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null painter

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A member registered Feb 05, 2018 · View creator page →

Creator of

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Nice little puzzle game! Won with 14160 - not sure how much more can optimize the score, but at least a little more is possible.

Thanks for the tips - I did indeed mostly need to defeat the second boss.

Game went quite smoothly after that. Great work! Echoing what others have said, fun world to explore, interesting character, good build variety - just an overall very well made and polished game.

Thank you for sharing it!

you do it to yourself, and thats what really hurts…

Spent a little more time with this. I’m impressed with the wide-open world with so many locations and secrets. I didn’t take the best of notes at first, and have gotten kind of stuck.

Can you tell me where the location is that wants ‘the sound of darkness’? I can’t remember where it is and feel like it might unlock things, now that I know it.

The artist is a useful resource to progress, but now all the characters are in an area I can’t seem to reach.

Really nice. Decided to give a try, ended up already learning to push boulders…

Nice work - had fun mashing a couple of bosses. I like the CGA vibes, while still having responsive controls.

Amazing! Great art, nice puzzle progression, fun variety, and strange, delightful vibes.

Never knew I needed a gain ground/superhot crossover, but I did. The path to the top is paved with 22 of my friends…

Cool game. Mai best girl! Seriously impressed with the variety in endings - the final ending scroll really reminds me of something that would have been in Princess Maker 2.

revenge rancid milkshake/10

This had a lot of mood and was pretty unique, gameplay wise. Great work for a single day!!

They always told me it was tapioca :(

You continue to amaze!

Fun little puzzle system - cool vibes too. Thanks for sharing!

Nice. Made me feel like my whole was filled.

I messed up, and I had to eat a lot of precum to fix it, and it’s not even that type of game. 10/10

wow!! my brain is ruined

If I was very smart, I wouldn’t have been holding the calculator upside down the whole time without realizing it.

Great puzzle!

Great design, and an idea I hadn’t seen yet, too!

Great mechanics and art! I’ll be watching you in the future, for sure.

Nice! Cool art and good game design.

Library of Ruina, but without the grinding/etc? I like it!

I completed this - it’s fairly easy and light, which isn’t a bad thing at all. Your art is extremely charming, and I like the effort and love you put into creating your world.

Thanks for sharing this!

Clever - good work!

Thanks for explaining. I probably had more fun in ‘unintentionally hard’ mode anyways - up until the last boss, so no harm done. Also good for me to know for the future.

Great work, again!

Thanks! I tried this a lot by touching different places on the walls, but wasn’t able to adjust to a position where this happened. Maybe you can get into a pixel range you can’t correct from?

Would be appreciative if someone educated me on the EasyRPG issue - why the enemies get so many more turns under that engine? Is there a setting or build setting that fixes this issue?

I couldn’t find anything conclusive in the github issues.

Great work! I had decided this was a very hard, but well done RPG, but I was a little salty about the last boss - it seemed impossible given the turn economy.

Then I read Matt Bee’s comment about EasyRPG, and she got about 1/3-1/4 of the turns when I ran the thing directly with wine, instead. (WTF?!) No problems after that.

So, probably not the intended experience for the rest of it, but still quite fun!

Sick ideas! Defeated… could neither figure out how to straighten after this gap, nor how to cross it if straightened before:

Great work! Got big shrimp, and was learning even in the last level (made me finally take note “for real” about gear chain parity). Thanks for sharing!

Wow, this is great! The looping storyline is unique and the story is interesting too.

Started out playing Resident Evil, ended up playing DOOM. Now I understand the character’s name (or model designation?)

Good stuff!

Difficult, but good. Great atmosphere and cool artwork!

Damn.

Yes, absolutely Nepheshel. Looking it up that is definitely it.

It’s been awhile, so I might be remembering ‘vibes’. There may have also been some issues with the later game balance?

Running defense/shutdown was a lot of fun, and I haven’t often gotten to use that toolkit, especially while the nuker is AI controlled.

Czarina wasn’t frustrating at all, and the sorcellons and danger of running were nice touches. Plus this game had nice vibes, felt like a nice bit of flash fiction and you had a story going with no real dialogue. Very nice!

Grateful you are putting these up for download now - the web interface is nice but a bit laggy.

Cool! The ‘true hero’ joining was great. I actually thought there would be multiple waves, and I’d really have to ‘git gud’.

Once I fully explored the dead end ‘tri-path’ end, I dropped back to a rote, right hand wall follow strategy. As soon as the cognitive load gets too be too much (I find myself having backtracked unintentionally) I tend to fall back on such a strategy, or start mapping if I think I can.

I think one way to keep the player engaged with an ever deepening dead end or ultra confusing maze is ‘stuff’. I you put odd happenings, strange marks and sounds, or other ‘things’ into the environment, I’d stay more engaged and probably not turn into a wall-follower.

The ‘stuff’ wouldn’t even have to build towards something, and maybe it would be cruel if it didn’t, but imagine a meta story playing out environmentally about a horrible monster or a frightening mystery where the environment gets more and more intense (and big, and labyrinthine), but eventually just peters out in a dead end like this game. It was just a side area. The main area might be plan, or all branches, main or side, might seem to have an escalating narrative.

Maybe that’s too cruel. I’m not sure.

There’s the one rpgmaker 2k game that I can’t remember the name of with all the huge, interconnected dungeons and visible on-screen enemies milling about. It was so sprawling, but there was just enough random treasure, some kind of fast travel points, and odd hidden connections between the vast dungeon ‘sections’ and such that it was still stimulating for quite some time. At some point, I had to tap out on that one, and I was fairly far in. It just ended up feeling exhausting at some point, like being lost in the inversion of a giant desert with no landmarks… an infinitely crowded city where every block is so noisy and full and interconnected with twisting alleys you aren’t sure if you’ve seen it or not… Hopefully you know the one I mean, I feel kind of stupid describing it like that.

It feels a bit like the vibe you are describing here, and it was quite popular back in its day, I think.

“And Scalooms… Well, they turned out okay, I suppose.”

:(

I actually found this one pretty challenging! First few games - trying to learn the system and find all the ‘camps’. Next few games - routing, culminating in me ‘being shamed by my cowardice’. Fair…

Then two more, using the fastest route I could find. First, killed by the first encounter (?!) a vine and ice magiya using jerk.

Second routed run - the boss seemed to mostly use physical attacks and the anti-phys armor, with a -str condition. Just kept them blinded and blasted away with the 2mp magic attack.

Then I saw here that I was actually lucky with that boss… oh well. I think I gave this one the most ‘tries’ out of all your sketches I’ve played to win, by quite a few - I’d guess around 10?

Protect your (fem)elf.

Good stuff! Rusted Moss meets Cave Story? No matter what, nice pacing, good mechanics, lovely music and visuals. Thank you.

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You have real skill (and enjoyment, that’s clear) for making up silly little guys. I’m glad you let yourself be indulgent on this one, it was a lot simple fun, even without your signature novel rulesets and punishing difficulty.

This is an idea I’d love to see you revisit, if you are ever feeling it! Having this kind of concept combined with your mechanical style would be so interesting.

If you like the GBA era of Fire Emblem, check out the “Storge” romhack (if you haven’t already). It plays with the exact space you outlined here!