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A member registered Oct 31, 2014 · View creator page →


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(Edited 1 time)

Are you talking about things like a number of enemies killed, cards revealed, food eaten or just a score? The former doesn't have much meaning in the current version of the game (imo) and the latter is not implemented. But I'm considering ways to expand it and a bigger game will definitely need something like this.

I'll try to build a native Android version, but it will look very close to how the current html version looks on Android.

They do not really spawn, they are monsters previously affected by Terror. This is how Terror works: it inflicts 1 point of damage to all visible enemies. Those of them who survived this damage, get shuffled back into the deck in their updated wounded state. That's it.

Here you are: 

12 empty cards, 6 foods, 10 skeletons, 5 wraiths, 5 liches, 5 hell hounds, 1 sword, 1 axe, 1 glaive, 3 javelins, 1 cloth armor, 1 chain, 1 scale, 1 plate, 5 heals, 2 scouts, 2 charms, 1 berserk, 1 execute (this one will be replaced with another spell in the next update), 1 terror, 1 rest, 1 energize, 1 leech + exits + amulet + cards in the hand

It heals 1 point of health and increases hunger by 1 until you starve or your health is full. Like buying health for hunger points.

Same here.

Cheers! But I agree that it is too random...

Thank you! I'll try to implement some info for spells as it's a really popular request.

Cheers! It's Haxe+OpenFL

I hope to improve it in the future, maybe I'll even try to turn it into a real game at some point.

Может быть потом. Но вообще не на что там особо смотреть - никаких хитростей или специальных алгоритмов...

I probably will. But it also should be playable on mobile as is

Without hunger there won't be much left :) I have added some tips to the description, hopefully it will help. But yeah, at its current state this game is pretty luck-based in spite the fact that the deck is always the same...

When you have armor left, its value is displayed over the hero's health (a shield over a heart).

(Edited 1 time)

Quests are one of the features I wanted to implement, but didn't have time to add (along with character classes, bosses and others)...

That was the plan :)

Cheers! It should be playable on mobile, although the layout is not perfect...

The idea was to make something like a card-based version of PD. It's not even close imo, but I'll try to improve it. Thanks!

Replied to Daza in Toy Town comments

That's a lot of suggestions :) There are some other ideas I'm considering (link), but rivers are already implemented.

Posted in Connected maps

If you are talking about a world generator I'd recommend you to take a look at Azgaar's map generator.


I don't know about sci-fi, but I do want to keep it abstract. The standalone generator would expose much more settings, hopefully they will be enough to create more diverse maps.

That's probably not much work to translate, but quite an enterprise programming-wise :)

Zooming is one of seemingly simple features I couldn't make work in the online generator because of some technical issues. I hope to overcome them in the app. Cheers!

Not as trendy as mining Bitcoin, can't argue with that... :P

Here is the source code of the generator itself: https://github.com/watabou/TownGeneratorOS

and my very old comment about how it all works: https://www.reddit.com/r/proceduralgeneration/comments/668sqb/fantasy_medieval_c...

The only special pcg-related thing there is Voronoi diagram, which I think now is not really necessary. So it's mostly generic geometric stuff and random numbers :)

Not yet, but probably I will add it later (because I'd like to try it too :))

Yes, exactly. I can't make PNG any larger because of some technical limitations (well tbh I can, but it requires a lot of hacking). SVG provides as much level of detail as needed, but you may need to use Illustrator to work with it.

Are you talking about PNG or SVG?

I'll give a thought, cheers!

Ah, I see! I've just answered "kind of no" to your question about using non-default buildings, but in the context of Unity 3D it is possible I guess.  Unfortunately my knowledge of the engine is virtually zero...

Currently I don't see a way to do this, because I can't use a regular 3d-model, I need something that can be "intelligently" scaled to fit an arbitrary rectangle.

You can enable (pretty ugly) trees by hitting "F".

Exporting labels is done. I'll try to implement editing coastlines (and other stuff) in a standalone application.

Not sure about pull request, but I'll update the source code eventually. Cheers!


Unfortunately my current "technology" doesn't allow real editing, I can't change a city's topology. What I'm going to try is "guided generation" with some parameters to change on each stage of city creation. Or maybe I'll change the technology :)

Speaking about adding and deleting houses, have you seen that it's now possible to reroll whole districts?

The source code of the generator (MFCG) is available here. I'm not planning to open the code of Toy Town, because it's such a mess and there is nothing technologically interesting in it anyway.

Do you mean there is a wall on the first generated map, but not on the second? It means that you have Settings>Layout>Random checked. You can uncheck it and choose features you need (walls, castle, river etc).

It's still [SPACE] :)