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Tales of the Renegade Sector

A member registered Jul 16, 2013 · View creator page →

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Space Captain McCallery is out now.

Itch Page: https://malec2b.itch.io/space-captain-mccallery-ep-1-crash-landing

You play as a Space Pirate Captain whose crew has mutinied and left him stranded on a remote planet.  Now you must explore a strange and harsh world, battle alien lifeforms, search for food, and find a way to get back to space.

The game is $4.99, but there's a 20% off discount for the first week!


If you run into a bug while playing this demo, please let me know by posting about it here!

Thanks for playing and glad you enjoyed!

The game's starting to come together:


Kill the Superweapon

Kill the Superweapon is a 3D low-poly Action-Adventure game with twin-stick
shooting.  Samantha Kill is on a mission to take down the weapons
manufacturer Abaddon Incorporated.  On the way, she'll have to fight
their five super-weapons: genetically and cybernetically modified
monsters who are the prototypes for the weapons of the future.

Each floor is developing a different Superweapon.  After a certain amount of
time, they will be released, and able to freely roam from room to
room.  Samantha will have to find powerful explosives scattered through
each level to take down the Superweapons.

The game has a diorama-style perspective, freeing up the right analog stick
to allow for Twin-Stick shooting in a 3D game-world. 

Do you have a controller plugged in?  You might be getting input from a controller on the floor or something?

Have you been using the lock-on?  That's the intended main method of aiming.

I'll add mouse options to the next build.  I'll try playing around with angle snapping.

Thanks! (and sorry for forgetting to do that in the first place)

Hey, it's been a long time since I've updated here, but the game is still in development, and will be coming out January 11th, both here on Itch, as well as on Steam and the Humble Store.

Since I haven't posted here in a while, here's a gif-dump of what I've been working on:

Rival Battle:

Looks fun so far!

Haven't updated the DevLog here in a while, so here are some images of what I've been working on:

Thanks! Glad you enjoyed. And thanks for the feedback!

Early Demo Build now available: https://malec2b.itch.io/cold-vengeance-demo

It contains a level specifically designed for the demo, which will not be in the final game.

A couple more gifs:

Cold Vengeance is now on Greenlight: http://steamcommunity.com/sharedfiles/filedetails/...

It also now has a trailer:

Starting out the new year with a trip to the park:

I played Prime 3 back around when it came out and enjoyed it quite a bit. I'm going to play 2 at some point as well.

I've been playing Metroid Prime. Back when I was a kid first playing the game, I never made it past Flaahgra, so most of the game is new to me. I'm blown away by the level design in this game. The areas are a joy to navigate, with lots of verticality and paths that twist back on and over themselves. It feels like kind of like the half-way point between Ocarina of Time and Dark Souls.

I also finished a game of Invisible Inc. It's a really elegantly designed tactical game with a sort of X-COM-ish mission structure. I played a game on easy mode, so it will be interesting to see how the game plays on the harder difficulties (fortunately, a game of Invisible Inc takes about 4 hours, so it lends itself to multiple playthroughs).

Missile Pod


Scorpion Robot

Thanks! Looks like you've been up to some cool stuff yourself.

(Edited 1 time)

Oh, hey, Brian! Long time no see (I was malec2b back on the TIGSource forums, in case you didn't make the connection)!



And, yeah, definitely going for an over-the-top tongue-in-cheek tone.

Homing Powerup


(Edited 1 time)


The camera moves with the player based on where you're aiming. The main restriction is that you can't turn it all the way around to look backwards.

The two cursors are to give you a better indication of the trajectory of the projectile. One cross-hair is at the center of the screen, and the game will raycast from the camera to the cross-hair to determine what point you're shooting at (basically, how they do it in third-person shooters) the second cross-hair is projected from the point in 3d space directly between the player and the target point. Also, if the shot from the player to the target point is blocked, the red cross-hair appears and the first crosshair will move to the point that actually gets hit by the projectile.

Target platform is currently PC and Mac, but I want to look into getting this game on consoles as well.

Did some more work on the barbarian enemies. Gave them a new walking and idle animation, as well as an attack animation and a telegraph animation. Also got them to react to charging into something.

Looks lovely.


Thanks! Yeah, I've been playing around with the levels of feedback effects. Most of the current feedback effects are on things like enemy explosions and the player getting hit. I'll probably add some sort of camera kickback on shooting as well.

Thanks! I've been wanting to do stuff in this sort of style for a while, so it's been a fun project to develop.

(Edited 3 times)

Play the Demo: https://malec2b.itch.io/cold-vengeance-demo

Cold Vengeance is a 3d Run 'n' Gun game. It's a sequel to Venusian Vengeance (Available on Steam).

Please vote for Cold Vengeance on Greenlight: http://steamcommunity.com/sharedfiles/filedetails/...


The year is 200X and Canada has attacked the United States. They kidnapped the president, launched a nuclear onslaught on major american cities, and sent troops and robots across the border to clean up the scraps. They have also forged an alliance with the mysterious Ninja Empire.

Sgt. Jon Dagger (Along with a mental stowaway in the form of a digitally uploaded semi-deceased soviet scientist) emerges from his Violent Meditation to take the fight back to the Canadians. You must run and gun your way across the ruined wasteland of America up into the Great White North in your quest for Cold Vengeance.



My goal is to make something somewhere in between a third-person shooter and a Sin and Punishment rail-shooter. Levels will also have secrets and alternate paths to find.

There is also a powerup system influenced by SHMUPs (with a little Gunstar Heroes thrown in). You can hold two powerup types at once, and they each can be leveled up by grabbing more powerups of the same type.


I'm going for a colorful low-poly aesthetic. Something reminiscent of the Nintendo 64/PS1 generation.


The game's concept art is being created by my good friend Ben Evans.

Hey, I'm Alec. I've been making games for a while now, including Venusian Vengeance, Tales of the Renegade Sector, and Ninja Outbreak. You can find my games here.

I'm currently working on a 3D run'n'gun called Cold Vengeance, which is a followup to Venusian Vengeance.

I'm on twitter and tumblr.

I've also seen about 30 Godfrey Ho movies.