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Line spark! Lock on and... ZAP!
Boomer! Honestly, this one is a real pain in the butt to program.
Ruins of a bandit lair. The bandits were too brave to make their lair open and easy to find. Notorious to be very thick to impregnate, until the townsfolk nearby had enough and raided the lair together.
At last, the illustrator has completed Ashen's portrait! Still more stuff to go, but yay, portraits!
I should've included the indicator there earlier. So much people didn't know that you can change who to command simply by pressing up or down...
No excuse with looking like a kid!
When wolves are desperate, howling can serve as self-moralizing to empower themselves. Die proud, or die starved.
Rannies actually are in a higher food chain tier compared to wolves. Why? Rannies are armed. Wolves are just stocks for blanket to them. Adaptability is the scariest weapon...
The test area, to test stuff, copy paste source for complex move routes, and show off the game's spriteworks. You can exclude kaduki sprites there.
Dolores as a saboteur. Her spiritual attacks can be, err, nasty.
Ashen's design sheet. ... Don't expect me drawing super cool stuff. This one is mainly for team reference.
This high, or that high? Clara's support buff gives indispensable boost, but her power on her own is formidable by herself. Make her do any other thing while buffing will cancel those effects, though.
Be cool, bro. Be cool. As a spirit gunner, he can change his shots' element at will, and give additional debuffing effect to other attacks.
Clara has a unique buffing mechanism; whilst she buffs everyone with low cost and quick execution, once something happens to her, the buff wears off. Either let her move around or let her don't do anymore.
Introducing a new playable character: Ghembo, the big blue guy who is shooting in the screenshot. Despite his burly body, he shoots using spiritual attacks instead.
We, the Creative Gamemaker team, wish you a Merry Christmas! A part of warming up for me, too.
Prototype of the crafting system. Based on Nusakana's. Crafting a weapon means unlocking them, so you can equip the weapons' former forms again without any risk!
Icky brown matter! Shoo, shoo!
Chloe can't speak both verbally and literately ("literally" is a different thing), so gestures is her only choice of communicating. So much framesets for that, but it's worth it.
I should've put this kind of screenshot earlier... People barely consider guarding is important, anyway. Gurading absorbs actual damage to ST/SR/SP, leaving you barely scratched. That is, when still sufficient to sustain them!
The most common complaint of the game, actually: The enemies are too strong. It's true that maybe the game is too harsh, but... There's guarding...
People always ask me how to window the game since they're used to using alt + enter. But then they forget the option menu entirely!? I even made that function without you requiring to know the button for windowing the game!
Examine the things to your heart's contents! Know Cruna Aktrid's world more by sniffing around!
Status screen with portrait.
Boss sneak peak! Damnit, extravagant boss design!
Compared to the last demo, the bestiary hasn't grown much... Most of the crews are high schoolers, we barely have time to sprite. At least now is going pretty well, near the next demo's release.
As the game progress we're adding materials! For now, they're just for cash...
I've been in mood of procrastinating these days, so I'm making a concept art, which I plan to submit for my community's artbook too. This one is the final sketch. Yes, train will be crucial for fast traveling.
No pain, no gain.
Literal critical doesn't exist in Cruna Aktrid. Cruna Aktrid's critical signifies that the target is elementally weak with the attack.
The three of them are Sinners... Now that I notice it, their core's color matches their eye color!
Slenderman? Nah, it's ZeButler. He's nice and gentle. That is, until you make him mad.
Flutter. They are timid, favors healing over sneezing, err, attacking. Looking at this... Now I'm really considering about making custom backgrounds...
For almost 2 years of this game's development, it's just SEVERAL DAYS AGO that I made the game's world map! Well, part of it. The unnamed regions are unimportant. Why bother naming?
Added pinch stance. Their status BG goes red when in danger, too. Things can get hectic in battle.
Upcoming mid boss, the moose. His hitbox occupies 2x1 space.
Lyka's design sheet. Written in my native language for my team's reading leisure.
The first illustrator's rough sketch of Lyka. Mood is your worst enemy, they say...
Lyka's style route, for now. There's still some more below, and more to come. Lemme rest from making his specials first...
Ah, remember those days, when V Shots were still in use?
Tomahawk slash, anyone?
Upcoming town. Gotta be ready with the train.
An upcoming dungeon. Just a road, actually.
The game's encyclopedia about Inventory. The encyclopedia is more like commentary room anyway.
Actually, the encyclopedia spoils enemies' fighting patterns.
Just want to spread some manliness :P It's Rabboss' rough sketch, wilder than I sprited him.
Well, there's Chloe! She can't attack (yet), however. I mean, how can a harmless little kid attack!?
Well, not every game feature no miss from RNG.
Some menu revamps includes status menu, where it includes a small profile for the characters.
The tutorial does pop up when you access it the first time.
Redesigned the skill selection layout, and introducing the new blob.
Ingame tutorial, in response of players' unfamiliarity with RM game controls. And the game DOES need this since it has some unique mechanics.
Redrawn the command icons. The icon for move and done has been replaced too, since so much complaints about the confusion between the two.
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