Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Jan 18, 2017 · View creator page →

Creator of

Recent community posts

I'm glad the attack templates helped you out. I was worried it was too confusing! I hope you're having fun w/ the tileset. If it's missing anything LMK. I'm working on updating it soon.

Wow this game ruuuules

This game rules. Good luck w/ the development.

Rad. I loved Zelda Classic back in the day. I'll ping you on discord and we can talk.

Whooaa this rules

Thanks for the feedback. What kind of assets do you mean when you say Castlevania? Whips or...?

Ok yeah this rules

This game rules


Wow this thing is amazing

This is sick AF

Hey I tried running this on Win10 and I got an error

Woo I want more

Help me name the game!

(1 edit)

I am so happy with this whip effect

The conversion to U3D has been really nice. I have much smoother analog controls and the math for rotating stuff is a lot cleaner. It was a bit more of a pain setting up, but I don't think I'd have been able to do this overworld as easily. Going to try to make some enemies soon, but I'm realizing that's the weakspot for my asset pack, so... gotta make some art I guess.

Anyways,I want to discuss my plans for some of the game design. A few random design thoughts:

  • Overworld loops are important. There will be one main road to traverse the majority of the map.
  • Making traversal fun is a priority - there's a run button that can be mashed to run even faster
  • Factors to balance the run
    • Perception Check only works if you're walking
    • Loot drop rates plummet if you are constantly mashing that run button
    • Good encounters (e.g. fairies) are less likely when you've been running
    • Bad encounters (e.g. big enemies, enemy hordes) are more likely when you've been running
      • This can be a good thing if you're looking for fat loot
      • It'll pace the game so that when you're dying you walk and take your time
  • I'm going to seed/randomize secrets/powerups! Hopefully it'll get you and your friends to sync up seeds so you can share things you've found
  • I'm tempted to make a counterpart to each item --- 2 swords, 2 projectiles, 2 bombs, etc. we'll see how it goes

*I might need help coming up w/ ways to gate the world. The original Zelda used lots of soft locks in its overworld, but it did use rafts and ladders to a good effect. I want a nice balance like that one.*

I have no idea how I'm going to get this done in 2 weeks. Whoops. Let's hope!

Thanks! I am using content from my asset pack here:

I'm not sure if I should make this game also CCBYSA or how to synergize between the two, but I hope it'll encourage some value between the two.

Converting to Unity3D. It's actually really nice.

Dude, all of your games *rule*

(2 edits)

I'm making an adventure game using an asset pack I made. It's hopefully going to be easy and fun.


  • Swords
  • Shields
  • Bows
  • Bombs
  • Axe
  • Whip
  • Torch
  • Health Potion
  • Overworld
  • Fancy Zelda Scrolling
  • 3 dungeons
  • Goo Enemy

Stretch Goals:

  • Secrets
  • Randomized Item Placement
  • Upgradeable Items
  • More Items 
  • More Dungeons
  • Lots of Enemies
  • Secrets!


(2 edits)


I'm trying to make an overhead adventure game in a month using one of my art asset packs. I made this in Multimedia Fusion in a couple days. I'm tempted to move the project over to Unity, but that seems a bit bulkier than I need.

These rule so hard. What program(s) do you use to do your pixel work?

Wow, this is gorgeous!

Can I make a Zelda game in a month? Who knows? 

Whoa this rules

Wow this art is amazing 

Dude, these are really good and $1 is a steal!

This looks great


I played this at BitBash it ruled thanks

Your prototype looks great! I'm really happy you found use for my work. Please feel free to post more about things you make :)

Thanks so much! There's the original #NotZelda here, too:

I just released a second asset pack under the CC-BY-SA 4.0 license. This time it's for sideview adventures or adventures with large overworlds. I spent a lot of time creating the modular assets to create larger systems like mountain ranges, trees, road infrastructure. I also spent a lot of time with the sideview assets trying to make them generic enough to fit most kinds of games.

The goal for both of the #NotZelda asset packs was to have all the art assets necessary for the creation of a game in one package.

:):) thanks for the kind words. Let us know if you end up making something with the art :)