Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

claytheturtle

86
Posts
126
Followers
7
Following
A member registered Oct 07, 2015 · View creator page →

Creator of

Recent community posts

It’s great how much character you get out of the small sprites. Their size adds to the feeling of speed, since you can show so much of their light trail agains the distant backdrop.

The gradient on the eye rays is top notch. Such a fantastically unsettling image.

The animation certainly gives it extra pizazz! Of course the ship sprites are all great, but I actually think the UI is a quiet show stealer here.

Clearly the Triceratops has appeared via time warp! I feel like I’m about to get pulled into the wavy rift myself. I love how the lighting on the skull conveys a rough bony texture.

Such a great scene. I love the detail of blades of grass at the edge of the fire’s light, and the characters have such good expressiveness. I feel like you can tell a lot about their personalities just from their posture.

The fantasy-themed background reminds me that back in the older days of tabletop RPGs, a campaign where the players were given too much treasure and became overpowered was called a “Monty Haul” campaign.

There’s such a sense of speed here! I like the solid jet trails coming from the back.

This makes me wish Guardian Legend had a Game Boy port!

The character art really captures the whimsy of School House Rock well!

I didn’t realize there was a licensed Game Boy Matrix game!

Joking aside, the perspective here is really fun. Getting the various hard lines of the gun to look “straight” at this resolution must’ve been a bit of a chore!

The effect of the 3D world breaking into the 2D one is phenomenal. I wish this were a game you could actually play.

I have never heard this superstition before! The rabbit silhouette is so good. you can really feel the motion of its run.

The faces look great! Makes me want to look into this Linda3.

This is a lovely room scene, but I don’t think enough attention is being paid to the little story that accompanies it. What a moody piece!

I am absolutely mystified by how organic this looks. There’s no sense of “tiles” at all despite the repeating pattern, and the use of green looks like it’s absolutely the color it should be! If Game Boys had wallpapers, this would be mine.

The three kinds of Gameboy cartridges is such a fun theme!

As someone who found the Three Wolf Moon review section top-class entertainment, seeing these lovably derpy 8-bit renditions of the all-powerful wolves is a joy.

The transition from light to dark as your eye travels down the image is really striking. Such great impression of distance too!

These characters have so much personality! I’m surprised you could do four separate scenes and still manage it under the tile limit. Doesn’t look like you cut corners at all.

The sprites look great! I love the casual feel of the characters hanging out together.

The long shadows and the rimlight looks fantastic in the opening part of the journey. A truly striking composition.

I feel your pain with the tile limit! Even so, this turned out so well. I love how dynamically they’re posed. Even their little hands are great.

Focusing on the single color in the sketch stage really paid off with how clear and distinctive the characters are despite the darkness. Perfect mood for spooky month too!

I love how effectively the shine on the character’s forehead draws us to the third eye. The windswept hair and swirling magic around her also look fantastic and give some dramatic flair to the piece.

I love a good space scene, and the balance of the composition is really stellar (pun only sort of intended). It’s nice how random the starfield appears despite the tile limits. The satellite also gives it some fun depth.

The distinctive silhouettes are very impressive. You can immediately glean so much about them despite the lack of interior detail.

Such an impressive amount of detail considering the tile limits! I’m specially fond of the starburst stained glass (?) above the main archway.

The lighting from underneath is so well done. It grants the entire piece an ominous unease and highlights (err, darklights?) the “third eye” in shadow.

I’m about due for a replay myself. They just don’t make them like they used to!

Thanks so much!

The distinctive silhouettes are very impressive. You can immediately glean so much about them despite the lack of interior detail.

After VII, all rereleases used the proper numbering. The new Pixel Remaster definitely would have been confusing if they hadn’t!

I love how you convey perspective here. It really sells the motion! (And perfect timing with the remake of OoT coming.)

Thank you! It was a little difficult filling the space as much as I liked with the tile limit, but I’m glad it turned out.

It’s a little old-fashioned by today’s standards, but FFIII (or VI more properly) is still one of my favorite games of all time.

Fascinating! “Magic Eye” images were all the rage when I was younger. I’m surprised it works at such a limited resolution!

Thank you! Yes, I tried to convey depth by gradually reducing the number colors. I’m glad you picked up on it.

Final Fantasy VI really is a fantastic game, and easily the best cast of any JRPG (in my opinion, at least!) There’s also some really memorable scenes that definitely make it worth playing through.

(1 edit)

Fun seeing swablu as if it appeared on the original Game Boy!

I always appreciated how they didn’t answer that question with romantic love, and instead explored concepts of family in the World of Ruin.

The detailed figures in an anime style look fantastic. I think the eyes especially are well done considering the low resolution. I love the use of the theme too.

Yep! The original Final Fantasy II and III didn’t come out for the NES, so instead of keeping the original numbering, IV became II and VI became III (V also didn’t come out in America till years later.) This wasn’t rectified until FFVII came out for the PS1.

Thank you! I really wanted to convey depth with the background, so I gradually used fewer and fewer colors with distance.