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Oooohhh heck YeAh
I made a short RPG Maker Visual Novel for Winter VN Jam
You find yourself taking care of "Spinwhim"!
HERE ON ITCH.IO
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Game of The Year List, Ad-Copy Edition
1: greasemnk This is greasemnk to the future, activate the violator core! It is thrilling cyber combat action!
2: Ears of the Killer "Catch the Wave" in BB's newest fright! Will you survive "The Weepsters" new single?
3: An Outcry Despair descends upon Vienna, guide the Unnamed in their dreadful trial. It is political gaming to the mega!
4: Gilgamesh II The thrilling sequel to the Epic of Gilgamesh, and a fantastic revival of the bump system! Let's bump together!
5: Sylvie Lime I didn't play this one much, but the title song is so catchy! Become a little sylvie lime today!
6: elegy unhumun 'Tis a tragic game most certainly! The memory is dissolving, our protagonist revolving!
7: stairdown Two fellows walk down a staircase in conversation! It is a welcome retreat from dungeon crawling and scrawling.
8: another reverie The dream ends, and reality rears her ugly head! Another dialogue most close and tear bringing.
9: Make Like A Tree You must escape the maze, even if it means your doom. This is quite the comical computer game!
10: Elden Ring Take up the sword great hero! You must collect every wizard coin!

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Bump System fans rejoice! An update to Gilgamesh II !
NEW...
SECRET "CLOWN" CLASS
NPCS NOW ATTACK EACH OTHER
TRANSFORMATIVE MEATS
A TRAMPOLINE LAUNCHER
MORE POINTLESS PHYSICS OBJECTS
"THE POTATO SHACK"
AND SO MUCH MORE... SO COME, MY LORD, AND PLAY
GILGAMESH II
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A most interesting compilation of games by some fellows I do know.
a team of eight mysterious video game makers, including myself, have collaborated to create a succession of small and strange video games across a variety of tools and genres… each of these were created in a tiny frame of time during the last year. to quote my fellow member sraeka
the result is GARDENS OF VEXTRO, a diy games anthology featuring poetic reflections, chuuni action, high risk future labor, gay girls confronting their feelings, endless wandering, humor, horror, grief, growth, and flowers that cause problems
full list of games under the read more
Keep reading
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Midwest Lost Post #1
Introduction:
This is my second time writing this post because I pressed ctrl z on accident at the end of my (very long) first attempt and apparently tumblr doesn't have a redo button. I am going to scream. Anyway, Midwest Lost is a souls-like set in the American Midwest in which you play as an angsty teenage boy with a big fuck off sword. My main inspirations for this project are the mainline souls games (also bloodborne psx), metal gear rising revengeance, and kingdom hearts 358/2 days. The best way I can describe my goal for this project is that I want it to be a fun, earnest, introspective, and emotionally raw teenage drama with a focus on atmosphere, narrative, and cool bossfights. As you can probably tell this project is the most early in development of the three I'm currently working on.
Story:
I'm not going to go into too much detail here because I want to avoid talking about spoilers, and, also, anything is subject to change at this point. The gist of it is that you are playing as an emotionally troubled teenage boy who (figuratively and literally) hides behind his big ol' sword. His ultimate goal is to leave his dead-end home town behind and make a better life for himself. The first obstacle of many in this goal is the protagonist's abusive stepfather who serves as the introductory bossfight of the game. I have a lot of ideas for bossfights that I am extremely excited about, but I'll avoid talking about them here so that I can show them off when they are more developed (one of them I'm excited about is a mom van). The game is likely going to be 50% exploration of a vibin small town and 50% fighting bosses, so most of my effort is going into those two things. The game's story is going to take place in chapters with various time gaps between them. This will allow me to set different chapters in different seasons, and, most importantly, it will let me set a chapter on Halloween night. The last thing I'll talk about in regards to the story is that, as absurd as the subject matter may get, I want to avoid the game feeling irony poisoned at any point. I want the game to feel earnest as that is how I'm feelin' while making it.
Mechanics to Appease a Goopy Goblin Gamer Brain:
I would describe my enjoyment of games as a medium as belonging on a spectrum where the left has experiences that touch me in an more complex emotional sense, and the right has experiences that are pure serotonin injected straight into my soul. The souls games sit comfortably in the middle. This is because the atmosphere, storytelling, and general vibe of the souls games is really harrowing and beautiful, and the gameplay gives me the kind of intense brainworms that lead me to play through it twice a month. Before working on my current three projects, I hadn't really worked on something that I intended to necessarily be fun. In a way, I'm sort of getting out of my comfort zone by making something so mechanically heavy. It's been a nice change of pace to learn that I can focus on atmosphere and gameplay without either of them feeling creatively unsatisfying. Something you must know about me is that I have an immeasurable fixation on dodge rolling, and I think it's one of my favorite mechanics of all time. All this to say I put a dodge roll in my game, and I think it's feelin' really good.
Animation is Hard:
(But if I'm being honest, I'm getting there.)
Souls-likes are sort of unique as a genre in that animation is extra important in them. In something like a platformer you might have a bad jump animation that makes the gamefeel all wonky, but the jump itself will still work the same. In contrast, a 3D-Action game like Dark Souls is very dependent on its animations to control timing, spacing, and telegraphing on top of the gamefeel. Before starting this project I didn't really know if I had the animation chops to pull something like this off, but heading straight into the deep end has, I think, really helped me improve my animation skills quickly. The moment I got the stepfather's "lunge + spin knife around" attack implemented (as pictured above) I got a lot more confident in my ability to probably make this game feel pretty dang fun. Recently, I had to make 8 different strafe animations and it strangely didn't feel like a chore at all. I'll talk about that more next week since it's related to the mechanic I'm currently working on.
Drinkz:
The main healing items in this game are a variety of energy drinks, coffee brands, soda, etc. that each have their own unique effect. In the above gifs you can see the two that I have currently implemented. These are the green and blue varieties of in-world brand "Vlade Energy". The green one is the most basic heal item, and it's the one you start off with. It allows you to take two sips per can with each sip healing a good deal, and you can roll out of the drink animation at anytime; however, cancelling the animation also discards any sips yet taken while still using up the can. The blue one stacks a passive buff on the player that allows them to heal by dodging through enemy attacks. I'm really happy with the presentation of the heal mechanic with the fun particles, the sfx (take my word for it I guess), and the animation of the protagonist throwing the empty can away.
Music:
The game currently has none. I'm looking to commission a bunch of artists to fill up the soundtrack with some banging Midwest Emo or songs that otherwise have an indie feel. If you make music and are interested in doing a song or two please hmu. It'll be a p long while before I'm actually worrying about getting music in the game, but I thought I'd mention it. There is also gonna be some fights that have tracks way outside of the Midwest Emo genre, so don't be afraid to hmu if you are making different types of stuff.
Conclusion:
I wish I could talk more about this project, but I'm gonna have to wait until it's further along. Next week I'll be talking about my strafing / sidestepping mechanic that I'm currently implementing, so I'll see ya then. I'd like to end this post by mentioning that the amazing portrait of the main character seen in the health UI was commissioned from lonesomnia. I cannot stress enough how much I love how that piece came out.
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Crumbs, a short life sim game, releases now.
It’s the 12th of May, 2022. You wake up to an anemic day, significant in all it lacks. You will stay at home, doing your menial tasks; you will not move mountains, and you won’t change the world.
Crumbs is a 20-25 minute short autobiographical simulation game made in RPG Maker 2003. You play as Quinn, a little animal in a world that has no horizon, trying to amuse themselves, even as their spirit is eroded by the things they try to forget.
This game is my “goodbye” to this engine. In creating it, I bumped up against hurdles in RM2k3’s construction that show me it’s time to move to greener pastures.
It has been featured by @pizzapranks in this month’s issue of Indiepocalypse:
INDIEPOCALYPSE LINK || PERSONAL ITCH LINK
Trailer edited by @dronaroid
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Short games are enjoyable. Take a little time to check out Crumbs...?
My final project in RM 2k3, “Crumbs”, a short life-sim game, will release on the 12/2/22 - in 3 days.
It has been accepted into the December issue of the Indiepocalypse anthology.
:) Very happy to finally be able to show this off.
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Trans Mousegirl Adventure A short visual novel
Choose your own adventure: You are a little trans mousegirl who needs to get some food and medicine, but watch out, for a catgirl stalks to the house!
Also on Glorious Trainwrecks
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Check out Quinn K's stuff; An Outcry is an incredible game
QUINN K'S SIGNAL FIRE
Hey! Since everyone is pooling from Twitter to other places now, I imagine now would be the time to post a proper little intro post.
I'm Quinn K! I'm a game developer primarily, but do a bunch of other stuff too (music, translation work, poetry). I used to go by RecDra, under which moniker I translated OFF by Mortis Ghost (OFF 3.0 art above by my pal Rosie).
While strangers on the internet are only ever passing acquaintances, I still want to see if any of the odd 1100 folks that followed my Twitter are around here now. If so: Well, here I am! Here is my little island in this rough sea.
Other important links: itch.io || Patreon || ko-fi
Please boost this! I'd be much obliged :>
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Watch another person find all 70 VIROIDS in "BINKY VI: The Binktastic Voyage" !
youtube
Luminous Plays: BINKY for Computer (Part 01)
Can you collect every version of BINKY on your home computer? Sources say, absolutely!
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Incredible computer game: GILGAMESH the Second Scenario! What mysteries await?
Please, I beg of you, to play my amazing game-
GILGAMESH II
IT is like a snake, in that it is vicious, but charming, and certainly will make confusing motions that disorient the senses. so come, my lord, and play...
GILGAMESH II
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Watch another person react to RPG Maker computer game: "Kicked Out of Elf School"
youtube
Luminous Plays: Kicked Out Of Elf School
You go to elf school to learn about elf bowling, elf economics, and the economics of the elf bowling industry.
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E-2 - The mother ocean watches kindness and charity.
E-6 - Charity, Kindness, Charity, Charity, Kindness, Charity, Kindness, Kindness, the endless sound of the waves.
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What mysteries does the Future hold ?
NO ME - The Future Is ours
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BUBBO II progress update
I'm sure at least one person in these long and pale years have asked the question: where is BUBBO II and the answer is… It's been in development heck. I will recount the factors of why this happened and discuss my plans going forward with the infamous independent computer game BUBBO II.
First of all you should be aware that BUBBO II started in the 2019 on the Godot engine, which I divested from as explained in a lengthy text file / blog post as to why I no longer use the engine. Furthermore I think it was an unstable footing in Godot engine given the fact that I am not very good at computer programming. I needed to implement a save feature among other things which I struggled with another unreleased game about a mouse detective (one day PI P-squeak... one day...).
Some time passes and I switch over to unity and my friend fotocopiadora assists me programming wise. She is very helpful but keep in mind the pandemic started, I was finishing up college, and BUBBO II just fell to the wayside. I couldn't really focus on it.
To make modular block based levels I found this very outdated plug-in and fotocopiadora worked to add some improvements to it unfortunately not knowing whoever made it did not help. It was just a very clunky plug-in. Sometimes the blocks will flicker and it's very annoying. Furthermore we were using this native unity collab plug-in but for some reason unity axed that so we had to switch over to gitlab to collaborate which is a little bit more laborious and confusing and I just wasn't having fun with it I know making a game isn't fun all the time but you get the idea.
So fast forward to 2022 and I have not made a very big dent in BUBBO II's progress. I've been quite depressed as of late. I think I need to realize that I need to scale things back. It's generally good advice that unfortunately has been ignored in the wake of 80 hour Japanese role-playing games and AAA violence simulators. S so then I consider a third alternative engine RPG Maker MV. A friend of mine showed me a plug-in that can create a graphical user interface on the over-world screen which I felt was a very important part of the aesthetic of bubble too so that's one problem out of the way. There is also a plug-in that can create 3D worlds in RPG Maker that I would like to use which I think will create an approximation of what I wanted to do in unity and perhaps surpass it. One thing I'm unsure about is how my music system which is similar to Moon remix RPG in which you can make a playlist will be implemented in RPG Maker I may need to make my own plug in or ask a friend to help me with making a plug-in. Someone on a server I'm in helped me figure out the problem of displaying a different facial icons with a few Yanfly plugins so that the idea planted in my mind by Melos Han-Tani can still live on so that all of the beautiful BINKY art that friends have drawn for me over the years can still be a part of the game.
But still I have no estimated release date or anything like that I am going to try to make a short game implementing the ideas and learning the ropes of the plugins I would like to use in BUBBO II. I think it will involve a princess a night and a dragon in love but I'm not sure what else will transpire in the game.
So I'm glad to get that off my chest because I would like to conclude what I started with in BINKY IX BUBBO I: Here Be Dragons. Can BINKY stop the Great EVAL TIM? Stay tuned for more information.
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This is so nihon falcom vibes... I'm excited !
when you die, the game jumps forward 100 "in-game" years, and another brave soul of your choosing continues the legend, as "GILGAMESH II"... i have added the ability to rob graves to recover lost cash, and libations to gain the favor of the dead. will update with more death-related mechanics as they come...
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