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Mike Le Watt

A member registered Jan 03, 2016 · View creator page →

Creator of

Recent community posts

Wow, amazing, thanks a lot for doing this. Squeezing 8 minutes out of something that's so bare bones must have been hard.  Thanks for all the input/suggestions too. Nice audio!

Thank you for playing, yeah it's not really  a game yet. 95% of the time was spent on the proc gen code.

Impressed. Story is told in a visual novel style - but this is no VN, there's actual gameplay, and different kinds too. I dig the Commandos/Men of War style gameplay, not enough games like this. Mixed with item management/travelling makes this game unique. Demo was longer than I thought with more than one map. Enemy death animations are brilliant. Love the art. Consider adding options to make the camera faster/adding a modifier key. My slavfu Katya died ;_;

Amazing. Impressed with the different filter options as well as the menu UI look. You've really nailed the 90's JRPG look/feel/sound. I actually like the filters. Sounds are great. Not a fan of the furry character, but it's well animated. Again, the UI is really well designed. Background art is spot on. I found the gameplay hard because I'm not good at side scrollers with variable depth. Would pay real shekels for this.

Swinging feels great. I want pay with real sticky juices for this. Also I died and Toto stopped playing. That's very harsh punishment.

I summoned quite a lot of fire spitting skeletons, OP as hell. I know't unfinished, so the UI isn't completed - still looks very Unity default. The tactics gameplay is solid and functions how I would expect. I like the tiny scale and sprites, makes it interesting. I would play this again when it's finished.

Zeus threw lightning down from Olympus and the little rocket factory died. ;_; 10/10

Better physics than Half Life 2. I would pay jew money for this.

I like the art. Gameplay is smooth. Reminds me of old Diablo.

I'm liking the art and style. Love how the new visible tiles spawn, very sexy. Also having sound effects in a classic style dungeon crawler adds so much. Liking the music as well. 9/10 would spend jewmoney on.

I'm really digging the neo 80s retro feel. Art is really well done. Nice music. Backed the KS. Good luck.

As you say, in terms of 'narrative', having to face monsters you run away from- at the end, as if by 'returning' to those rooms makes sense. However from a balance point of view shuffling them into the rest if the deck seems like a better option. I've done this in my own version as it's easier to code, heh. Also I prefer the risk/reward of running away a from a Donsol, not knowing that it might crop up in the next room anyway - but hopefully with a new shield!

Saw the article this morning. Congratulations.


Thank you for the awesomely detailed response and insight. I find the concept fascinating, so that Scoundrel PDF is right up my alley! I hope you don't mind, but I would love to work on my own variation of Donsol/Scoundrel, as I'm currently teaching myself how to gamedev, perhaps with more of a puzzle spin.

But right now, I can't glue myself of Donsol to be productive. Love the look and design of the thing as well. Keep up the great work and stay safe on your travels.


Donsol community · Created a new topic Inspiration?

Hi, just wanted to say that i've been obsessed with your game for the last couple of days. It is perfect. I was just wondering about the inspiration behind it. As the game can be played with a physical deck of cards, is it based on a 'real' game concept you/John already knew of? Or is it something completely new you have made up?

Hey Thanks!