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Studio Alemni

A member registered Nov 01, 2017 · View creator page →

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Hey Dino, I'm glad to hear you're taking some time to focus on your life & yourself. You've done an amazing job with your game projects so far, and such a high level of quality takes time. I wish you luck with the future & I hope this slower pace of development is beneficial to you and your health while still allowing you to enjoy your hobby.

This looks phenomenal! Really looking forward to seeing its development~

Thanks! :D

I look forward to it, good luck! :) 

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This was a really fun and clever use of the "pause" mechanic. I really would love to see a more polished and completed version of this game, as you seem to really have something neat going on.

The difficulty was a bit steep, especially having been set back to the beginning after only 3 tries. The hitboxes on the spikes seemed just a bit too big and the hitboxes when clicking and dragging seemed too small. So I think being a little more forgiving in that regard would really make this shine. 

This game was a riot. The art, sounds and gameplay was a ton of fun. Loved the little jabs at "enlightenment" and "cops", hehe.

If I am going to give some feedback, I'd say that your enlightenment meter fills a bit too slow and/or 3 hearts is just not enough. I didn't actually get to see the ending because it was too difficult. That said, you've definitely got a fun little idea here and I'd love to see it a little more fleshed out. Good luck!

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Hey there, thanks so much for playing! I'm one of the devs on the team (character art and map design). It's always a treat to get live feedback, and it was very cool to see the way you interpreted the game. 

Indeed, just one ending! It was hard watching you try it several times to try and unlock another 🙈

We were ultimately quite limited by the game jam that this was entered into (only 3 days to make a completed game from scratch), but I hope we'll be able to revisit this someday. I would love to do some things based on the feedback you gave us, such as a "secret ending". Thanks again! 

Hey, thanks!

Thank you!

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> That statement was not in the EULA. 

I don't know, seems pretty clear to me:

2.2 Solely used for the creation of your game, you can edit, process, and modify the materials contained in the Resource Pack.
2.3 Do not sell, distribute, lease, or transfer the Resource Pack itself (even if the materials were edited, processed, or modified by the User).
2.4 Do not make materials to be advertised as compatible with the Product without explicit permission from VISUSTELLA™.

It's pretty standard for assets and resources to not allow the sale of derivative works without permission from the creator, if at all. This is very standard in the industry. 

Also, Fair Use really doesn't apply here. Fair Use protects those who make commentary, criticism, or parodies without being called out for copyright infringement. Like, if someone made a video tutorial on how to use the generator, that would fall under Fair Use. Fair Use does NOT simply cover all derivative works. I suggest you research fair use, because you seemed to have missed the mark a bit: 

From the article:

 > But fair use is slippery. There are four factors for courts to weigh when a defendant accused of infringement claims the fair use defense, and this four-factor balancing test leads to subjective, unpredictable results. Although you may think your use is fair, you may find out that the court thinks otherwise.

So honestly, if you really want to argue this, you should be prepared to get a lawyer, because it's hardly within the realm of fair use and you would need to settle it in court if you were that bent on doing so.

It's really not difficult to ask a creators permission to do something. And trying to prove that it's "legally within your right" to modify someone's copyrighted work without permission is just... a bad look. I know I personally would not want to work with someone who would try to prove whether or not my work is or isn't protected by law at every turn. 

I ended up releasing an update for this game last night. Consider this an informal #notGDC style announcement!

I've been pretty busy since December.  Compared to the last version, it has a ton of improvements and changes:

  • Oliver, Baldric, and Lina's portraits have been fully redrawn in HD
  • A new introduction sequence was added, and the existing introduction was improved
  • Tileset graphics were recolored and improved
  • The ATB now scales skill speed appropriate--Oliver can use spells quickly, while Baldric can use sword-based skills faster
  • The ATB settings are now more intuitive and less confusing--battle speed can be controlled separately from the Active vs Wait mode.
  • Poison / Buffs no longer last forever, and poison damage is now correctly applied 
  • Battle can be escaped without enemies automatically reengaging
  • Enemy stats and EXP were tweaked for a more balanced experience
  • Volume is reduced when entering buildings
  • Empty explorables on the map no longer trigger the "!" animation
  • History of Astravia finally added to the Mayor's bookshelf :)
  • Various other minor bugfixes and improvements

I would love to hear your feedback! You can download it on the official page:

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Not at GDC...yet, but available for everyone here on!

Legends of Astravia

Legends of Astravia is a classic RPG, based on some of the best JRPGs from the Super Nintendo era, such as Chrono Trigger, Lufia II, and Final Fantasy. It features a fast-paced ATB combat system, engaging story, and expansive world. It's only partially developed right now, with a ~3 hour demo available of the first area and dungeon of the game.

This game has been in development since the 2017 Indie Game Making Contest, hosted here two years ago, in which it ranked 29th out of the 220 entries. Here's the original entry page!

I'm currently working on the next update, which will include a lot of quality of life changes, new graphics, and bug fixes--before moving on to making some massive content additions and changes that will bring the game to Steam. I hope you'll follow my progress!


Hey, thanks for checking it out! I'm glad it was a bit better! Sorry for the late response here.

That is actually a bug, Baldric is supposed to unlock the gate and send you off, but the demo ends there anyway. Thank you for playing!

I will be making some more improvements with a new version soon (I think it will be better if Baldric joins you in the dungeon, for example), but it's good to know I'm getting closer to getting the balance right.

In the next major demo release, eventually there will be much more content like an entirely new area and progression of the story :) 

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I have to say, I genuinely had a very good time playing this game. It was an interesting use of the RTP, to the point where I didn't really feel like I was playing a game in RPG maker. 


  • Fantastic interface design. Everything seemed to have a purpose and even though this was not your typical RPG, I had a full understanding of how to navigate the world (minimap!) and menus. 
  • I actually like the battle system, minus some balance issues which I discuss below. It has a unique flair to it. I think it would shine once revised and refined.
  • I love love that I could play the whole game with a mouse. It was comfortable and easy. 
  • Giving the player choices is always an awesome thing, and it really adds to the replayability. 
  • Loved the underlying tone of humor among the serious story. 
  • Polish! This game seemed to have a lot of polish. I didn't run into any bugs, honestly. 
  • Maverick can cast "Scorch" on me any time ( ͡° ͜ʖ ͡°)


  • I appreciate the experimental nature of it but...I beg you...please....remove the click-to-shoot section. It felt out of place and a mess to control. It made me sad. Really my only major quarrel with this game. 
  • Foresight needs to be free. It's such a critical element of battle that I don't think it should have a cost.
  • Battles need some balancing, some of them are just way too hard. The bosses were brutal. I think their mechanics was clever, and it was rewarding to figure them out, but I still got absolutely punished after having a full understanding,  and at times, I felt like I was at the mercy of RNG. I think they healed way too quickly and often.  I would recommend toning them down a bit, at least until the player has a more solid understanding of the battle mechanics or more skills.
  • A heal mechanic would be really helpful! I like that "protect" brings in MP, but a way to heal seems like a necessity. The auto-revive is interesting, though it took me a while to understand how it worked. 

Overall this is a solid entry and I honestly would love to see this game expanded on, I think it has a ton of potential. Awesome job! 

For what it's worth, I just uploaded an update which greatly reduced the difficulty of the starting enemies. Hopefully it works out for you if you're still up to giving it a try! 

Thanks for the feedback! This is a hard balance to find, and I guess I really missed the mark. I'll definitely make some adjustments here.

Hey everyone! I have a forum on the discussion board here specifically for bug reports. Feel free to post any that you find (or any feedback) there. 

The only negative feedback I have is...I wish I had more game to play! 

The environment is so well crafted! I really see a ton of potential here. The way your maps are developed and lit up give this game a professional feel. 

I will definitely be following this after IGMC to see where it goes. 

Legends of Astravia has now been updated to v1.1! A massive improvement over this IGMC demo. Thank you for your support, everyone.

Thanks so much for your kind words! I'm glad you enjoyed it. I can't wait to see where I can go with this project :)

Hey thanks so much for checking it out! There is definitely a much better build coming within the next couple of weeks. Indeed, all of the technical problems you mentioned (swamp entry, tileset issues, enemy balancing, chests) have already been fixed for the next version, but thank you for letting me know. I actually am planning to rework the intro just a bit, to make it a little less tropey (it also blasts by at mach speed and you can't read anything at the end lol). 

Thank you again, I'll be looking at Eremiel as soon as I get the chance :)

Hey, this is super awesome to see! I will definitely check it out, I'm glad you're continuing the project!

Thank you so much for your kind words, it means a lot ;_;

I can't wait to put out an updated demo! It will really shine in the attention to detail department, I hope. 

Thank you so much for your review, I'm glad you enjoyed it!

Mapping is my specialty, so I'm very happy it's working out.

I agree with all of your critiques. I have big plans for the story (bad guy has motives) but the intro narrative is definitely executed poorly and needs some work. I hope to add more interesting lore hints in the starting area too. 

All the nitpicky stuff I definitely agree with, and I've already fixed most of them for my next release. Thank you for the note on the prices though, as I missed that one. It will be fixed!

The honesty and the positivity I've received from everyone gives me a ton of motivation to continue, so I really appreciate it.

I think the dash bar is an excellent idea! And it's too bad you won't really be continuing it, but if you push an update I'll be glad to check it out, and of course anything else you may come out with! :)

Hey there! Secret Santa review incoming:

I'm actually glad I got the chance to play your game. I enjoyed how much different it was from the other games (no turn based combat)! The combat was definitely super unique.

That being said, here are a few points I'd like to make:

  • Disabled dash in place of a "speed" buff: I'm not too keen on this. It makes moving through your maps begrudgingly slow. I think having a dash option--especially with a sort of action-based combat, is much more handy and will make the game play smoother.
  • I liked the save points. I actually might take some tips from you on this--I enjoyed that it opens up the save screen for the player and that it's clearly presented.
  • Pixel movement was very cool, but it actually works against you here. I noticed it's actually more difficult to line yourself up with enemies and hit them, and I think the pixel movement is responsible for hits not registering on the enemies (I found sometimes I would hit an enemy, and it would take no damage!) If you really enjoy pixel movement, I suggest offering some sort of "strafe" option so it's easier to line up attacks.
  • The shop view change was a nice little detail. I think people take for granted how awkward a small shop looks on a big map, so this was refreshing to see.
  • Enemy quantities/Balance/Rescuing Souls: Enemy quantities are insane, I found myself getting trapped by droves of enemies which was really frustrating. I think you should reduce the amount of them, and more enemies should drop crystals. Rescuing souls, conversely, seemed to have no real incentive. I found myself getting 1 or 2 crystals for rescuing them, and was surprised that there was no HP recovery. I'd definitely make it more worthwhile for the user to rescue them, since it seems to be a primary mechanic in the game.
  • A status menu to explain buffs, current effects, etc. would do wonders.
  • Cracks in the wall: Make them treasure! So much potential here. Let me break em down for cash and crystals!

Overall I think with a bit of tweaking it has potential. I'd put a little bit of time into making the maps and the combat handle a little more smoothly. I look forward to seeing where it goes from here :)

It didn't! Much more baking required...the dough was still raw. 

It was my fault for planning something so ambitious. My goal was to have that whole starting area & quest completed but...time was the enemy. I am glad people are giving me the same consensus: "Seems like it's good, if only there was more..." It really motivates me to continue the project, so thank you! 

Thanks so much for the review!

The whole intro sequence can actually be skipped by hitting the cancel button, but I need to put something that makes that a little more clear, like some opaque text at the bottom D:

There's SO MUCH more I wanted to do with the first area that explains all of the wacky plot points I set up and didn't explain. 

But I really appreciate the honesty! It was a super rushed attempt to get something out, but I hope you'll check it out when I post an update fixing all the bugs, balancing, and consistency issues. 

I'll be checking out Unsung Heroes soon!

Awesome! I will definitely look forward to that update. I really dig the art and the atmosphere so I would be excited to see how it progresses. It gives me Dark Souls vibes and that's one of my favorite games ever :) 

Dang! It was so professional I assumed "Stranga Games" was a collection of people. Nice work! 

Ah, man, bummer! It was really fun to play. I played version 1.0 a few days ago and enjoyed it--super awesome gameboy vibes!

I hope you guys get lots of notoriety and support with the project, even if you didn't make it into the IGMC!

This game was charming. The dialog was funny, and I like how the game didn't really take itself seriously while still being pretty fun to play. Nice work!

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The artwork, design, and overall ambience is really, really nice. I enjoyed it a lot.

Some thoughts:

  • The dialog seems to run as one long line, with no spaces between sentences. I think it would be easier to handle if you spaced it one or two sentences per dialog box instead of a continuous stream. 
  • The first battle can roll 3 or 4 enemies making it really challenging/slow. I'd suggest forcing it to have only 1 or 2 enemies, since it's the first thing the player encounters.
  • Battles feel really slow. Even with ATB set to max, it drags on quite a bit. I think the max HP of the enemies / starting damage of the player should be adjusted.  Edit: Just saw your comment about selling items first in the main post--I'll check this out!
  • The battle damage text graphic is glitched. 

Seriously though, I really love the art direction and I hope to see more from you guys. 

I love dungeon crawlers, and your art looks excellent. I can't wait to check this out!

Whew, that's a relief to hear! Thanks. I definitely put a ton of time into stylization. There's at least 150 hours of work was just a lot of back-end type stuff like the menu design, cutscene design, planning, scripts, etc that ate a lot of my time up. I think now that the base engine is almost where I want it to be, adding actual gameplay content will go much smoother! 

This is fabulous. I really love the exploration system, the artwork, and the combat. I'll be keeping eyes on this, I can't wait to see more :)

Thanks for checking it out! I really enjoy that battle system, though the XP version needs to be pretty much completely  reworked. Original music is definitely #1 on the list of "things this game needs", so in time it will definitely be resolved.

I'm super excited to continue it. I hate how little I have to offer for this contest, so I'm really going to try to add a lot of stuff for my next update.