HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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Remnants of Isolation

author=unity
I've started playing The Heart Pumps Clay and it's very well put together so far, with great music (of course, that's a given. All this time later, I still get music from A Very Long Rope stuck in my head ^_^) I'll give my detailed feedback once I finish it.

Sweet! Looking forward to it!

author=Sooz
Oh man, no, I don't think I could manage doing character designs, facesets, sprites, a windowskin, illos, AND tilesets all in one month! I'M ONLY A HUMAN BEING!
Hmm...sometimes I forget that other people have lives.

Edit: you guys might want to post a link to your contest page since the navigation on the contest site is so convoluted right now.

2014 Indie Game Maker Contest

author=ArtBane
Is anyone else creating a contest folder and just filling it with games to play? Currently I just have In Arcem Miseria, Painted Heart and Sunken Spire (which is oddly not listed here?). I played the first 20 minutes of each and they're all hot shit.


Yep--right on my desktop. So far I have Painted Heart, Remnants of Isolation, Unraveled, Sunken Spire, and World Remade. Of those, I've played the first three. If you really want to feel depressed about your chances of winning, play Unraveled. It's more of an exploration game than an rpg, but the battle system is pretty engaging and while the story is probably the most melodramatic thing I've ever seen, it's told really, really well, and it's stripped back enough that the melodrama might get overlooked. The art and music give Painted Heart a run for its money, which is kind of insane.

World Remade's next on my list, bub.

The Heart Pumps Clay

author=argh
Oh, that sounds fascinating. I've heard the concept of an RPG where you lose power instead of gaining it after every battle, but I've yet to see it actually made manifest. Color me intrigued.


Yeah; I came up with this basic idea a while back and was saving it for a contest. Then I remember seeing a thread discussing characters getting weaker after each fight, and everyone was talking about how that was an awful idea, and I just sheepishly monitored the thread and secretly vowed to prove them wrong. I think the way to do it is to counterbalance the weakening by making the other characters stronger. Let me know if it worked for you!

author=pthariensflame
Ahhhhh! I have yet to explore everything in A Very Long Rope, and you have a new game??? :D

Haha, well, this game's more of a nice, afternoon snack. A Very Long Rope is more like going to a Chinese buffet and refusing to leave for a month.

Painted Heart

Alright, so when I was working on my own entry, I noticed this page getting a lot of hype, so I thought I'd give it a play through and a subscription. My overall impression of this game is that it is presented really, really well. If you told me this came from a professional studio, I wouldn't doubt it. Gameplay, though, was a bit hit or miss. Here's my thoughts:

-Again, the visuals were gorgeous. I loved the backgrounds, sprites, battlers, portraits, menus--all fantastic. I also loved the contrast with the real world scenes. That said, I think you guys made a huge mistake by putting in that long introductory credits roll. You had the opportunity to have a moment like in the Wizard of Oz where Dorothy goes from black and white to color, which created such a beautiful contrast (and that's coming from someone who hates the Wizard of Oz). In your game, that contrast was downplayed since you put such a big buffer between the real world and the painted world. How cool would it have been to see Cor actually make that transition as he wriggled through the painting? I know that there were time constraints, but considering the level of polish in this game, I don't think this would have been out of the question, and it was a pretty key moment considering the game's theme.
-The battle system was really cool in terms of what it accomplished considering the limitations of the engine. However, I just didn't find it really well utilized, and I'm not sure if it could have been. Since everything is based on the elemental weakness chart, battles consist of looking at the enemy's element and choosing the best skill combination for that element. The enemies can swap out, which should shake things up, but, since it wasn't clear when they would do that, it didn't influence your decision. Even the last boss's element switching just devolved into: pick this for this phase, pick that for that phase. For me, the struggle was just remembering which elements did what, since there was no logic to it. I like how you got away from the old fire/water/etc. paradigm, but the good thing about old school elements is that they have a logic to them that makes them easy to remember: water puts out fire, fire melts ice, and so on. How do mind, spirit, body, and phantasm interact? It just doesn't have a clear logic, so it turned into color memorization to me, and once I did that, the game became a cakewalk, and battles became pretty boring and overly long for the most part. I went with Advanced, so I'm not sure if that affected enemy hp.
-The music worked well with the graphics. In the song during the opening credits, though, the vocals were a bit pitchy, so I found that one grating. Conversely, the little vocal/humming song that played whenever you painted something sounded just lovely.
-The dialogue was too inflated. Some of the interactions were amusing in an anime slapsticky sort of way, but they often didn't relay important information or characterize beyond what was already clear from early interactions. Considering the short scope of this game, paring back the dialogue would have made more sense to me. Your strong point is your images--let the imagery do the talking.
-Along the same lines, the story was pretty forgettable. I liked the themes you were working with regarding the importance of art and its significance in self-reflection, but I think Corbin didn't shine enough as a main character. His own insecurities were a bit too banal; giving him a stronger reason for those insecurities could have built up more pathos with him, and giving a stronger reason for his turn at the end would have made for a clearer character arc. The pre-boss scene felt a bit forced because his character arc wasn't...arched enough.
-The story within the painting would have been a good place to build on your themes instead of having a throwaway story of a golem being a legendary hero.
-Exploration was fun, mainly because the music and art kept things interesting. I also liked the little jump-down areas in and around the village. The switch puzzles were a bit too easy, but they were a good idea for a change of pace. There was one that didn't work, though--the one that seemed to lead to an item bag. I forget the exact location.


Overall, I found this game to be gorgeously produced, and there were some really interesting gameplay ideas here, but, because of the tendency for large health pools on monsters, the battles got stale pretty quickly. You had the tools for some great storytelling here, but the story was ultimately forgettable for me. I bet that lots of players--especially younger ones--might be more easily swept away by it than an old craggy rock like me. The strengths of this game's aesthetics and the creativity of its battle system (despite its flaws), though, are enough to make this game a serious contender. Good luck in the contest!

Remnants of Isolation

Hey, guys, just finished this one and gave you a sub. So far this was the most enjoyable game I've played from this contest (I've only played two so far, so take that as you will, haha). I'm going to try to play lots of the contest entries, so forgive me for not giving an official review, but I'll go ahead and write out my feelings for it:

-The battle system was a nice new twist on the standard rpg formula. Setting up spell combos felt pretty rewarding; I especially liked forcing weaknesses and taking big old dumps on people with Celesta.
-That said, this system felt a bit underutilized. I think the battle difficulty was just a bit too easy for me, but, for a contest, you probably have the right idea since it's good to push the judges to actually finish your game. I'm starting to wonder if I made my own last boss too tough, but we'll SEE. I thought the barrier zombie, wisp, and dragon fight was the best fight in the game; I wish more of the fights played to the system like this did.
-The graphics were hit or miss. I like the character portraits and designs, especially Celesta's. I couldn't tell which enemy portraits were rtp and which were custom, so GREAT job on those. I THINK that was your doing, Unity, and, if so, your work is getting scary good.
-On the flip side, the mapping wasn't necessarily bad, but it felt a bit cluttered at times. I feel weird for criticizing mapping when A Very Long Rope's mapping was utter garbage. I also thought it was strange to see so much RTP stuff considering your team size.
-I wish that the characters splitting up was a bigger portion of the game. I remember reading earlier this month that the characters would split up to solve puzzles, so I don't know if that just had to be cut for the sake of time constraints. As it stands, the only time they split up that actually impacts gameplay is during that part with Celesta, and that was really easy because of her drain ability.
-I liked how you handled equipment. I always like systems that let you take a hit early on so that you can be rewarded later. I guess I'm just a busy little squirrel that likes to store acorns for winter.
-Your window skin looks rad as fuck.
-The story and characters fell a little flat for me, but I'm picky as hell about this kind of thing. There wasn't much of an arc for the characters, and the seeds were definitely there to make that happen. Celesta being imprisoned her entire life could have sparked major league Stockholm syndrome, for example. Maybe her arc could have been actually learning to WANT to leave through her interactions with Melchior, who's her one link to the outside world. Melchior had that little moment where he found one of his relatives, but this didn't really characterize him beyond that scene.


Anyway, despite my complaints, this was a nice little entry. Good luck, guys!

The Heart Pumps Clay

Thanks! I'm about to start checking out the competition, but based on some of the screenshots I've been seeing, I'll need all the luck I can get, haha.

New Game!

Thanks, Miz! I hope you get a chance to play it.

2014 Indie Game Maker Contest

Whew, my game's done.

http://rpgmaker.net/games/6541/

I'm already experiencing postpartum depression; I've been BREATHING this game for the past month.

The God of Crawling Eyes Review

Yeah, I've seen a few other people mention blue being in that flag, and I think it's probably just our minds filling in the gaps since we know it's blue. The eye and brain work together in some bizarre ways.

The God of Crawling Eyes Review

Hey, thanks for the review! It was fun to read the perspective of another horror fan.

A note on the impact of choices on the endings:
Each choice modifies a hidden meter. With Chase, if you treat him as a friend, it leads more towards his A ending; if you treat him suspiciously, you lead more towards his B ending. With Lily, if you objectify her, it'll work towards her B ending. If you treat her more as a person than an object of infatuation, it'll work towards her A ending. The goal was to build around a theme of "perception," and how you perceive people impacts how they react in the climax. That may not have been fully conveyed, but that's what I was going for!


Also: nothing in the game was blue. The "blue part" of the flag is colored black, I swear to God. I think there's some kind of optical illusion at work here, haha.