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Saint Edward Games

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A member registered Sep 11, 2021 · View creator page →

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The lababo thing is clever way to spin the miniature theme haha. dig it. Also -- top tier tag line for the game.

which is ironic because my game needs so much more work on tying the different elements together --> I think if I polish it up for example I'll remake my dialogue sprites to match the same original size as the slot machine sprite, because I think my game's banner picture looks god-awful with the two side-by-side lol

nice take on the classic retro first person turn based dungeon crawler.   I'm a huge stickler for tonal inconsistencies between various elements of a game (i.e. art / sound / ui presentation) and I appreciate that this looks like a clean, cohesive whole.

Oh the fact that there are even moves that based on chance in the chess section is  a nice touch - figured it out after checking the how to play section

Funny story about T-Cell - basically the player character is the only one I implemented 4 directional sprites for... I did have 4 directional sprites for the mitochondria and nucleus as well, but then when I realized it would eat to much of my dev time to focus on that, I just had the npcs all just be front facing. I drew T-cell in a way that made it a bit easier to swallow this, as you can see he has multiple eyes and multiple mouths that go around his head, technically his sprite is always in the correct direction, unlike nucleus and mitochondria.

Thanks! Although, honestly I think it's just a decent color palette doing the hard work. 

agreed. I think i spent a bit too much time fleshing out the theme concept instead of on the gambling mechanic haha. I'll probably polish this a bit post jam, remove the fishing tile collision haha as well as add maybe a few more negative slot rewards.

Fantastic art direction

Fantastic art direction

Man that dealer only lets me get up to the third floor before smacking my butt down a floor again lol

Godot gang! Good job, this was really fun

thanks! I feel like a lot could be improved, but since the font I made was already kinda goofy, I didn't mind the imperfections of the art - just made the whole thing goofier!  Plus it being a game jam doesn't give me time to be picky about my art lol

First off, these are some lovely css fx you've provided, thank you so much for them! I was just wondering is there some kind of html or css code that can get the fx we implement to show correctly on mobile? For instance, with the rounded table on sidebar, I've been able to adjust the height so that it doesn't take up the whole page and ends about 20 pixels down from the last screenshot. Looks great on desktop, on mobile however, these changes aren't reflected, and the screenshots all hang awkwardly at the top (and are viewed via a horizontal scrollbar instead of just being set vertically 1 after another) while the rounded table extends empty space for a while before the rest of the page continues.

If there's no remedy to this no worries, you've already provided so much - I'm just not familiar with web design coding, so I'm not sure if there's any html / css formatting that could fix the difference in the mobile versions.

That did it! Thank you so much!

honestly, I can't get any of the components to work. Each time I click on the copy button it says fail to copy. I've tried manually pasting as per your instructions,  but nothing works when I've pasted things on the css box for both project and profile pages.

To piggyback off @Chicken502, this looks amazing, but even now with getting CSS functionality onto my pages, the code I copy from here doesn't do anything on my page.

I appreciate it! It was actually from a defunct project, but I had so many assets for it, I decided to expand them and sell them as a set!  I'll probably put them on sale soon, I've just been busy with being a new dad, so it's been hard fitting things like this into the schedule.