Thanks so much! I've been lurking on the tabletop pages but I'll work up some courage and participate. Thanks for keeping the itch community awesome!
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I'm Kevin, I'm from Massachusetts, and I make games as part of SuperTry Studios with my friends.
2019 will be my 6th year as a full-time indie game developer. I got my start doing game jams and I try and do a couple of them each year. SuperTry released it's first commercial game, Haque, in 2017 and sales from that, contract work, and a side hustle editing podcasts is how I stay afloat. Right now I'm working on tabletop RPG called Space Kings and an educational game called Script Ship!
Even though I can't afford GDC, I feel super privileged to have been able to make games for this long. I want other game devs to know that you decide what success is. If success to you is going to GDC, shoot for that! If it's finishing a jam, go for it! If it's finally putting that design doc together, go you!
No one's better than anyone else, we're all trying to make this profession/hobby/obsession work. Be good to yourself and lift others up when you can.
Shout out to itch for giving me a place to put my stuff regardless of my stuff's direct commercial viability. Game jams I've done here have lead to some pretty cool friends and projects.
Thanks for reading. Keep making and playing games!
Really well done! The art, music and writing are all superb. Going with a VN for the cycles theme was an inspired choice as repetition and knowledge are the key to getting that good end. Especially love the cycles theme as displayed in Alma's backstory. Great stuff!
Thank you! Yeah the game really starts once you get the crossbow. I didn't even know there was going to be a crossbow until I made it on a whim halfway through the jam and I just kind of kept the other levels around. If I ever build this out more there will be more and sooner crossbow :D
These are great points! Part of the reason I spawn Eddie off screen is because he’s usually in “Walk” mode and I wanted to give players a little more time to take in their surroundings. But spawning him on the first tile in “off” mode would be waaaaaay more intuitive. Thanks!
Hey thanks for writing this out and expecting so much from the game. I think these are valid critiques of the level design, controls, and mechanics. About halfway through I decided the game didn't look pretty enough and I spent a bunch of time tweaking the art. As a result of this and other decisions, level design was kind of crammed in at the end and I think the mechanics suffered and I fell back on established platformer tropes which did a disservice to the underlying ideas.
While I'm not sure if there was a chance of EW reaching its full potential in just 48 hours, that doesn't invalidate your critiques and if I end up going forward with this game I will take this post to heart.