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A member registered Mar 18, 2015 · View creator page →

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I think jump/land would help me, horizontal movement probably not? E.g. in Celeste, there's small dust clouds when you jump, land, and wall jump.

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For the dust effect, it would help me by better seeing my horizontal positions for jumps I did successfully so I know roughly where to jump in future.

The autojump I noticed and it was actually kind of annoying :P

Do you pick 2 random levels out of a pool of possible levels for each trip to the mines right now? I thought that was pretty cool, it's like a roguelike structure but instead of the entire game being a roguelike, each single trip to the mines was like a mini roguelike experience.

Edit: Oops, should have read the comment above about the random level selection.

Thanks for adding, leafo!

Love the art, the spinning coin looks really cool for a 4x4 sprite! I stopped after trying the fourth mine for about 10 minutes. The level design is good, though a bit on the sadistic side :P

Having some dust effect when landing or jumping would help a bit with all those long jumps that require you to jump after you run off the platform. Also, I think the spikes don't look menacing enough. When I first started playing, I kept accidentally running into spikes because they didn't look like they were an obstacle.

Delightment is a puzzle game I am making to share my love of puzzles. The game takes place in a book where each page peers into a puzzle about lighting up tiles.

I've published an alpha build on so that people can try the game out. I've worked on the game on and off for a while now and the core mechanics are finalized and I've developed my taste for level design and the difficulty curve.

I'm still greatly iterating on the emotions the game evokes and what sort of narrative I can tell. I would love to hear feedback or ideas on this front!

Finally, if you're interested in playing a build with more content, please send me a DM on Twitter at @kcaze_!

Thanks for playing and recording a YouTube video! And good luck with the last level :)

Inverting the rules was really cool :)

The rules remind me a lot of Skyscraper logic puzzles:

I wonder if you invert the expectations one more time and instead all the diamonds are fixed and you need to place the rocks and ravens? It would probably be too easy just like that so you might need to add a rule where no two ravens can be next to each other.

Cute puzzle game :) 

I think the keys and locks should be color coded too so that you know which lock each key opens.

This was relaxing to play! The art, music, and sound effects were all so good :)

Being able to jump past brick walls with the purple lights was cool and I wished there were more of those levels. 

Thanks for including it! Maybe I'll find a use for the effect in a game some time :)

I just played the alpha a few days ago and really enjoyed it! Speer looks like a really cool game and right up my alley (I love puzzles).

Small suggestion: maybe add a dust animation when you land as well?

Also, what happens if you use portals to shoot a Speer at yourself?

I love the core mechanic! I'm really looking forward to some hard levels you come up with!

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Another really good puzzle game that wasn't mentioned was Sokobond. I recently finished it and although a good chunk of the game felt like trial and error, there was some very cool higher level thinking in the extra levels. The Monster in particular was a really great level.

I'm also slowly making my way through Jelly No Puzzle. I'm currently on level 17 and am really liking how hard the puzzles without feeling unfair. A lot of the levels have a clear thesis or idea that it's trying to communicate and it's makes the levels so memorable that you can almost reconstruct the puzzle in your head even after you stop playing.

Lastly, a bit of self-promotion: Check out my demo for Exorb, a deceptively simple logic puzzler about filling in orbs! 

What properties do you want in your city? I think it would be helpful to first manually plot out a few cities that are "typical" of what you would like your generate and then work backwards from there to come up with an algorithm.

Here's a useful article that could serve as a starting point for generating cities. The rooms generated would be your towns and the edges your roads.

An interesting perspective is this blog article by the developers of Prismata, a multiplayer card game. It doesn't directly answer your question of how you can make Rock Paper Scissor in a video game be more luck based but it's good reading in my opinion.

To directly answer the original question, here's a variation of Rock Paper Scissors that I tried to come up with. Instead of one round, let the players play multiple rounds of Rock Paper Scissors and decide the winner based on who won the most number of points in the end. Now add an additional action that players can do each turn: up the point value of one of Rock, Paper, or Scissors. To make the game more interesting, the other player cannot see what point values your Rock, Paper, and Scissors skills are. Finally, when you win a round, the number of points you get is equal to the point value of what you threw.

I just made up this example and haven't playtested it to see if it adds interesting depth and an element of skill, but the general principles I used were:

1) Continuity and a sense of progression. This is achieved by playing multiple rounds and allowing your point values to accumulate.

2) Imperfect information. Each player has access to information that the other player doesn't.

3) Larger option space. Rock Paper Scissors is a bit limited in that you only have 3 options per round. I added another set of 3 options for increasing point values so there's 3x3 = 9 set of options per turn