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A member registered Dec 05, 2015 · View creator page →

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:D Thanks! Really glad your enjoyed it! Definitely up for a link, and thanks for playing/youtubing it.

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Valk Unit Lawyer, it's a TV reality show about high-speed verdicts against accused souls. Same world as my other project, just cause that's all that's on my mind lately.

LD Entry Link Link

shorter, and more to the point, i like.

it's been such a tricky one. cause i also want to include that choices heavily effect the current iteration you're in, without saying butterfly effects.

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ooh, i like this topic. okay here goes. edit: advice is welcomed, i need it.

Valk Unit Zero, a 2D Action RPG; the world is repeating the events of it's demise, with only your memories intact, solve how to break free from this vicious cycle.

slowly building up progress @ValkUnitZero

great response, i definitely share your sentiment of friends being the main reason i initially got games, especially when i was younger. suikoden 2, ffvii, person 3, chrono trigger, symphonia, secret of mana were all lent/suggested by friends. very powerful gaming experiences.

as for the latter. music is by far the most immersive emotionally touching part of games. certain tracks will easily tear me up.

despite saying all that. gameplay will still be my number one. i suppose it's some inner bias that makes me seek and crave it. i'll be thinking on it.

i had a interesting conversation, we all had completely different reasons why we'd download/purchase a game. if the gameplay looked fun that's all that i needed, and i figured that was true for everyone. however for my friends, they had other reasons such as the art style, story pitch, existing ip, good reviews/word of mouth, established team, etc.

of course all of them are important factors to help make a game look like a great buy, but i'm wondering what's your strongest/common factor for deciding to purchase a game?

haha, i probably wouldn't have posted if i saw this first, cause it pretty much matches my feelings about the process.

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i have hundreds of unfinished games, because i usually cut my losses early on, and i'm okay with that.

first stage, the idea, it's usually spontaneous. i work it out in my head til it sounds presentable, and if not i just give up on it.

second stage, i pitch it out the other people near me to see if there's a spark of hype, if not, then i stop there. however if i feel strongly enough about it, i try to prove the concept with a physical prototype.

third stage, if the prototype doesn't prove to be fun after a ton of iterations, i scrap it, and if it does, then i start brain storming for bigger development, getting an idea of how much work is required and if it's compatible with my current resources, such as time, patience, skills, tools, experience. i give up if it's just too ambitious.

fourth stage, i feel good about it, i begin the digital prototyping, flesh out some concepts. this stage usually lasts about a week or so before i can come to the conclusion if i really want to commit. i never force myself to commit to something i don't believe in anymore, it feels like wasting precious time. i pay my respects to that, the experience has made me better, then let it die.

fifth stage, currently at that with my current project which i've been working several months on, i can't sleep without thinking about it, i can't stop not wanting to work on it. i am obsessed with it. and i'm actually passionate about it. this is my goal and where i want to be.

so essentially, if my brain doesn't want to focus, i quit. because i trust my brain. i have no idea if that method is practical, seeing that i never finished game. but i'm okay with that.

a bluffing game? niiice. love your art style as always. can't wait to be able to support your next card game.

some character concept art of game i'm working on. first one is of the main character, a valk unit. and the second one's name is 'chain'. don't mind them. i'll post the yellow one when that's all finalized.

genuinely curious to those who expose their games out to the world. how do you go about it?

any tips/life lessons to those aspiring developers who will one day do the same?

i want/need this. so i can finally live out all my speed racer fantasies.

trying to explore my thoughts on that.

it's as if i have a wish for the bottom price for paid games to be 5 usd. and my expectations for a 5 dollar game is already low, my thoughts is that it's already less than min wage. so when i do see a nice looking game for less than 5 my immediate thoughts are, 'what's the catch?'. it's unfounded suspicion that shouldn't happen, but it does.

i'm going to make silly comparisons to attempt to figure out why this is. to me anything less than 5 dollars is equivalent to a snack. which i feel like even a game at all is worth more than that. and i notice that i'm willing to pay more than 8 dollars for a 1-2 hour movie. personally i enjoy small games more than movies-- so that bias itself might have to do with my thought process.

i guess what it just comes down to, i feel like games are already undervalued with the exception of triple A titles feeling overvalued. and i'm personally willing to drop 5 usd on a game that looks promising, even if it's just for an hour.

and even if these feelings don't match with the rest of the populace, i kinda wish it did.

here's some wip shots. been working on 2D action rpg. surreal/cyberpunk. it's getting bigger than anticipated.

it's the last days of the world. when it ends, the game starts over. stat growth remain. you can interact with the world differently each time for different results. eventually you'll be able to solve the mystery.

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ah, i see the misunderstanding, i'll clarify.

while it's true i don't buy free games. i have downloaded a ton of them. newgrounds, and kongregate were my main places to waste my time away. interesting enough, if those games were 5 usd and presented themselves well enough, i'd have spent it.

though i think it's great with what is doing allowing the player to pay what they think is appropriate. the thought never occured to me to use it, probably because my habitual binge free playing in the past led me to not be considerate doing so. so i'll reflect on that.

hopefully the insight of one potential buyer and my candid thought process can be of some use.

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bad games inspire me. especially ones with so much potential to being an amazing game. the aggravation this causes me propels me to break down the game as much as possible, then to rebuild it up the way 'i believe it should've been'.

this introduced me to how much fun game design is. spending night and day toiling at trying to solve problems, and finally seeing all the pieces come together beautifully feels me with, oh so much joy. then i forget about it and move on with my life.

if all games were good, then i'd probably never stop playing them. so i'm thankful for bad games helping me find my passion in game design.

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i'll give my impressions as a consumer of games.

my favorite prices that i'll usually buy games at without any problem. 5 usd for a short experience. 10 for a modest one. and 20 for a massive one. and if it's triple A, digitally 40 is okay with me. 60 requires massive hype, and even then it can still be uncomfortable.

notes : i never like it when games go for under 5, always feels like they need more respect for their game. 10 is usually an auto buy if i'm interested enough. 20 requires a bit more research if i really want it.

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so that's what happened.

i'll just say my feelings and thoughts that occurred as i played.

i wanted to make it bigger, i wanted to collect more, it was tricky trying to build the shape i wanted, and when i failed i just accepted it and moved on. when i saw that there was no more shapes to add on to it, i was sad. i was also expecting the screen to zoom out a lot, and there to be even more shapes to add on to it. simply put, i really wanted to see how massive this shape could get.

reflecting on that experience. the vibes i had with katamari came to mind. a timed experience to see how big it can get. bonus points for getting certain shapes/combinations. flailing helpless square beings all trying to get back home traveling through space. or a puzzle game where you goal is to remove existing blocks by attaching enough of the same color together. blah blah blah.

i like it, i hope you find something appropriate for it.

hello there. you can call me oz.

i've been dreaming games since i first experienced one. i love building ideas, digital and physical prototypes. i study as much as i can that's unrelated to games, to figure out how it can be related to games. i'm thankful for been a great place to find games and has encouraged me to start building games. looking forward to chatting with you all.

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setting : just a typical bedroom.

theme : watching someone's growth.

core mechanic : you have one minute to decide how the someone interacts with the room by clicking on stuff. what you click on effects some internal variables that eventually is reflected in how the someone and their room evolves.

idea : basically, a game that showcases how much 1 hour in our own room may not seem like much, but this game would show how even the littlest of actions we do in our day can change the course of our life. by harmlessly having them interact with various items in the room, those changes will show in their personality, and the rooms appearance.

feels : just imagine playing a game where a naive child grows up to be something you didn't expect, based on the tiniest of interactions.