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Petersome

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A member registered Oct 14, 2018 · View creator page →

Creator of

Recent community posts



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Planer and QoL rework. Its all coming together... somehow

New Stuff:

  • Performance upgrade. I did a lot of stupid things and never checked the profiler until now
  • There now is Very Important (P)Info (VIP) on the right side so you won't forget about all those boss mechanics and global damage bursts that are about to happen
  • More Ambiance and Enemies added to Deephearth
  • Some new Graphics
  • Reworked Dialogue, it now looks better, runs smoother and can do crazy font animations
  • Campaign Planner has been remodeled. At least the map selection is pretty final aside from some sounds and graphics that need to be added
  • Influence & Strength are now displayed when hovering above a unit or structure or whatever else
  • Tutorial has been fixed after some playtests
  • Fixed a bunch of placement related bugs and made it look and feel better
  • Fixed some cards

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Uhhh gif might not work? Welp.. here is a direct link

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Whaaat actually version 0.2? Only took like 11 minor versions for 0.1 to happen. This is a big feels good patch & establishing all the most important parts of the game. They are not necessarily working correctly yet, but they exist.

New Stuff:

  • Progression works now (mostly... 50%)
  • Cool completion animations
  • A whole lot of object and action animations to make everything feel better
  • Damage and heal numbers spawn when something is, well, damaged or healed
  • Better Overworld Icons for Resources
  • Added a unique merchant (pls dont attack them, thats mean)
  • Treasures you loot no longer go to your inventory, instead you have to open them immediately
  • More ambiance and enemies to Deephearth
  • Merchants now offer direct stats to buy

Next Up:

More stuff that is good. Some parts are even *feels good*

(1 edit)

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Added a lot of stuff to make the game feel better. Also setup most stuff necessary for functioning progression, except the glue to hold it all together

Changelog Features

  • No more -2 Health for Rampant Growth, now it just hurts whatever is capturing it
  • Added a Progression Menu with Progression Stamps & Experience Paths
  • Added a funny haha welcoming sequence for new players
  • Added overview and descriptions to Deephearth
  • Reworked some visual effects and made everything move and wobble when interacting with it
  • Maybe performance increase?
  • Buffs have been reworked and are now much cleaner and properly associate themselves to resources and other sources
  • Reworked Deephearth map layout and some enemies/resources

Next - v0.2 Real Progression Update 

  • Make Progression Menu work properly with cool animations and such
  • Polish stuff

This all consuming geode has been freshly baked and spawned from distant cosmic forces. I'm sure it comes in peace

The Campaigns

The Campaigns is a turn based strategy game with hand/deck building and base building aspects

Try it out

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Establish a solid foothold on the map and craft your hand cards, to suit your battle strategy. But beware: On turn 10 a boss will spawn, quickly escalating dangers... so prepare carefully.




Construct structures with which you can capture useful resources
Command units to loot treasures, barricade structures and attack enemies
Cast spells to... you know, do whatever they say they do


  • There is no deck, and only a limited amount of space in your hand. Choose carefully what cards you want to have available!
  • Each turn new events, enemies, treasures, merchants etc. will spawn. Map awareness is key
  • The game is planned to feature 3 unique factions and maps, designed with a 'build tall' mentality.
  • Tired of difficulty modes that simply add a multiplier to stats? Maps in The Campaigns have multiple difficulty modes that simply add one or two new mechanics to map. Minimal changes, maximum effect.

==========================================================================================================

This game has been a passion project of mine for a little of a year now. With how it's going, I think its best to catalog changes here (and to shamelessly promote it). The learning curve for this game is definitely on the higher end, so I'm curios how its perceived by new players. Any and all feedback is very welcome. 

Thank you for reading!

Yeah kinda lol. I just reused the same art asset ( why let them go to waste ) and put the game in the same lore universe

New Update: Mite-y Update

  • Lots of new Armor and Weapons
  • Also some new Consumables, like a Mite-Bite Snack that lets you summon a mighty companion
  • Poison and Bleeding are now intricate things that are regulated by each actor body
  • Rearranged some UI
  • 4 new recipes to ponder over
  • Cool debugging stuff added (you won't see any of it)
  • Thinking about naming the game 'Divine Theatre' but also thinking it sounds really pretentious
  • Rats begone, mites are my new homies


Look at that very much non-ghastly mite buddy

Oh yeah elden ring is definitely worth it too!

Personalized sprites sound like a huge investment in resources, I don't think I can do that so easily :/ I agree with the VFXs though, I would like to make stuff more apparent and noticable but not too much.

I guess I will check your stuff out and your patreon, to get your 'game' going too hah. The patreon link seems to link to your youtube channel too though

New Update: Root Gardens

  • UI Helpers and clearer Armory Design
  • Notifiers for new Menu Buttons and Chests with content you've never picked up before
  • Spiders be poison
  • Force / Damage rework
  • Bodypart rework
  • New Stage: Root Gardens
  • You can now feel the grog as you move to the first campfire

Root Gardens with no roots?? Whats this? A ghast??

Oh wow thanks for the in-depth review :)

The bugs are somewhat weird. I think one level right now destroys the web version completely, maybe you stumbled into it?

Very cool that you found a way to beat those bandits with your shield. I have long ago abandoned it for arrows or just plainly entering god mode ;) They are supposed to be very tough to beat yeah and there are many more options to fight enemies down the line.


To your Wishlist:

- I love the ambiance and atmosphere of games like Darkest Dungeon and the first Dark souls but this game is not intended to be totally grimdark or anything. It's sullen at times but not depressing. My art style is not really congruent with darker settings anyhow

- Music and SFX is the big problem at the moment and you are very right that there needs to be more of it in the game. Some sounds are just funny stand-ins I found and use but most stuff is just mute. I guess that's where your services come into play?

- What do you mean exactly with custom-tailored assets? If it's about changing the graphics of the playable character then it's a no-go for me personally, way too much work lol

- More VFX would be really cool and I am tinkering around with it, but I lack most skill necessary for it. It's hard to make effects that work with the art style I'm working with so it's a lower list issue at the moment

That sounds like a good plan with patreon but don't stress yourself about anything, so long as you're having fun

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New Update: Insect Style

  • New Graphics and Decoration
  • Event Based Systems ( dont get caught in a golem trap )
  • Object Weight has been promoted to a very relevant stat (not that it matters to you)
  • I've discovered some very funny Debug.Log messages from eons past. This is not an update but I found it important to mention anyway
  • Campfire got cozier graphics
  • Attacks have been improved even further (wow)
  • Dala is very shy and deliberately and intentionally disappears into the void after talking to her, don't question it


Look at these four armed ghasts, yikes

The little Increments strategy is probably the very best one to do at least for me personally, it helped me a lot!

Well you must have figured out a nice work strategy too looking at the sheer amount of music you made so far, kudos

Oh nice thanks for playtesting. Yeah I've listened to some of your music pieces and they fit nicely (and sound good lol)

Yeah it is not polished to a great degree, but I honestly just don't know how to improve it much, at least not without sinking ungodly amounts of resources and time into it. I am cutting corners whenever I feel like it would otherwise demotivate me too much from the project and this is one of those parts sadly.

Thanks love to hear it :)

Thanks for checking it out!

Seems to be some sort of memory leak I've never seen before, will try to fix it

New Update: Playtester's Delight

  • New and upgraded Tutorial Stage TM
  • More expansive Tooltips and Notes to help you on your way (maybe)
  • Golem enemies, don't worry, you can't reasonably kill them yet anyway
  • A lot of backend stuff to make new Content easier to implement
  • Fixed how Temperature works, its much less erratic now too and armor can help you keep insulated!
  • Implement brand new NPC : Willem (dick)

Fig A: A ghastly Golem trying to sneak kill me

New Update: Level Up!

New Stuff is pretty much whatever was on the goal list last time + some other goodies:

  • Added a level up and experience System. Unlock magics and level them, yey!
  • With that, the Magic Menu has been overhauled to just be experience bars from which you can select whatever you want to level next
  • Also Reworked the Campfire UI where you can setup your attunements and do all sorts of other stuff
  • Lot's of small bugfixes that made the previous version not being able to save or break when switching scenes when something was in water as it happend
  • ZOOM!

Look at those gastly UI. Argh!

https://petersome.itch.io/rpg-with-no-name

Small Update, but the game is now playable in your browser (wowzer!)

Limited Browser Fun

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New Update: The Harvest Update

New Stuff is pretty much whatever was on the goal list last time + some other goodies:

  • Correct some Tooltips and stuff ( Old Tutorial Messages, Hover Tooltips for Resting)
  • Grey out Items and Consumables that ran out. Maybe even sort the inventory, so that only existing items are on top
  • Implement the same high tech priority queue for Combat Messages that the Pick Up Lines have
  • Split Magic Menu into Skills and Magic Menu
  • Rework Tilde Sprite and some dialogue lines.
  • Add a Smile Mood, a Question Mood and a Sleep Mood
  • Add Soundeffects for Water, Waterfalls, Herbalism, Item Pickup, Wind
  • Fix Gahar's sprite by making it dependent on his NPC state
  • Implement brand new NPC : Dala
  • Implemented Gardening Magic
  • New Waterroot Plants
  • New Items that drop whe destroying Trees
  • Water cools you down


Look at those gastly roots. Argh!

https://petersome.itch.io/rpg-with-no-name

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Heyo,

I am currently solo developing a passion project of mine with a kind-of placeholder name: No Name RPG.


It's an RPG (huzzah) which I always fail to describe well, probably because it's identity is partly WIP. Essentially, I'm trying to have a gameplay system which is realistic in most aspects but still noticeably gamified as to not be aggressively tedious. Let the ramble ensue:

Realistic in the sense, that you can not hope to beat an elemental made out of fire by simply swinging your steel sword at it. It probably wouldn't work in real life (not empirically proven) so it's not gonna work here either.

Your steel sword does not deal 5 Damage + 20% Strength multiplier. It's just a swing o' the sword. It *will* instakill a human if you hit it on the head though, so there's that; likewise enemies can instakill you too. The fact that your Status UI displays 'temperature' should indicate best what I'm going for lol.

Having played a lot RPGs myself I'm trying to reduce shfun stuff like limited inventory space, potions you never want to use, UI bombardment and NPCs calling you a hero for left clicking. Just stuff that personally irks me.

World building wise there will be a lot of weird interesting stuff extrapolated from prompts a la 'What would happen if...' , like for example:

  • What would happen if you had a miles long line of arrows magically appearing out of nowhere and shooting in a single direction.
  • What would happen if you had a large area where any metal is immediately pulverized into sand
  • What would happen if you had a mountain that is non-stop spewing large boulders from it's top
  • What would happen if there is a zone where every creature will loose their arms forever except for one... including wings... dragons

And from these prompts come fun zones for the player to explore and navigate, as the ramifications of these effects are much more major than they lead on at first. What they are you can explore in game ( when those parts are implemented ( which they are not ( yet (:D ) ) )

Lastly I think it would be fun to give the player as little information as possible about the world, items and characters as possible, but give full explanation on gameplay effects. If you want to brew a nice health potion you gonna have to read a book to learn how to do it


That said, I don't know what I'm doing. Any and all feedback is more than welcome.

This game is still deep in development; the tutorial is not even fully finished


Unusually I have consistently worked on this game for the past 5 months, which is why I think I can confidently post a thread here and update it somewhat frequently.

I am really starting to consolidate the No Name-Name even though it really should only be placeholder. I can't seem to come up with a better name.


(mandatory screenshots)

(mandatory link)


Hey, I'm currently a solo dev on a passion project of mine called No Name RPG (well no name for now I guess)

You can check it out if you want here:

https://petersome.itch.io/rpg-with-no-name

I am fairly comfortable and have fun doing most of the work for the game but I the only thing I have 0 experience with is sound design and music. The latter can be postponed and seems to be manageable via free music or buddies I can blackmail for free work :))

But not so much for SFX sounds as you might notice when playing the prototype, it's not very good with hacked together free soundbytes.

So now I'm looking for you, a willing victim I can leech off of collaborative partner to create this game with me, mainly focused on sound design but open to any other type of help or suggestions you'd like to provide on the side.

As you might've guessed I won't be able to compensate you for as long as the game isn't commercialized, which might be a long time in the future or never; this is just a hobby passion project and that will be the goal moving forward

If you are interested you can contact me on pete@petersome.de or on here on itch.io


Hey, I recently took part in the Weekly Game Jam #129 and worked on a simple puzzle game you can play here: https://petersome.itch.io/lost-being-spaced

I find it to be a quite expandable concept and I would like to make it into a full game. I got some concepts down and would work on the code and art as well if need be but I'd appreciate help a lot here.  Essentially who I'm looking for is an

  • Artist (Pixel or otherwise)
  • Musician
  • Optionally a Sound Designer
  • Optionally a Writer and/or Game Designer
  • Optionally a Co-Programmer

As it stands I can not pay you upfront or a wage of any kind but naturally revenue will be shared, once any is made.

I would like this project to have a relaxed atmosphere with the game being finished when its finished.


Thank you upfront for your time.

The song gave this game a very unsettling vibe to it, I like it

Objects being made of their words is nice meme material too

I really dig the style, reminds of 'Off'