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Game Design

Can a mod plz delete this website. #trust

Hi. Hello. I hope people have not forgot who I am. M y friends call me Darkbby. How are all of my internet friends doing??? Jhave u all aged gracefully??? Please leave ur life story in comment box so I can exploit you in the future.

Gerberbaby page

Pages have been updated with some information. There are some robro's and robabes. I added a music page a while back but I never promoted it. If you want to hear a few sample tunes you can check that out. Don't miss out on some wicked phat beetz. It is like, a sweet release for ur ear-mushrooms. A personal favorite is Cargo.

Sadly, I had contacted the composer a while back and he has literally dropped off the face of the planet. If you're a composer who can create wicked "chumptunez" get in contact with me through pm with sample work so I can shower you with american dollar bills!

Really, if u got the chups I got the change. Do u have what it takes to carry on the mantle of a fallen hero???

The struggle is real when you cut content!

Dude, this is so true. I always feel torn having 100 ideas and for the sake of yourself and time you get to use possibly 2 or 3 of them. Knowing when to cut things and accepting that it can exist is very difficult when you design things and I believe it clutches a lot of "developers".

Originally I had planned for Rainbow Nightmare to have 9 characters for people to play as. I did not take into account battle mechanics, pacing, bloat issues, etc. The concept I had was to allow players branching character stories similar to FF6.

FF6 is a fantastic game in many ways, but my favorite part was the ability to choose a set of characters and experience their story arcs. My favorite was Celes and Locke, and I totally felt the entire game could be carried on that side story alone. I would argue that I got more out of the struggle these two characters had over the rest of the game. It felt more personal.

This entire scenario felt amazing and I wish it did not end.

Unfortunetly, the entire game got very bloated at the end. The irony for me is I feel a lot of games get better as you collect more characters.

Woah! Look at all these VIDCON characters?!? Which one has LIT3 or GOKU PALM??

I wanted to have a similar arc mechanic. Players would choose and play through the entire game as a set of characters. It's something I still want to do, and I've already done it on a smaller scale, but I had to cut a lot of stuff and drop quite a few characters. Which is difficult for me, because I had worked on them individually and built these huge set pieces and scenarios around them. Some characters entire arcs were close to being finished while others were barely touched.

I felt like it was too bloated. In the end it's something I want to do, but the truth is I am not a great writer. I started to feel that I was spreading my writing too thin by writing for 9 characters and I didn't want any of them to feel weak. Eventually its going to happen. Ultimately I decided to focus more on 3 to 4 characters. This is why game design interests me greatly. Not because of the inner workings of game theory, but the fact that a person can be mediocre at a bunch of skills like writing, pixels, art, etc while these are weak seperately together they can create an enjoyable experience. DAT IS REALITY, SKIDS!

Goodbye fkers!!!

Writing wasn't the only concern, when I started to finally approach battles and mechanics for those I felt having too many characters would result in them having similar skills and abilities. I want them to all feel unique and if I focus on fewer characters I think it will be more rewarding mechanically for players in the long run.

But it is not easy to just drop characters you write, plan, design around. At the same time, you realize it's better for the game and probably the people playing it.

Mechanics like conversing, items, etc.

This is rly stupid. Please stop this.

Branching conversations.

I'm going to make an attempt to encourage players to want to converse with NPC's and important characters more often than normally. Usually NPC's in games don't evolve or have anything of value to to say beyond the iniitial conversation.

To give players more incentive I want to reward them for talking NPC's regularly. If you talk to a specific character many times, eventually new conversations will appear after you've unlocked the original set of text logs. The conversations will keep branching until you've heard everything the NPC has to say. In return you will get rewarded with items or currency.

Each character is unique and can unlock side misions that relate to who they are and their personality. This way people can learn about characters, the lore of the game through side events and character interaction without it being forced.

On one hand it is a lot of work, on the other if you're going to take the time to create a world characters should feel like they belong in it and not as just things you click for no reason. My hope is that it appeals to compulsive completionists. I also do not want people to feel obligated to constantly talk to NPC's because they feel as if they'll miss a cool reward. It's something I'm actively working on.

Conversations will be logged so you can keep track of NPC's text progression.

Rewards from item boxes will be important.

This is going to a big thing in Rainbow Nightmare. During my past experience with traditional RPG's something that has always bothered me and to an extent disappointed me were rewards that you get from treasure boxes. Often these are in cryptic areas and the spols, even by finding them aren't that exciting or rewarding.

I've played indie RPG's and commercial RPG's where the treasure boxes are so hidden that you find them on accident and you expect a spiffy reward. Instead you get a handful of potions that you end up forgetting. Another issue is having treasure everywhere so it ultimately feels less rewarding and not fun.

Rainbow Nightmare Lewt.

The Loot B.O.Y.Z

Rainbow Nightmare is designed as a semi-linear game. I am trying to design the game to encourage back-tracking to previously explored areas. Loot Machines are treasure boxes hidden throughout each area you visit. The primary goal of a Loot Machine is to give rewards based off how many NC(game currency) you want to invest into them. You're given a random chance at 3 tiers of items once you've invested CP. Whenever you find a Loot Machine, the first time opening one is free. An early example:

From ancient RN scrolls/mcdouble wrapper (googledoc)

Much like the conversation mechanic, once you've unlocked everything the Loot Machine has to offer you will be given an additional reward. Once it's tapped, it will explode. Again, this is designed to promote player empowerment and reward them for actively seeking out Loot Machines. When you see a Loot Machine, I want players to feel like it will be worth engaging in obstacles and longer routes.

If players miss the items, every chapter the item box will scale accordingly so it will always reward something relevant to them.

Plz find him a good home by donating hundreds of euros 2 swiss bank account/scam starter.

I'm going to be pretty honest and say I have worked very slowly on this, but I want to assure people that it isn't lack of desire or anything. This project spawns an infinite number of incredible and fantastic ideas that I simply just don't have the time to tackle. I get to knock on this project maybe an hour every other day because of real life. Other times I just want to turn full Potato.

I love the game, love the possibilites, but dat shiitake just ain't going to fall in my lap. Maybe there will be a second demo at the end of winter. I'm really not sure. I had pretty high expectations for the Rm2k3 updates and for what it's worth they're great, but I don't think it's enough.

Here is a cool image if Rainbow Nightmare had a budget above 0 dollar bills. There will be a Rainbow Nightmare Arcade Machine in Octopus City Blues. Let's pray I can finish before it is released!

I barely post here, sometimes once a year I feel like updating people on the game situation. I don't like to shit post when it comes to game development blogs, because I think it's a waste of people time who are legitimately interested in your work. If you enjoy hearing about the development and progress of the game and want to see more posts. Feel free to subscribe to the page, maybe if I see a boost in subs I'll feel obligated to post more content. Honestly, I just think the traffic here doesn't exist. But it is good to drop poop in webblog 1 earth year.

I do have other posts saved, but I am close to my limit space for this webzone(givem e more locker space 4 existing txs)

You can also follow my work on Twitter. That's where I socialize and network with other developers now. I like 2slam Hideo on it. May we meet next time when the cherry blossoms bloom. Is tat wha t anime kids say now???

Game Design



Going into some updates and stuff before Halloween, one of my favorite holidays. I wanted to talk a little bit more about the goals of the current build uploaded.

Important goals to me are putting things into a certain priority, and I felt like I needed to get feedback on specific elements in the game. I wanted to make sure that atmosphere and characters were enjoyable. I am aiming at a certain vibe.

I use rm to make content for myself above everything else. The game isn't really for other people, it's more about stuff I like to play and experience, but I also try to take other people into consideration too. A experience anyone can enjoy on some level should be a universal goal.

if you enjoy what you played(if you can call it played in this state???), and have some insightful feedback it's always welcome. additionally, if you think it's complete shit and you can somehow add constructive feedback to improve it, be my guest and tell me. I've been around long enough as a creative person to respect if someone doesn't like what I make. it is how the planet operates!

Design bubble. blue represents things that have not been physically tackled.

Overall, I'm pretty happy with everything so far. Battle and game mechanics are very important, but I need to layer work so I can give certain things the proper care and detail they need. I've actually had to cut and rollback a lot of design choices because of this. A couple examples:

Battle sprites were a lot bigger originally. The time it took to animate and scale
larger sprites took too long and decided to cut them and use more traditional sprites to animate easier.

I also decided to cut face portraits because I realized I started to give less detail to some and more to others. It became a problem because I had a lot of characters, not just important ones. Something I would like to comeback to, but not very time efficant.

It's easy to just consider using random dungeon generator and add grind mechanics. Any human being is capable of doing this. It's a hollow experience. I think tackling every mechanic/feature head on is a mistake because ultimately something will give and you'll have "rad" battles but everything else is half in the bag.

Current work
I'm still fleshing out Mt. Aragote before I insert it into the game and uploading it to RMN. I bounce around all over the place and make tweaks and stuff to the earlier build, so it's difficult to focus on one part because many things need to be worked on and fixed, etc. I try to make it a personal goal to work on design and story docs at least once a week or in between. I just started to use doc's online for the first time and it saves a lot of time for me because I used to write and design things on pieces of small paper and they would be all over the place.

I like googledocs...a lot.

I am lazy, and I enjoy the luxury of attacking the game whenever I please. The game or the process is never frustrating or boring. With that being said the progress has been pretty slow because I have other things on my plate that I'm working on. Not to the point where it would take all of my time and resources but important enough for me to address that will ultimately help RN in the future. Will release more information about that in the future.

Everything presented so far I feel has potential that can be worked on and evolve over time to be something pretty enjoyable and that is very rewarding to me.

Inner Mt. Aragote cave.

Coffin Grendel re-design. WIP

Important information, characters, locations will be logged into a menu once you unlock them by talking to NPCS to confuse the player less.

Unfortunately that is about it in terms of game progress. Takes time, love and care and I am totally fine with that. If you want to see more updates or posts, subscribe! Sadly,I feel less and less like posting on this website for several reasons. Rest assured I try to check it at least once a week!


Octopus City has released a demo that can be downloaded at http://itch.io/ an indie game site created by ancient being, Leafo.


If you like some of my concepts and designs, you'll find a few in Octopus City Blues!
Team Members:
https://twitter.com/octocityblues (Firas/RPG Project Leader)
https://twitter.com/aaroneason (Aaron/Composer)
https://twitter.com/MarinaNT86 (Marina/Pixel Artist)
https://twitter.com/Audio_Mew (TFT/Concept Artist)

Some let's play of Octopus City by Pewtie.



#shmup friend gallery.


monster week.

doing monster concepts for RN libra this week. check that out at:


Great news, everyone! RN: Libra is getting a mega visual upgrade!

trying to compete with the current spike in indie quality! truly one can not reach higher visual stimulation than this. i apologize for not adding a campfire. PERHAPS IN THE FUTURE!

Game Design

Recap until next release(never)

Mobile Artillery and Robotics expert, Lisanne Libra reporting for duty, sir! ~Lisanne

The purpose of the upload was to gain insight and ultimately drum a little buzz to let people know I, and the game still exists. I've been taking feedback people have been giving into deep consideration. I'm trying to build a formula through trial and error that I can use for the rest of the game. When I do upload stuff onto this site, the purpose is to layer over what I have every time.

I feel this is most efficient for me.

Your squad knows that. Gear up, soldier! We're moving out! ~Duram

The whole project is being worked on in pieces. I don't work from point A to point B. I changed this with the factory, so it's the first time I'm focusing on one section. That is why content is being uploaded and completed.

What is being worked on and what will be uploaded next.

The feedback so far has been helpful in establishing what the FRIK needs to be tweaked! A lot of people, including myself thought the introduction takes too long to allow the player to experience control of their character. Totally agree. I'm currently building resources to allow players to explore and investigate Mt. Aragote.

This will take a while, because I have very little time to work on games(resources take a long time to make). It wouldn't be difficult to force gameplay and randomly generate a basic mountain area. As a creator I can't cut corners like that, I want places you explore to be exciting, and cool looking, because those are things I like. Mt. Aragote is being built to feel very old and ancient, where the mountains are built to represent long mummy pillars, that is slowly being mechanized by the Neon Empire. Writing it in more deeply into what I have will take some time too.

Things that ARE being addressed and fixed!

  • Pacing issues. A lot of text will be brought down. When an important figure, event, or place is brought up in conversation, an entry will be put into a log for you to read at your own pace, and will update itself as the game goes on.

  • For people who get confused on where to go there will be an option to turn on and off indicators. Indicators show you where to go on the map.

I conduct autopsies, I don't want to become one! ~Priss

Things that WILL NOT be addressed in Rm2k3 version.

  • Battle mechanics will be incredibly limited and not expanded on. Battles are an important factor/filler in RPG's, unfortunately I think it is a waste of time to focus on this in the rm2k3 version. Sorry!

  • General mechanics like cards, upgrades, equipment will also not be addressed because of rm2k3. It's a waste of resources and time.

Where is Rainbow Nightmare going?!

Probably Ace. I am aware that it's a really powerful tool, but I've yet to play or see a game that inspires me enough to want to move to it. It's a hard situation, because I work very efficiently in RM. Ace is very alien to me.

It's difficult to move to another program because I love the resolution, tile editor and utilizing all of these tiny tricks I have learned from designers over the years. I approve of the gritty feel it gives during play.

Moving to Ace has to become a thing. Mostly, because that is where the "people" who follow these games are now. That's where the demographic is. Regardless of quality. To me it feel's like going to the dentist. You don't want to, but you know you have to.

I guess that's about it. See you next release!

I am simply here to inspire you! ~Lutwig


Game Stuff

During the intro you take the role of Duram the Dark and his squad of soldiers from Rudhira. An organization built to stop the Neon Empire. This all takes place outside and inside of Mechah Mechanica, a giant factory that is producing machines! DAT IS SCARY BRO!

Your squad members!

Duram the Dark (Squad Leader)

Leader of one of Rudira’s squad teams. Originally hired as a bookkeeper for the military, he was soon discovered to have exceptional talent for data collecting. Enlisted by Rudhira as a communications and radio specialist he was eventually assigned to squad leader for his quick thinking and ability to assess situations quickly. He was assigned to a group of soldiers unwilling to work with the rest of Rudhira(Lutwig/Priss).

Priss (Medic)

Priss is the medic for Durams squad. A woman who is diagnosed with an illness that prevents her from being exposed in certain environments.

Sir Lutwig of the Dale(Tarot Wizard/ Combat specialist)

Lutwig claims to be one of the highest ranking knights in the order of Sarahelm. He also claims to be royalty. Lutwig spins many tales that you can’t quite know if they’re true or false. An easy going and friendly character who prefer to wear bright and colorful outfits, he serves as a Tarot Wizard and a melee specialist.

Professor Lisanne Libra(Scientist)
A recent addition to Rudhira’s forces. A select few who are able to obtain the title of scientist.

A secret military organization, funded and created by the council to understand and utilize technology. Realizing that they’re losing the war against the Machine Empire, the council that was created to oversee the functions of day to day life, are forced to conspire against the Bone King’s laws to assure the beings of Sarahelm survive this terrible war.

Bone King
Current king of The Royal Family. King Gramoris otherwise known as the Bone Knight and Bone King. A beloved ruler who has deemed technology and the study of science a crime. He uses the war against the machines as a primary example to his people.

Some Neon Empire forces

Captain Marlwulf of Neon Empire's security force

A ruthless Machine in the ranks of Neon Empire. Marlwulf has a strong distaste for all organic life in Sarahelm and is blindly loyal to the Machine King and his quest to purge Sarahelm. An easily irritated machine, Marlwulf feel’s he belongs on the battlefield and not in charge of policing machines within the city walls. He has a strong rivalry to one of the higher commanders of the Neon Empire military, General Corxx. Marlwulf will do anything to prove he is capable of leading soldiers.


A small recon machine a little larger than an average Sebuta. Formally apart of the Sebuta Action Police Unit under the command of Captain Marlwulf. Bastard seeks greatness beyond his primary directive.

Sebuta Security Force
Sebuta Soldiers make up the front force of the Neon Empire. They’re developed in large masses and are designed to engage in humanoids. Different colors indicate their purpose and position in Neon Empire. Blue represents a police unit that aren’t programmed for high level fighting, but to keep the peace inside Neon Empire. They have the most limited artificial intelligence system



I am RPGMaker royalty.


I have just evolved into a higher being and I am discarding the shell that is rpgmaker2003. This is a farewell to my artistic companion over the years. I have a lot of good memories from using ancient technology built for infant/children but it is time to move on I guess.

Because of that, I've decided to release some stuff from Rainbow Nightmare:Libra. Thank you Pom GetsWifi for making me feel like I can release anything without feeling bad because it is unfinished/not up to my standards. I threw whatever music I had on in my folder.

Generally, I just think it's long overdue, and I owe it to people who have been sticking around for the game. They will probably be disappointed, sry bros/babs das life. treat it more like a visual novel over a game. it will be more gameplay oriented after it's released on a more capable engine.

I've uploaded something like 15 minutes of shoddy gaming. I have not bug tested this or anything. I threw in a couple battles because I felt really bad for some reason not to. You're op, and you just need to spam powermove to victory so...plz don't be a "bad."

But yeah, you're playing an unfinished intro. Keep your standards low, the game will feature:
~bad spelling
~0 promised mechanics
~100% filled with bugs

It has been a good run rpgmaker2003. You have treated me very well and I have been able to make cool stuff/build worlds/etc. This one is for you buddy. I will probably make another post about the new content so people aren't confused/puzzled over infant game.

If you want to help, if you do download this and play a piece of feedback I am very interested in is simply:

Would you play more/does it interest you? The general feedback I get from this site will greatly impact on how serious I want to take the game in regards to future production.

The game does suffer from pacing issues at the start. It is something I am def aware of and will be spliting up into gameplay in the future release. Generally I'm using RMN as a beta tool, so general feedback is helpful.

If you want to support the game:

http://audiomew.tumblr.com/(i dont post here)

Support Ghost in a Bottle games:


follow me on twitter. 100+ humans

if you're down like a clown, follow me on twitter. i just started using it and it is pretty terrible!


follow this n3rd too


hopefully i will be able to slide some fast updates and just generally chill with fans of gaming in general. this is a feeble attempt to get into twitter.


xxxxNecropolis stuffxxxx

I was running through some old papers and I noticed that I made this for Necropolis when it was first released. Which is a long time ago. I had meant to show Jude this forever ago, but it just escaped me. Little sketches are a way to show my appreciation for games and stuff that I like.

If you haven't played the demo I really suggest you try it.

I also want to talk about the Rainbow Nightmare: Libra KickStarter(it bombed yo). But it's a lot of stuff, and I want to share my experience(good/bad) with the community but I am going to wait for a couple days because it's a lot of stuff. The intent is to give people a better understanding of the process and give an overview of the many mistakes that I made.

So I hope ya'll tune in for that.
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