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I'm working on a game in the style of classic 16-Bit Action-RPGs!

A topic by Mazestalker created Jun 04, 2025 Views: 121 Replies: 3
Viewing posts 1 to 4

Creating a demo, or a vertical slice as game dev bros like to call it, has been a humbling experience. To provide you a tiny part of the game I had to finish almost everything. The menus need to work, the inventory needs to work, the shop has to work... I've been stuck in this never ending demo nightmare for over a year. Now that it's done I feel liberated and I am returning to working on the fun stuff. The crazy horror stuff, the isometric perspective shenanigans... 

All the things that don't belong in the opening hours of a videogame. And the best part for you: I don't care about spoilers. I like to share everything. None of this makes any sense to you without the context of the full game.  I haven't wrapped my head around the question of why Game developers like to disappear into the radio silence, for years at a time. I intend to share everything and will hopefully remember to keep this post updated in the future!

Oh yeah I recently attended my first event and watched a lot of people playing!
Check out my video on it:

It looks very good, I thought the 16 bits was for the pixel art style but I understand it has to do with the narrative?

Well the way I see it is this:

I didn't want to go for an authentic 16-Bit Pixel look. What I'm aiming for is the style that you have in your memory. What you remember games looked like, not what they actually look like.

I consider the game Retro because the gameplay is as simple as back in the day. No crazy combos, no skilltrees, none of the things that turn modern games into busywork (imo anyway).

On the other hand however, I do have authentic 16-Bit sound design, because I truly believe that the limitations from those sound chips created some of the greatest art. The same logic would apply to Pixel art, but from a pratical perspective I just can't afford production of that style as a solo dev.