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Rust and Blood Review
The fact that the game had your attention to the point you forgot about anything not game related is good enough for me. Mission accomplished.
Gutter-Delve: The Closet Cases
The Screenshot Topic Returns
Rust and Blood Review
If you think this version was hard, you probably would have hated the version I had one of my friends play. There was also a thirst mechanic, less food and more enemies in that. Figures. I removed those to make the game easier, actually.
Glad you liked the sound and atmosphere, I'm quite proud of them myself. Probably my best piece of work in that regard so far in my "career".
T'was a fun game to make, maybe some day I wil revisit it and prolong it so that those areas that feel "incomplete" won't feel like that.
Glad you liked the sound and atmosphere, I'm quite proud of them myself. Probably my best piece of work in that regard so far in my "career".
T'was a fun game to make, maybe some day I wil revisit it and prolong it so that those areas that feel "incomplete" won't feel like that.
The Screenshot Topic Returns
The Screenshot Topic Returns
I mean in the sense that they are all too "clean" and colorful to be taken as real subway stations. First picture is probably the closest to a real subway, but it's still to clinically clean, and it's not worn down like a real station (subway stations wear down really fast witht he amount of people that visit them each day). The colors are also too saturated to be realistic.
It's fine if realism is not the goal, I'm just saying.
Also, every single subway station I've ever been to had some sort of graffiti in them.
It's fine if realism is not the goal, I'm just saying.
Also, every single subway station I've ever been to had some sort of graffiti in them.
What Type of Developer Are You?
I'm almost your exact opposite. I'm good at getting a good atmosphere and I would like to think I'm good artistically, but I struggle to make good puzzles.
Story isn't my strong suit, though.
I'm certainly not the "idea-guy".
After a couple of years I've pretty much realized my strenghts and usually make the story really simple and focus on making atmospheric games with simple gameplay.
I've found that horror games are my forte.
Story isn't my strong suit, though.
I'm certainly not the "idea-guy".
After a couple of years I've pretty much realized my strenghts and usually make the story really simple and focus on making atmospheric games with simple gameplay.
I've found that horror games are my forte.
The Screenshot Topic Returns
Interesting idea, although I would love for the subways to be a bit more realistic.
Maybe that's not what you're going for?
Maybe that's not what you're going for?
Indie statik reviews Skinwalker
How long do game makesr here spend making a game (on average)?
author=arcan
I've been on the "scene" for 4-5 years and I have never finished a game. I blame this mostly on the limitations of rpgmaker and have since moved on to better tools. I am now at least 100+ hours into development and have little to show for it, but at least I feel like I am making something worth while.
I think you are blaming the wrong thing.














