#indie devs

LIVE
As I posted earlier, Turovero: The Celestial Tower won the Summoner of Sounds award at the 2019 Misa

As I posted earlier, Turovero: The Celestial Tower won the Summoner of Sounds award at the 2019 Misaos on rpgmaker.net! A big thanks to everyone who supported, nominated, and voted for the game! Creating the OST for this game was so fun and rewarding, and I’m glad I could compose something that people enjoy. :D

On that note, I also wanted to remind the world that I’m currently taking music commissions! Please PM me for details. wink wink nudge nudge

Art of our favorite handsome dulcimer playing knight was commissioned from the one and only Genkaiko, who also did the game’s bust art!


Post link
Turovero: The Celestial Tower Version 1.2 is now available for download!Changelog for Version 1.2:Fi

Turovero: The Celestial Tower Version 1.2 is now available for download!

Changelog for Version 1.2:

  • Fixed a menu portrait glitch occurring on the seventh floor during one particular route.
  • Resting at campsites or utilizing spots that “recover all” will no longer nullify Monster Repellent effects. This also fixes a bug where you can go into battle with the timer still running, which can cause the battle to end prematurely.
  • The rematch versions of Zorganto and Revulo are no longer susceptible to Poison Dart; bosses were intended to be fully immune to poison effects.
  • Fixed some variable errors that could cause some of the seventh floor puzzles to become bugged.
  • Added a visual cue hint for one of the second floor Sniper puzzle.
  • Nerfed the fifth floor versions of the Frozen Chamber enemies veeeeery slightly to balance difficulty.

Download Version 1.2 HERE!

Download the RPG Maker VX Ace RTP (REQUIRED)


Post link
Turovero: The Celestial Tower Version 1.3 is now available for download!Changelog for Version 1.3:Fi

Turovero: The Celestial Tower Version 1.3 is now available for download!

Changelog for Version 1.3:

  • Fixed a bug on the final floor preventing the player from using a Warp Gem when they should be able to use it after completing certain trials.
  • Added another visual cue to a second floor sniper puzzle.
  • Fixed a variable error causing some of the key item pick-up dialogue to reset on the fourth floor.
  • Fixed the description of the Blessed Sallet so that it no longer refers to a chestplate. I know what a sallet is, I swear!
  • Disabled characters from taking rogue actions when inflicted with the “frozen” status in the fifth floor.
  • Made the auto-battle fight during a fifth floor cutscene “unlosable” - that is, the scene will continue even on the rare chance that the character falls in battle. The self-heal effect has also been buffed to make this less likely to occur.
  • Buffed Mana Siphon so that it might be a little more useful in the earlier floors.
  • Changed some of Viveca’s stats for her first battle for balance purposes.
  • Changed some of the fifth floor enemy’s stats for balance purposes.
  • Decreased damage output slightly for all enemy AOE attacks.
  • Fixed the Mind Shot skill, which had been given a 50% HIT rate rather than the appropriate status effect rate. The skill will hit at a normal rate now.
  • Moved a save point inside the last portion of the third floor to avoid an unintentional point of no return scenario.
  • Changed a small amount of dialogue to provide more salient hints for one of the seventh floor puzzles.
  • Added captions upon examining certain puzzle objects on the seventh floor for clarification.
  • Moved some objects in one of the eighth floor sidequests to avoid softlocks when interacting with them.
  • Fixed a bunch of bugs in the developer’s room:
    • Character dialogue will no longer display all three conversations at once; you’ll need to talk to the character again to trigger the next dialogue in the sequence.
    • A variable error with Leilia’s dialogue has been fixed.
    • An error where a cutscene picture will remain on screen in the art gallery after you exit has been fixed.
    • Added a small Easter Egg in the pub, contingent on… something. ;)
  • Fixed various message portrait errors.
  • Fixed various typos.

Download Version 1.3 HERE!

Download the RPG Maker VX Ace RTP (REQUIRED)


Post link

Keybind remapping should be standard

Let me tell you, the ability to remap keybinds is the most basic accessibility feature that a game can have. #DisabledGaming #IndieDevs

In the last week, I have attempted to play 4 different PC games that did not allow me to change keybinds. Let me tell you, the ability to remap keybinds is the most basic accessibility feature that a game can have. It should be standard in all games, PC and console alike.

There is no way for a developer to determine the ability limitations of the players of their games. It’s okay to map the…


View On WordPress

Often times we as developers enjoy talking about the design process of how our games get made. Yet, talking about Income or games sales seems a bit taboo. I'm sure you’re like me, many times before you’ve question if you can be financially successful as a full time indie. 

Here’s a great blog giving insight on its games sales number, and promotional plans. 


CHECK IT OUT HERE. 

loading