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williambsorrim

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A member registered 6 days ago · View creator page →

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A beast at the earth’s core growing dungeons to feed on adventurers is a wonderfully grim reason for dungeons to exist at all, and those torchlit rooms in the screenshots set the mood nicely. Congrats on getting the first level out.

“The chickens have questions” might be my favorite patch note this month. Congratulations on 3.1.0; the gold arrow sounds like a real kindness to anyone who’s done laps of Mudbury.

Shrines that remember real people is a lovely idea, and leading the wandering dead to a Bone Temple to be remembered fits that somber tone well. Good luck with the Kickstarter.

Hearts for health and potion bottles for mana is a lovely touch for an 8-bit RPG, and randomized gathering from trees is the kind of small thing that makes wandering worth it. Good luck getting the test build ready by Thanksgiving.

Giving the ash back to the fire before going deeper is such a grim, fitting loop, and wanhope is a perfect word to build a game around. That banner of the knight by the fire says everything. Congrats on getting the demo out.

“Lustia. You’ll see.” did its job, because now I need to see. Superboss hints scratched into the walls and unlocking the original 2000 Edition graphics after the credits are lovely old-school touches, and congratulations on shipping it.

That two-tone corridor art is gorgeous, it looks like a lost Game Boy cartridge. A dungeon crawler living on the desktop is the best possible excuse to skip homework. Congrats on shipping it, and good luck with the class project.

Looking forward to it! Following so I catch the next update. Good luck with the full release!

Good to hear the dodge and parry are coming to regular battles. That should make every fight feel as tense as the boss. I’ll keep an eye out for the next chapter, and good luck with the full game.

A last layer of the afterlife where you relive your memories as a farewell is a beautiful, heavy premise, and the stuffed tiger never leaving his side got me. Sorry the jam timing was rough; I hope you keep building it. Do you plan to make the memories playable scenes, or more like places you walk through?

A town where everyone acts like nothing is wrong is such a good engine for light horror, the unease comes from the people as much as the monster. With The Stuff and The Blob in the mix, is the threat in Thorn something the townsfolk are quietly feeding, or something that’s already inside them?

A boy carrying memories that aren’t fully his is a lovely hook for a dark fantasy RPG. Does the dodge and parry in the boss fight carry over to regular battles too?

Building a horror RPG around a full-time job is no small thing, so no apology needed for a small start. What kind of town is Thorn, and what drew you to horror for it?

A 128K Spectrum RPG with no map and a narrative log to follow is a wonderful throwback, and the squared-paper suggestion made me smile. Was fitting the party combat into that memory the hardest part, or the graphics?