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Kemil

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A member registered Aug 30, 2020 · View creator page →

Creator of

Recent community posts

I’ve made a major decision regarding the future of the project.

I switched from Unity to Unreal Engine 5.7 and completely rebuilt the game from the ground up.

The setting has changed as well: the game now takes place in Feudal Japan, with strong spiritual and horror themes. The world will feature elements such as a minor Koi god and an unsealed spirit, deeply tied to the narrative and atmosphere.

The map design has been fully rethought. The previous version was a generic forest with randomly placed locations and objectives. The new version is a carefully crafted environment with clear points of interest, meaningful navigation, and a strong visual identity. It’s designed to be both readable and striking, not just dark for the sake of it.

Because of these changes, I removed the old build and replaced the game page with screenshots from the new version.

This time, I won’t release a playable build until the core vision is properly in place. In the past, I rushed content just to have something to show, and the result was a game that didn’t reflect what I actually wanted to create. I’m not repeating that mistake.

I’ve made a major decision regarding the future of the project.

I switched from Unity to Unreal Engine 5.7 and completely rebuilt the game from the ground up.

The setting has changed as well: the game now takes place in Feudal Japan, with strong spiritual and horror themes. The world will feature elements such as a minor Koi god and an unsealed spirit, deeply tied to the narrative and atmosphere.

The map design has been fully rethought. The previous version was a generic forest with randomly placed locations and objectives. The new version is a carefully crafted environment with clear points of interest, meaningful navigation, and a strong visual identity. It’s designed to be both readable and striking, not just dark for the sake of it.

Because of these changes, I removed the old build and replaced the game page with screenshots from the new version.

This time, I won’t release a playable build until the core vision is properly in place. In the past, I rushed content just to have something to show, and the result was a game that didn’t reflect what I actually wanted to create. I’m not repeating that mistake.


Hello!

I've just released a pre-alpha version of the game I'm working on. I've been working on this game alone, with zero budget and only in my free time. I'd like to collect some donations to buy asset packs and improve the quality of the game, and then release it on Steam before Halloween. Currently I've worked on it for just a couple of weeks.

You can find more information about the game on the game page, please read everything because it has some performance warnings and inputs indications:


https://kemil88.itch.io/seventh-severance-night-of-the-jafarro

Released a playable pre-alpha version of the game to collect donations to improve the game

https://kemil88.itch.io/seventh-severance-night-of-the-jafarro

Hey! 

Thank you! I am honestly struggling with the sound of doors creaking. I am currently using hinge joints (physics) to move the door and there's a sound that plays based on the movement of the door, the problem is that I need a sound that can be seemengly be looped while not making it obvious that it's just a sound getting looped

Literally tought this post was a to complain about too many bots announcing fake games

(4 edits)


[NEW!]

I’ve made a major decision regarding the future of the project.

I switched from Unity to Unreal Engine 5.7 and completely rebuilt the game from the ground up.

The setting has changed as well: the game now takes place in Feudal Japan, with strong spiritual and horror themes. The world will feature elements such as a minor Koi god and an unsealed spirit, deeply tied to the narrative and atmosphere.

The map design has been fully rethought. The previous version was a generic forest with randomly placed locations and objectives. The new version is a carefully crafted environment with clear points of interest, meaningful navigation, and a strong visual identity. It’s designed to be both readable and striking, not just dark for the sake of it.

Because of these changes, I removed the old build and replaced the game page with screenshots from the new version.

This time, I won’t release a playable build until the core vision is properly in place. In the past, I rushed content just to have something to show, and the result was a game that didn’t reflect what I actually wanted to create. I’m not repeating that mistake.

Check the new screenshots on the Game page!



[OLD version]

[Screenshots Below]

Hello World!

I am working on a First Person Horror called Seventh Severance: Night of the Jafarro. It's a classic horror game on the likes of games like Slenderman. The goal of the game is to find 7 severed floating heads to clear a curse that causes a fog that doesn't let you leave the forest. To find these hads, you must explore this damned and spooky place while avoiding dangerous creatures hunting you down and solving puzzles to clear your way to the heads. Started working on this project just a week ago but I am super enthusiast by the progress I am getting and I wish to get something ready for the public on Steam before this Halloween.

Currently implemented mechanics:

> Dynamic footsteps that change based on the surface you're walking on

> Unstable flashlight that will turn off at random and most of the time will fail to turn on, forcing you to keep trying until it turns on

> Interactive ladders 

> 7 heads to collect to clear the game

> Physics based doors system with creaking sound based on door's movement

> Enemies roaming the map and running into you if you get close, triggering a game over if they touch you


Mechanics I'm working on:

> Puzzles

> Heads spawning in random locations at each run, allowing the player to play the game multiple times, each time with different places to visit and puzzles to complete to finish the game


Future mechanics:

> Lore

> Cutscenes

> Interesting hidden objectives for achievements


Planned DLC:

A whole huge mansion to explore.

Why planning it as a DLC and not releasing it in the full game? Well because it's going to be so big that it's going to be like a second game, and instead of exploring a forest you'd be exploring just one (although huge) building inspired by Resident Evil 1. If the base game sells enough I am planning to release the DLC for free as a sort of celebration. Oh and if I actually manage to finish the game sooner than expected, I'm starting to work on this DLC and try to include it in the main game


So far I've been working on the game in my free time with 0 budget, so I am looking for donors to support the game development, let me know in the comments if you are interested. Will be giving a key to anyone who supports me with at least 10€.


Will you release a playable demo here on Itch?

Most likely yes, once I've got enemies, puzzles and intro/outro sorted out. Currently you can explore the map but there are like 5 points of interests and no enemies, the only thing you can enjoy currently is the setting.

Appreciate that deeply! This album was a huge passion project, so your words hit home!

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🔥 NEW RELEASE — Demon-Slaying Metal Album on Itch.io 🔥

I've just dropped my original metal concept album on Itch.io — 17 brutal tracks that tell the story of a demonic prince who rebels against Hell itself, slaughters his masters, and wipes out his entire kind in a cold-blooded rampage.

This is pure sonic carnage — inspired by the aggressive energy of Mick Gordon, fused with dark-fantasy storytelling and infernal atmosphere. Each track hits hard and pushes the narrative forward, leading you deeper into the abyss.

🩸 You’ll hear:

  • The screams of traitorous mentors

  • Frozen nightmares from the North Spire ruled by Cocytus

  • The cursed machinery of Mammon’s greedy empire

  • And a protagonist fueled by hate, vengeance, and fire

🎧 Download it FREE or donate if you want to support my work
Whether you just want to listen, or you're looking for music to use in your own projects (games, trailers, etc.), it’s all there.

💀 Crank it. Share it. Let Hell tremble.
👉 https://kemil88.itch.io/revolt-incarnate-cinematic-metal-album-for-dark-fantasy-games

Hello everyone.

The game I'm presenting you has been inspired by nostalgia.

The game starts as an Arcade Machine game. When you start the game, you only have one game available to play (also the only one currently available). But as you complete the games, you unlock new ones. All sharing the same theme: A new perspective on a classic game.

For example, the first game is a first person version of Pac-Man, where you can shoot at ghosts to send them back to respawn. To be honest when I started playing it, the game wasn't fun. In a 3D environment, knowing the position of the ghosts, they are easy to avoid, and the power-up to eliminate them (the gun) is usually either wasted or not picked because unnecessary. I had to make may different changes to the original formula, to the point that now the only thing they share is that you have to pick all the pills to win the game while avoiding the ghosts.

The gun doesn't have a time limit but you get only 2 shots at the beginning and 1 shot when you pick up a new gun. Also if you pick up a new gun while still having one yourself, you aren't getting more bullets. If you have 0 bullets you lose your gun and it's going to be much harder to see in the labyrinth.

Link: 

https://kemil88.itch.io/hueqo

I somehow bugged the drone thing and skipped through the entire second chapter lmao


Hello everyone.

This prototype is still in early Game Design proccess, but the intention is to make a Dungeon Crawler Action RPG with Souls Like elements and Roguelite elements. The player shall explore dangerous dungeons, avoiding traps and killing fearsome enemies.

The story is about the Faceless, a mythic Undead that looks, thinks and acts like a Human, with the only difference that it lacks the face. For this reason, humans have always been afraid of it, and closed him down in the depths of a Dungeon, while setting traps to prevent him from escaping. That is until one day, a fellow Undead finds him and sets him free. Now the Faceless has to find a lost Relic that would camouflage him and let him live with the other humans.

I've been currently working on the game for only a month and on my own, so right now it lasts like 3 minutes (basically just find and defeat the first boss), but I need feedback on the comands and the damage.

Be warned, it's full of bugs and stuff that must be improved.

https://kemil88.itch.io/dungerous-quest

P.S.

There's a lot of people I shall give credits for providing free 3D and Sound assets (basically the only ones I've created on my own are the 2D GUI elements) but I am going to do that on a credits scene once the game is completed.

(1 edit)



Hello everyone.


Here I am, sharing my attempt to develop an RPG, it's based on a book I was trying to write (did stuck after 22 pages but there's plenty of material for a game) where I did replace the main protagonists with my little siblings that I've never got a chance to meet in real life.

Please try the game and give me some feedback!

EDIT: Did notice the typo in the title,  next release will have it fixed

https://kemil88.itch.io/kendri-keily