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Ti R²

A member registered Jul 05, 2017 · View creator page →

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thank you for the reply! 

Hello Haroldo! Sorry to go off-topic, but I can't seen to find a message function on Itch. Your site seems to be offline, and all references to the SAM - Simple Adventure Maker for the SMS point to it. The only direct link I found is here for the 0.01, and the github repo for it has no releases. Where can I find the last version of it? Or is 0.01 it?

Is there a way to use this together with Bitsy 3D? if yes, which tool should I start the project in?
Thanks in advance for any assistance

Amazing idea, vibe and interface.

I get that having the instructions be cryptic is part of the vibe, but because puzzles are seemingly random, I found it too slow and frustrating to "test out" what happens when new types of pieces show up. I've been playing for an hour and I'm still not sure how explosions work.

I'd love to play more if I was sure of what I was doing, but I feel mixing puzzle gameplay with rules uncertainty is not for me. I really want to like it tho

Am I missing something? The contents of the PDF could fit a tweet. Here they are:
"To use this SRD you will need to know the basic rules of rock paper scissors (look that up yourself) and a little bit of time to spare. To start think of a theme for your game. Space, Hamsters or even Space Hamsters. Now think of three (or more) new hand gestures that fit that theme. Once you’ve got them decide how they work against each other. That’s the basics of this SRD but.. you can add more. For example health: Every time a player is beaten they get dealt one damage. Effects: Every symbol has a special attack. Vs GM: Could be used as a resolution mechanic where you have to beat the GM for success. Combat System: Could be used as a full blown combat system in your TTRPG. But you could probably think of even more ways. If you are kind, could you please add my name somewhere in your text (LynxenRPGs)"

Very nice. Loved the little icons. The rules on weapons are not correct, tho

Wow! Just what I've been dreaming of. Can't wait to test it out.

I can't see the other ending because I can't get myself not to kiss them >_<

great demonstration on how super trunfo/top trumps is a broken game mechanic haha
but amazing presentation and implementation

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Very cool. Amazing graphics and music. I felt that sometimes when I hit the eye and bounced back, there was no way to actually hit a triangle on the way down and I'd just lose 2 or 3 lives in a row and have to restart. Maybe the bounce back from hitting the eye should be higher to ensure the player can make it even if they cleared the lower layers.

no, it's a tool for people running a traditional rpg table

That's very interesting! Good luck :D

How can this become a commercial standalone game on Steam? Are you authorized to use the IP?

I'll refrain from commenting at length on how this game has you shooting at a person who is a anti-imperialist revolutionary hero for many.

But I must say, for historical accuracy, that Che surrendered once Prado's unit surrounded him in a ravine. He was executed the next day as he refused to answer to interrogation and the Bolivian president feared public uproar if Che were to face trial.

The CIA (who backed the operation) wanted him brought to Panama. Instead, Che was executed by a single soldier (Sgt. Téran) to whom he supposedly shouted his last words "Shoot, coward! You are only going to kill a man!"

Indeed, the ideas have not died with him.

No, I did! Got really sick and I'm currently working two jobs now. Will try to release it ASAP. Very sorry everyone.

Indeed, maybe "limit-removing"/Crispy Doom would've been a better choice. I was trying to simplify it for new mappers, not make it harder haha!

But more jams will come, surely :D Either way, ratings are visible as separate criteria and I don't think it's fair for those who made the effort, so I don't mind the bad ratings for my lack of testing.

Yeah I didn't put that Cyberdemon there to be killed normally, just as an obstacle. There's a secret that kills it, tho, to allow a 20/20 run.

Thanks! I've tried to signpost the way down with health bonuses but I believe I didn't on the harder difficulty. Admittedly if you just make a straight run for the castle you'll probably live and I didn't really add much on the way there to make it worth it going the longer route.

You're the second person to tell me it isn't compatible yet I used Doom 2 mode strictly and I did test along the way (not the lastest version tho, as I only had some minutes left haha). I will look into it tomorrow.

Thanks so much! On the lighting, I can only dream of doing that awesome high contrast stuff many mappers do nowadays, but I did try to play with it a little haha

I hope it wasn't too hard. I'll admit I mostly tested it on medium, then I just ran the other difficulties a couple of times. Easy is meant to be an absolute cakewalk if not for the platforming, and I did manage to finish it on hard but I had to res myself a couple of times, which I thought was fine given I'm not that good of a player.

By the end of it I was just testing on GZ and didn't run it on vanilla. Did I hit the visplane limit? :'( I'll have time to take a closer look tomorrow. Thanks so much for the feedback!

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Hello everybody!

First of all thank you all for participating. I was sure this jam would flop and get like 2 maps, but 8 maps is quite a sizable episode! Especially with so many different styles and ideas all around. I delayed the deadline a bit in hopes of reaching a nice round 10 maps, since a couple of people had mentioned in forums or discord that they were going to participate, but I thought getting that cool Friday the 13th release date would be too cool to miss, so rating period starts today!

  • Please play and rate all the maps! Even though there are no prizes on the table, constructive feedback is priceless! And on that note, even non-participants can download and comment on submissions, so feel free to share it around!
  • I'll be re-downloading everything on Thursday night to build the final version of the merged WAD. So feel free to make minor fixes and changes until then.
  • While the rules state that map order will be random, I don't think it's unreasonable for Dewzan's map to be kept as the last one, given how much longer it is. If any of you take issue with that, I'm open for feedback.
  • Please answer this topic with:
    • Your name, as it will be credited
    • Your map's name, as it will appear on screen
    • Custom music credits, if you have it.

I originally meant the level order to be chosen at random as it says on the description, but I do think it would be more fitting for this to be the final one given how much longer it is, if the other submitters don't take issue with it.

Very nice architecture, solid visuals and verticality. Really feels like it could become a longer map with a very interesting flow between encounters. I just had a problem with the sky rendering which I'm sure can be easily fixed. Very cool map.

Very tight gameplay and architecture, liked it a lot. The shootable button was very nicely telegraphed. I felt like shells were too little in the beginning for the lower difficulties, and the floating skulls blocking line of sight to the last couple machinegunners felt annoying. Specters on dark corridors are always a scare in software rendering mode and the last arena had some great infighting opportunities. Awesome map all around.

Very cool! Loved the lightning effects, the elevator encounter at the start, the sigil-esque ledgewalking. The secrets actually made me feel clever for finding them which is great design. The final encounter felt easier than the previous ones, but it was still very fun. Great stuff.

So fun! Great architecture and encounters. I did feel like the very first room was the hardest of the whole play through, but maybe I just suck at creating monster infighting under pressure. Awesome map all around.

So cool! The environments are really expressive and the trickery is just enough to keep me on my toes. I played on old school software rendering so I didn't see the cool colored lightning from the screens, but it still looked very nice. Top notch work.

This is INSANE. I definitely didn't have a psychological horror 40 min map in mind when I thought of this jam. It was very creative, full of amazing tricks and vistas, and an amazing environmental storytelling. I will admit I noclipped/godmodded in some of the tricky ledge walking and the very unforgiving archville arenas. But I've never been one of those players who enjoys "git gud" gameplay, so I understand I'm not the target demographic here. Doesn't change the fact that this was extremely surprising and different in the best way.

Very nice! Especially for a first map! Loved the layout, the encounters, the music. If I had to point out one thing would be that your first use of the skull button is inverted (it's "on" before use). Dunno if it's intentional but it could be confusing if it was a longer map. But I really liked it all.

You can edit the files even after submission! Feel free to update it.

Sure! That'd be great!

Just be aware that if they're not MIDI then it's probably only going to be heard by people using modern sourceports.

Technically yes, but it's fine if you go a little over the time limit.

bah mlk jogaço hein
tô fazendo um jam de mapa de doom chega ae

Hey, I'm inviting doom mappers from for a short jam this week: I'd love it if you joined us :D

What an absolutely delicious aesthetic choice

Amazing stuff! I love this and I have a very easy time doing the wall-eye thing. My only issue is that I cannot get myself to perceive the hud gun on top of the rest. It always looks deeper, like a hole in the screen. Everything else is amazing.

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EDIT I changed the cover so this whole post is now outdated.

Finally had time to read your message more carefully. I did make both pieces of placeholder art. The differences in color are on purpose since the goal of the title screen is to look like a DOS game. So the cover is a full color piece, while the title screen is meant to look like a very old game. I actually made the title screen by getting the exact same text from the cover and limiting the resolution and pallete on Photoshop until I got the nice dithering I wanted.

Anyway, here are some sources:

For the logo I used this PSD ("Free For Personal And Commercial Use")

The background art is this painting, which I found while searching for public domain art but I just realized this is actually CC 3.0, meaning I should attribute credit! I'll fix that immediately. 

The swords are from here ("Free for commercial use, No attribution required")

I understand you may feel bad that I asked about the things you were sharing here, but let me be clear that there is a lot of cool stuff you can do with resources made by other people, as I just exemplified. You just have to be careful with what resources you can share legally, and which ones you can't (like those made with art from commercial games). I'll be glad to help you make cool stuff, hit me up if you want to talk.

I'm on mobile now but I'll be happy to provide a link to the resources I've used as soon as I'm home :)

And thanks for reminding me to get back on this project!