I have been making games since the year 2000, in this time my games have won numerous awards and many of them have been critically acclaimed. I have performed many different roles in game making; from making sprite art, audio editing, beta testing, coding, designing and being a team leader.

These experiences have led me to develop my skills as a videogame developer and it’s an ideal job for me, one that I had always dreamt of ever since I was little. Recently, I have ventured into releasing commercial games including updating my older projects into more commercial and presentable. My first commercially released game is called Save Your Mother.

Despite making games for long, I try and learn a bit something new every time I start new project and love to experiment on new areas and go away from my comfort zones.
Scarred Stars: Traumatic...
Enter amusement park from hell and escape with your sanity - if you can!



Female protagonist games with excellent writing/story?

Well, since others said it I guess I can too.

Save Your Mother, lots of people really love Alice, even people who don't like the game otherwise really love the main character.

Screenshot Survival 20XX

So I'm going to make a 1.35 update on Save Your Mother today, here's something to celebrate the occasion.

Screenshot Survival 20XX

I have absolutely no problem with chests found in improbable places, but I think the reason yours look out of place is because their placement seems truly random. I've placed lots of chests in forests and caves and other places you'd likely never find a chest in real life, but I've put a lot of thought to where each one has gone. They've never been random. If both chests are just sitting out in the open, why not have them conveniently placed next to the house? If they're supposed to be rewards for exploring, place them near the edge of the map or in an out-of-the-way place so only people who search a bit get the treasure. I mean, you can see both clearly while reading that note on the door every player is going to visit- you're just making them walk a few extra tiles. You said they're there for the player to discover and find, but neither of those verbs really apply to chests that are extremely hard to miss.

So much chest discussion. The house looks great! Are those rocks above the chimney or is it smoke?

It's smoke, yeah.

What's in the chest? Are you even sure you want to find out?

Evil Dragon King, what are you doing there?

Do you have the updated Evil Dragon King sprite which nods and shakes head, has various head poses and other stuff? Because that one actually belongs to me. It was specifically made for me by locus for a game of mine already like in year 2003.

I can't believe I still see that thing pop up in 2017, haha.

Screenshot Survival 20XX

@Tuom_L I really like that tile set. I also think the house looks good. Couple of questions:
1. the path going to the well, it seems like too substantial a path to just be to the witch's well, does anyone else use it?

2. who put the treasure chests there? they look totally out of place.
Presumably those are the witch's treasure chests, but I don't think anyone actually cares if a video game has inexplicable treasure chests in random spots. That's just video games, man.

Yeah, Lockez said it well. They're actually witch's treasures but for reals, they're just for the player to discover and find.

I didn't think others would use the well but I also thought that if she lived in the cabin for long (and she does) she'd want to make the road to her well refined, I mean she would get the water on daily basis. Potentially even multiple times a day too, seeing as she most likely uses water in making potions too.

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Witch's cabin.

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It looks like grass, but... it just looks like a grass autotile. Try this: take that grass autotile and remove everything but the edges (where it blends into the dirt). Like, make the whole thing transparent to show a parallax underneath, but save the edges. Next, paint the map you want with the autotile, and the grass parallax will show but still have strong, well-defined edges.

Thanks :D

Yes, it's autotile. But it's a vastly updated grass autotile with a completely new texture.

Regular autotile grass.

My grass.

I get what you're saying but I think that'd not look good since the dark areas would cause a square like feel when placing the grass very easily if you put the dark edges directly into autotiles. The solution that I thought is to have this as a grass floor using the autotile and then have a seperate grass spots on B and C layers. This way I could choose where the spots will have the grass stand out and when it won't.

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Hey guys, here's attempt at something; it's retextured auto tile grass as a new grass floor instead of a parallax and then putting extras on top as B and C layers. How do you like it?

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I am naming my first slime borgi.

So wonderful. I love those shots.

The master of mysterious, single screenshots...

What's the point of a dead end if you don't even get a potion out of it?

That grass has the same problem that pretty much every VX/MV parallax ground I've seen has: absolutely no depth. All the sprite and tile based stuff has black in it to give it shape and show detail, but the grass and dirt look like a perfectly flat, smooth plane. Look at those leaves that lay on the bottom of the tree truck to the left, there; real grass, in the wild, has ample length, long enough to obscure what rests atop it. I'm obviously not suggesting you change everything, and I think the overall balance between the grass and dirt is good, but all I can see when I look at this type of parallax mapping is a bunch of detailed objects sitting on a painted pane of glass.

Thanks, I tried to actually give it more textured look there's multiple layers to those grass and the dirt. I thought it looked kinda pretty. I'm not sure how to improve on it though.

Screenshot Survival 20XX

Parallax background of grass and painted roads.

Commercial games and creativity

OK so I was lazy and only just now checked the linked paper, and the abstract is already contradicting your idea:

"Intrinsic creative interest was reduced only by reward for uncreative performance. These findings suggest that the explicit requirement of novel performance for salient reward enhances generalized creativity without any loss of intrinsic creative interest. "

(Emphasis mine.)

So that just says that it depends on the rewarded behavior. Which says a lot about what games you think are being bought, if you think the only rewards are going to clones.

You don't have to censor your games for Steam, not even Polymorphous perversity. Steam has literal anal sex shown in a commercial game that's being sold. The graphic buttsex is even in the screenshots of said game. Steam doesn't care as long as you don't make a game that's political (Donald Trump shooter) or outright racist or such.

uhhhh no? Steam will take your shit down, they just can't be bothered to actively police every single game that gets on. They get reports of ToS-breakers, they are going to respond.

HuniePop definitely had to be censored to be put on

Category/ Game screenshots of a game in Steam store.

Buttsex (NSFW)


Threesome (NSFW)


Your game only gets marked as adults only, but that's about it. Game has been around for over 2 years and Steam has made statement saying it's okay.

Literal fap games like this exist on Steam. This is just one of the examples, there's others. Steam knows of them, Steam is a-okay with them.

Steam is NOT as strict as some of you may think about their censorship policy. The only times Steam really takes action is when it's racist, using copyright infrigment or otherwise illegal.

I see no reason why Dungeoneer wouldn't be able to be released on Steam. Same with Polymorphous Perversity.