I just released a jam game featuring some animals from this pack. Really great art featuring variety of animations, shapes, and colors that made it easy to work with. Thanks!
Misha
Creator of
Recent community posts
Dark Souls can be completed on RL1 because mechanical mastery supercedes the need for numerical advantage. But in your game, it seems like you need to have a) mechanical mastery, AND b) numerical advantage in order to win.
When you died repeatedly to the Asylum Demon in DS1, did you need to come back with more levels? No; it was a lesson that not all battles need be tackled head-on.
When you lose in NeuralNX, what’s the lesson? If the AI is just going to crush you optimally each time, I suspect it’s not the same challenge as Dark Souls, and it will feel distinctly unfair. If you didn’t even see their kit and abilities, do players even have the tools to learn?
I recently released an abstract strategy game with a powerful AI, too. It started out with pure minimax and topographically sorted heuristic factors. This squeezed the fun out of the game as it was way, way too hard.
I eventually switched to a weights-based heuristic so I could use softmax over the results. This produced N different-feeling variations of the AI, and let me variably weaken by nudging tau.
What kind of knobs does your AI have? In my experience, full blast mechanically optimal AI is distinctly unfun.
The quality and versatility of these icons cannot be understated. I used them in my most recent project, Morris 2, an abstract strategy game inspired by Nine-Men’s Morris:
In the game, the icons represent the various abilities, and are a major part of the game’s look-and-feel. You are credited in the game on the credits screen, with a link to your home page. Thank you for your art!
I just released a jam game, Ministry of Order, featuring sound effects entirely from this package. You are credited on the main screen of the game, as well as in the repository’s README. Thank you for the accessible, high quality sounds!
I just released a jam game, Ministry of Order, featuring “Gloomy Factory” as the background track. You are credited on the main screen of the game, as well as in the repository’s README. Thanks for the fantastic tunes!
Mouthwateringly high level of polish! You made room solid for gameplay and narrative, tying it all together with a dynamic, cohesive art style. My first playthrough I ended up soft-locking myself by feeding all my villagers though… a little too much consumption. I’m stealing the 3-level volume knob for my future games!
Reminded me a bit of brewing concoctions in Kingdom Come: Deliverance! As a Russian speaker, I thought the voice acting was fantastic, too. Unfortunately I had a hard time figuring out how to stir slowly, and the game seemingly reset itself or crashed - but the narrator picked up the ball and called me out for leaving LOL.
Someone on the Discord asked the same thing, and a friendly user answered that signing was not required.
https://discord.com/channels/486990419230457876/487337919586238485/1383786708717273149
The keyboard instructions are not in the game, but rather on the Itch page just below the game window.
Here's the entirety of the text related to keyboard controls:
Keyboard Controls
I am investigating an issue with keyboard controls. At this time, due to browser security constraints, you must use the tab key to focus-cycle the game in order to enable keyboard controls.
I recommend just holding tab for a second to get through everything on the page. Once enabled, you may use the arrow keys for movement and the S/D/F keys to block, light attack, and heavy attack.






