Howdy, I did a lil write-up on the game!
Recent community posts
Fishing Minigame 2 is a pseudo-visual novel where our JRPG heroine decides to forget about her main goal to go play fishing minigames all day. While the first Fishing Minigame is recapped, it'd be nice to check out yourself, especially since it's a browser game.
- 1-2 hours of gameplay!
- 4 main endings, 2 special endings and 22 side endings!
- Passwords that are used to advance the game and achieve the side endings!
A lot of this game's design is primarily because I made it for this One Map Game Challenge for RPG Maker and I think I did a good job at working within those constraints!
Howdy, I'm Dari, local amateur dev. On top of trying to do my own dev stuff, I also run Indie Hell Zone, a site focused on covering indie games that I've been running for at least a year now.
As June is Pride Month, I was thinking about spending the month looking at and promoting games by LGBT creators! Ideally I'd want to look at shortish games (like up to two or three hours) and I have no real preference on game genre!
Thanks for playing this and I'm glad to hear your thoughts! One of my main fears for this jam was getting looked over and not getting any feedback, haha...
Yeah, the greaser actually used to be easier, before I gave him the random chance to do two moves. I debated whether or not I should give him a defense debuff skill and in hindsight, I really should have went through with that, haha.
Glad to hear your thoughts on my review! I've actually been looking forward to playing PALETTA since I've already been following the team. The team behind it made a demo for another sort of adventure game called XV, and I recommend that you check that out!
Hello, I don't really post a lot on forums but I thought that I might as well make an announcement for my latest thing. Dreaming of Shadow is a simple Twine game about a collector trying to trade rare LSD: Dream Emulator stuff for a statue of Shadow the Hedgehog. It has 14000+ words, three endings and general nonsense.
Heya, I've been playing through this and I'm wondering how you're supposed to solve the puzzle after you get all the evidence. I understand that you might need a certain Wig variant, but I'm not sure how to go about it.
I sure haven't updated this in a while! So, I spent like a full day trying to figure out how to make enemies shoot and NPCs talk when you get near them. The biggest roadblock was when enemy bullets stayed in place, which is obviously a huge problem as during testing I got stuck in a kill loop whenever I changed rooms. Turns out I checked a box I wasn't meant to check and that was like, 2 hours spent down the drain over a simple mistake. But anyway, some more screenshots!
You're gonna have to collect keys to activate this spinning gate at the end! There's actually just 3 in the game - I don't know why, but the counter adds two keys for each one picked up, which is a problem.
I took a day off to do some personal things. And to try to hack my Wii (I'm bad at homebrew). But I got back to working on this today and this now has checkpoints! And so there's those crossroads, which will lead to a non-linear map, which the checkpoints are meant to make your life easier. Like, conceptually I imagine a Zelda-ish map with a few teleporters scattered around, and all the teleporters lead to the final boss, aka, the wolf.
My agenda for the rest of the night is to draw out the map on paper and plan ahead for the next few days!
For the summer session of My First Game Jam, I decided to get out of my comfort zone of using RPG Maker and text game engines and I'm challenging myself to make something in Game Maker!
The game is about Little Red Riding Hood, who's trapped in a magical cursed forest ruled by a wolf. Thankfully she brought her absurdly powerful gun that has unlimited ammo, so maybe she can make it to her grandma's house in one piece. The game itself is a top-down shooter, and I'm honestly not sure how long it will be because I'm trying to figure out mechanics as I go.
This is a video of my progress so far! I've learned how to do moving and shooting (WASD for movement and arrow keys to shoot), transitions, and HP, but I need to figure out advanced enemy AI beyond "sit there and hope for Little Red to run into you".
And here is probably the only concept work that I did before the jam started!
Hey howdy! I've been here a while, but I haven't really gotten into community stuff before. I mainly work on RPG Maker stuff and text game stuff, and I already have some stuff posted. I want to improve my sprite making skills and maybe learn how to code in the future (though I can never get a grasp on it).
I should definitely try to make the mailbox that has the message look different, my playtesters admittedly missed it too.
And thanks! I actually got to work as soon as the jam started and I've been staying up late to work on it, and I'm happy that you like the end result! Maybe I could one day work on an expanded version with all the stuff I wanted to add in.
Those are definitely things I'm going to have to fix, thanks. Getting combat difficulty down is hard, but I'll do my best to fix the early game! Although, did you try interacting with the mailboxes in the Desert World?
The world portals exist in all worlds, it's just that the only ones accessed in the game are dying ones as they're the ones the characters are actively seeking. World traveling however is rare due to the untold dangers of going into other worlds, and is mostly why Mr. Keepe is reliant the gang to retrieve artifacts. Outside of the story he ventures into non-hostile worlds or commissions explorers to delve into the more dangerous ones. It's something I wanted to show off in the game but didn't really have time for; I originally wanted to make an extra world that had a gang of explorers that got there before you and you would have to convince the leader to hand you the world souls (and to do some trading for Mr. Keepe's artifact quest).
Mr. Keepe places all the radios in the void and the one in Queen Uriel's land. The other radios were already naturally there for other reasons, though I honestly should make different sprites for these specific radios to show that it's not the generic ones Mr. Keepe is putting.
- The atmosphere was very relaxed and to me it felt like a pleasant forest stroll!
- Despite little instructions the goals were clear! Even then though I honestly just wanted to walk around instead of following the directions lmao
- The dialogue for the objects were interesting because it felt like looking into another world and being an observer.
- Also I think your art style is super cute and also I like that you use grid paper to make your maps it's very organized