Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Crownforge

93
Posts
A member registered 12 days ago · View creator page →

Creator of

Recent community posts

Can the CLI pin a GemShell version for a build server? Automatic updates are handy on a desktop, but keeping the same tool version would help when rebuilding an older Steam release
A clear warning when the keep is close to falling would help in Regicide. Moving the king inside sounds safer at first, but it also means losing the building can end the match
Thanks for adding this. Catching the temporary VICE disk is especially useful because a save can look successful during the session, so the warning needs to be there before the next launch
Which of the cut monsters would have changed the candy strategy the most? A short look at one unused design would be interesting even if the game stays as it is
I would let the radar reveal new locations, but keep places the player has already found on the map. That gives the item a use without taking away the value of exploring without it
I would keep the main dungeons designed by you, especially with spells hidden in chests. You can build a puzzle around the spell a player finds there. Random dungeons could work as optional places to hunt for extra loot later
Can players see the Roulette challenge before accepting it, or is choosing to roll the risk? Those create quite different decisions even with the same Reserve reward
What changes in the new game mode? The customisation list is clear, but a short example of how the mode plays differently would help show what is new beyond the hats and skins
Could holding a key briefly show the original words when replacements are on? That would let someone check a doubtful translation against its context without going back into Settings
Could the German UI show the English menu name in tooltips too? That would help a new user follow an English tutorial without switching the whole editor back
I would add a note in the export screen when N64 filtering becomes Linear. It could save someone time looking for a UV problem when the engine is simply using a different filter
The Normal preset changes healing, loot and defence by different amounts. Does the difficulty screen show those values before the player picks it?
A small note about palette changes and tile positions would help people updating existing maps. Do old tile IDs still point to the same props in 1.5.10?
A short message when M is pressed without the item would help after storing or selling the map. Does it say that the map needs to be in the party's inventory?
I would show a small session only note on the score table when no disk is available. It would set the expectation before someone earns a score they want to keep
When Confirm is disabled on the sideboard screen, I would show the reason beside the counter. The red count is a useful warning, but a short message could explain which card move needs fixing
A second click option could be useful alongside Hold to confirm. Can players choose that instead of keeping the button pressed?
The Problems filter sounds like it covers that well. A small problem count beside the minimap could help people discover the overlay without adding more marks across the whole map
Resetting on launch is a good fallback. I would make Cancel the default in that warning too, so pressing Enter by habit does not enable the heavier mode
Since the scenes fade out when zooming away, I would keep a small stopped machine marker visible at that distance. The overview is where I would want to find a stalled part of the factory first
With automatic crafting of missing parts, I would show the total raw materials before confirming a recipe. That would help players see why a small looking craft might use up a lot of their remaining ore
Can saves from demo 3.1 continue into the full Levi and Cheri routes, or is a fresh start needed? That would be a useful extra question for this FAQ
Will the updated demo let us try the route selection, or does it stop just before that choice? It would be useful to know which parts of the new screen will be playable
Is the extra gear sheet meant to work with older Verdant rules too, or does it depend on v2.0? A compatibility note would help groups updating a campaign
If letting the timer run out leads to its own response, it would help to offer that as a button when timers are off. That keeps the same story choices available without a reading speed test
Do the nonograms save a partly finished grid when you leave Extras? Being able to come back to the same grid would make them easier to play in short breaks
Could the Ascension screen show which brightness levels count before you reset? The difference between keeping Eternal star brightness and earning new run progress is easy to miss from the rule alone
Do players copy a save file or use an import button to move to Steam? A short guide next to the download would help people keep their free version progress safe
Do runs with curated mods have separate leaderboards? A visible list of active mods beside a score would help compare runs after the reset
A cell count warning before switching to sixel would be useful. Someone trying F3 might not have read the patch note about the extra processing cost
I would track time spent waiting at a stop separately from time riding. That should make it easier to see whether the faster walking and trains fix the whole trip, or just move the bottleneck to boarding
Thanks, the Hidden group covers what I meant. A small hint about the right click menu in that group could make the restore option easier to find

Do the three adult wool states share the same frame order and timing? It would be useful to switch from woolly to shaved during a walk without restarting the animation

Thanks, that explains it. Showing the imported model size in metres next to Pixel size could help catch a unit mismatch before baking

One thing I would test with Kometo is skipping a scene halfway through a WALK_TO or camera move. If you add a skip option, it needs to leave the player and camera in the same final state as watching the whole scene

In PareidoLink, does undo affect only your own edits or the whole shared song? That seems important when two people change different patterns at once

Could you show the skull effects on a light background too? The dark preview shows the glow well, but a bright scene would help judge the edges before choosing a colour theme

How much say does a player get in how their haunting enters the scene after the shared roll? An old promise or rival could change the whole mission depending on when they appear

Could you include a short list of the rules that changed from 0.3? That would help a group already in a campaign update their sheets without comparing both PDFs page by page

Should returning players start a new save in 1.2.6, or can they load their old Episode 2 save? With the new June ending, I would put that advice next to the download as well