boss +2 on the spread is all kinds of BS, even when I have all the 6s and 5s cut from my deck.

  • Providing a readout of the contents of the opponents deck, maybe only at the start of the round might be worth trying out.

  • Having a permanent reference of the contents of your deck should be a power up.

  • Going bust by playing 3 cursed (black) cards should instantly bust me. This isn’t happening. update Sorry, this is working as intended. 3 cursed SYMBOLS. This isn’t communicated visually to the player very well.

  • Cursed cards probably shouldn’t be destroyable.

  • Having to re-select my game speed for every run is pretty annoying. Caching this preference and persisting it would reduce friction.


Also moving my suggestions from the stable page:

  • The way the +X to maximum before bust is poorly explained. Does it apply to the current turn or the next turn?

  • Would love some keyboard controls. It makes sense to have the hit/stay on opposite sides of the interface, but I find it gets in the way of the flow of the game to use the mouse.

  • I suggest implementing A for hit, F for stay at least.

  • For accessibility points, tab/arrow to cycle through elements on the screen.

Also I work in software QA and I have some experience with coding. I will probably have a lot of feedback like it’s my job. It is. I apologize ahead of time.

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No worries! I much prefer that you respond defensively than to ignore the question entirely. We can walk away from flaming each other or we can come to a satisfactory understanding this way.

BTW, because of this convo, I uploaded some badges you can add to your projects/pages because typing it out and trying to find a disclaimer in text is a bit of a pain.

13 Bones-Beta community · Created a new topic Itch Client

It looks like I can’t download and run this from the Itch client. I use it a bunch. I’m going to download it from the browser now.

This is such a great game! I love it!

You adapted the rules of blackjack brilliantly and the aesthetic is just the right amount of off putting. Keep up the great work. I am going to download the beta.

Some notes:

  • The way the +X to maximum before bust is poorly explained. Does it apply to the current turn or the next turn?

  • Would love some keyboard controls. It makes sense to have the hit/stay on opposite sides of the interface, but I find it gets in the way of the flow of the game to use the mouse.

  • I suggest implementing A for hit, F for stay at least.

  • For accessibility points, tab/arrow to cycle through elements on the screen.

Not everybody uses Unity. I am using Tiled for HTML-based projects and this is a pain point. I usually re-make the sprite sheet to have the correct spacing.

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It could have been updated since then. I ask because I want to support human creators. If there is nothing to disavow using AI/LLM, I ask before I drop money on their content. Not for this pack, of course but I still want to use use assets made by real people. People like you.

This matters to me. Would you like me to apologize? I’m sorry I wasted your time ensuring I would use something created by yourself instead of supporting the kind of people who silicon-source creativity.

I just bought your Dragon, NPC packs, btw. You make very good sprites. Please pardon my brusqueness. No hard feelings.

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It could have been updated since then. I ask because I want to support human creators. If there is nothing to disavow using AI/LLM, I ask before I drop money on their content. Not for this pack, of course but I still want to use use assets made by real people. People like you.

Hello! Do you use AI/LLM in your workflow? If so, how?

This is super cool! Definitely going to save this for later. Keep up the good work!

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This is strangely absorbing. I would love to see you continue with this. Having a map to navigate, enemies, bosses, and secrets to find could put this over the top.

I absolutely encourage you to take this concept and expand it.

Hey awesome! Streets of Rage is one of my all time favorites and SoR2,3 are among my all time favorite soundtracks. (Yeah 3, the weird experimental one is one of my favorites ever!).

So far these are sounding great. Very faithful to the genre Yuzo Koshiro channeled for SoR2. Would love an expanded version of this pack, David!

Hello! Do you use AI/LLM as part of creation?

I love the style and I bought the winter sale mega pack because it’s so great! I spotted a couple issues you might want to address.

  1. jump/attack animations have a pixel cut off at the apex.
  2. When cats run/jump/walk on tall objects, they keep their tails in line with their spine rather than up to help them keep balance.
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Hi ToffeeCraft! Snatched this up during the sale. It looks great!

It looks like the cyber UI it cut off somewhat. The bottom row is incomplete.

This looks awesome! What engine did you use?

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Heya! I am seeing a big gray box when I import the Abyssal Baron into Unity. I have this by way of the compendium.

image.png

Awesome! Thank you!

I always ask before I make a purchase. Might be a good idea to add a tag or something in the description. Thanks a ton! I’m going to snatch this up.

Hi! Did you use AI/LLM as part of your creation flow for these sprites?

This is pretty awesome!

Are you planning on adding grapples/throws?

Awesome! You may want to add the no-ai tag and put that in your description. I ask everybody that before I buy something nowadays.

I will get this and buy one of your packs to support the cause.

Awesome! Thanks!