itch.iohttp://itch.iohttps://itch.freezing.top/t/5670222/sepan-and-the-seven-flasks-fixesSepan and the Seven Flasks - Fixeshttps://itch.freezing.top/t/5670222/sepan-and-the-seven-flasks-fixesFri, 19 Dec 2025 18:30:06 GMTFri, 19 Dec 2025 18:30:06 GMTFri, 19 Dec 2025 18:30:06 GMTHello every one. I never create a topic about my game development (just discovered it). I’m developping Sepan and the Seven Flasks from 2 years. The first release was in july 2024. Now I did a big update on 16 december. Today I’m fixing a lot of bugs and adding some languages.

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https://itch.freezing.top/t/5665636/she-meowed-back-working-on-a-solo-projectShe Meowed Back - working on a solo projecthttps://itch.freezing.top/t/5665636/she-meowed-back-working-on-a-solo-projectThu, 18 Dec 2025 11:03:09 GMTThu, 18 Dec 2025 11:03:09 GMTThu, 18 Dec 2025 11:03:09 GMTHey guys,
I am working on  a solo project it will be called "She Meowed Back" ----
I have no experience in game dev coding , or art of any kind, I hope I can complete this 😰 as I am also studying

I created this account to get feedback, be motivated and check out others.

Posting a screen shot of the game, please let me know if you guys like my  art style !!!! 


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https://itch.freezing.top/t/5667310/nothing-to-lose-buckshot-roulette-inspired-horror-shooter"Nothing To Lose" (buckshot roulette inspired horror shooter)https://itch.freezing.top/t/5667310/nothing-to-lose-buckshot-roulette-inspired-horror-shooterThu, 18 Dec 2025 21:27:47 GMTThu, 18 Dec 2025 21:27:47 GMTThu, 18 Dec 2025 21:27:47 GMT Nothing To lose Icon

Follow The Development

Nothing to lose is a  horror strategy game where ammo matters

A level driven Slower Paced Shooter; As you progress you will find weapons, miracles, which are power boost, and various enemies.
As the game progresses your mental state declines, you MUST find ways to calm down. 


Current Game State:

I am currently building the fundamental systems still, some can be seen here. I plan to go into extreme environmental detail; I am also striving to get a playable public test out once core systems need to be tested. 

  • Currently 1 Enemy
  • 1 Weapon (Unfinished Revolver)
  • Ammo Systems
  • Shader Completed

In progress: 

  • Anxiety System
  • Stalker Enemy
  • Playtest Environment
  • Flashlight
  • Inventory System
  • Core Gameplay Mechanics 

    There is a lot more to do, This is my first real project so I'd appreciate any feedback.

    Please consider following this project : CLICK HERE!

    Below is some pictures of VERY EARLY development 


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https://itch.freezing.top/t/5667190/coming-soon-free-pixel-art-fox-sprite-sheetComing Soon: Free Pixel Art Fox Sprite Sheethttps://itch.freezing.top/t/5667190/coming-soon-free-pixel-art-fox-sprite-sheetThu, 18 Dec 2025 20:41:52 GMTThu, 18 Dec 2025 20:41:52 GMTThu, 18 Dec 2025 20:41:52 GMTHello devs!

Today I’m pulling back the curtain on my latest project: a pixel art fox designed for 2D platformers and side scrollers.

While the animations are fluid in-game, I believe the quality of an asset pack shows in the individual frames. I’ve put a lot of work into the silhouette and color palette to ensure this character "pops" against natural backgrounds.

The Frame-by-Frame Breakdown

Attached is a look at some of the key frames. You can see the key poses, the underlying physics, and the sub-pixel details that give the fox its personality.

What’s included in the Pack?

I’m making sure this pack is as "plug-and-play" as possible. When the full set launches, it will include:

  • Transparent Sprite sheet: Easy to slice in any engine.
  • Individual Frames: For those who prefer manual sprite handling.
  • Consistency: All frames are centered on a 64x64 canvas for zero-effort alignment.

Coming Soon 

I’m currently putting the finishing touches on the rest of the fox's kit (including idle, jump, and attack animations). The complete pack will be arriving on the Unity Asset Store and right here on Itch.io very soon!

I want to hear from you: Do you prefer your assets as horizontal sprite strips or individual numbered PNGs? Let me know in the comments!

Follow my page to stay updated on the release date!


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https://itch.freezing.top/t/5573499/endoria-sci-fi-rpg-conceptEndoria — Sci-fi RPG concepthttps://itch.freezing.top/t/5573499/endoria-sci-fi-rpg-conceptSun, 23 Nov 2025 23:53:49 GMTSun, 23 Nov 2025 23:53:49 GMTSun, 23 Nov 2025 23:53:49 GMT

About me

I’m finally starting to share a project I’ve been thinking about for many years — a calm, story-focused online sci-fi RPG for mobile, built around steady progression and a universe that slowly evolves as you play.

I’ve worked as a backend developer for a long time, so the technical foundation came first.
The backend (auth, users, caching layers, security, API architecture) is already running on my servers and the core structure is stable. This part was natural for me.

Frontend was never my strongest area, but for this game I have a clear vision of the feeling I want to achieve — and step by step, the UI and general flow are starting to match that vision.

My goals

My aim is to create a relaxing, fair and persistent sci-fi experience supported by an immersive story, without the usual pressure found in modern mobile games.
That means absolutely:

  • no microtransactions

  • no buying content with real money

  • no pay-to-win mechanics

  • no ads

  • no energy limits or time gates

  • no systems designed to punish you for taking breaks

  • no artificial grinding to force spending

Instead, I want the game to combine MMO-inspired elements with time-based missions, long-term progression and a story you can slowly uncover at your own pace.
A calm online world where you can grow your fleet, develop talents and explore — without being pushed, rushed or monetized.

What I have right now

At the moment, the following systems are already functional or in a stable prototype state:

  • inventory

  • story & quest packs

  • basic progression / leveling

  • resource logic

  • structure for expanding content

And now I’m exploring how the core gameplay should feel — mainly the direction of combat and how it ties into progression.
In parallel, I’m preparing the talent system and testing different ideas before committing to the final combat mechanics.

What I’m planning next

Long-term, the game is intended to include:

  • PvE missions

  • PvP encounters

  • guilds / group systems

  • professions / ore gathering

  • and more systems that expand the universe over time

I’m building this as a lightweight “idle-MMO inspired” experience.

Why this devlog

This is the first public step. I wanted to share early progress, reveal a small glimpse of the visual direction, and  to help keep myself motivated as development continues.

To be completely honest, I don’t know yet whether this concept will resonate with anyone. So any feedback, thoughts or criticism are very welcome. Even a short comment helps me understand whether this idea has potential .

Early Visuals

These are not final graphics — just working visuals to help define the atmosphere and the tone of the world.


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https://itch.freezing.top/t/5128184/-the-campaigns--+- The Campaigns -+-https://itch.freezing.top/t/5128184/-the-campaigns-Sat, 26 Jul 2025 11:26:22 GMTSat, 26 Jul 2025 11:26:22 GMTSat, 26 Jul 2025 11:26:22 GMTThe Campaigns

The Campaigns is a turn based strategy game with hand/deck building and base building aspects

Try it out

==========================================================================================================

Establish a solid foothold on the map and craft your hand cards, to suit your battle strategy. But beware: On turn 10 a boss will spawn, quickly escalating dangers... so prepare carefully.




Construct structures with which you can capture useful resources
Command units to loot treasures, barricade structures and attack enemies
Cast spells to... you know, do whatever they say they do


  • There is no deck, and only a limited amount of space in your hand. Choose carefully what cards you want to have available!
  • Each turn new events, enemies, treasures, merchants etc. will spawn. Map awareness is key
  • The game is planned to feature 3 unique factions and maps, designed with a 'build tall' mentality.
  • Tired of difficulty modes that simply add a multiplier to stats? Maps in The Campaigns have multiple difficulty modes that simply add one or two new mechanics to map. Minimal changes, maximum effect.

==========================================================================================================

This game has been a passion project of mine for a little of a year now. With how it's going, I think its best to catalog changes here (and to shamelessly promote it). The learning curve for this game is definitely on the higher end, so I'm curios how its perceived by new players. Any and all feedback is very welcome. 

Thank you for reading!

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https://itch.freezing.top/t/5383126/sotidrokhima-against-eternity-f2p-bullet-heavenSotidrokhima: Against Eternity (f2p bullet heaven)https://itch.freezing.top/t/5383126/sotidrokhima-against-eternity-f2p-bullet-heavenSat, 04 Oct 2025 10:15:06 GMTSat, 04 Oct 2025 10:15:06 GMTSat, 04 Oct 2025 10:15:06 GMT

It is time to finish the saga!

Sotidrokhima released in 2022. Its spin-off, The Finnish War x Sotidrokhima: Finlandsaga came out in 2023, and a prequel titled Lalli released last year.
The series is about warriors from Finnish folklore, most importantly the titular hero Sotidrokhima, and their battles against foreign rulers and supernatural threats.

This will be the final game in the series and while smaller in scale than Sotidrokhima and Lalli, still just as hardcore and replayable!
The gameplay is inspired by Vampire Survivors.

For those of you wondering how the sequel can exist and feature Sotidrokhima after what happened at the end of the original game, there is a perfectly good explanation. Sotidrokhima and his companions are now in Tuonela, the Finnish underworld, where their fight is now against Son of Tuoni - the guardian of the dead.

You can listen to the theme song (demo) here: https://soundcloud.com/user-988631900/glory-power-metal-sotidrokhima-ii-main-theme-demo

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https://itch.freezing.top/t/5640513/idlewildIdlewildhttps://itch.freezing.top/t/5640513/idlewildThu, 11 Dec 2025 14:16:30 GMTThu, 11 Dec 2025 14:16:30 GMTThu, 11 Dec 2025 15:11:23 GMT

Hello everyone!

We are Team Bunny Basket, people brought together by passion and the shared desire to make games for a living. Our dream is to make interesting and ambitious games, ones that we will have fun developing and people will enjoy playing. We have gathered around this dream like a cozy bonfire, and we are ready to put our very hearts into it to make it burn ever brighter and to hopefully share its warmth with you.

We are starting with a small project that is nonetheless very meaningful to us, because it’s the first stepping stone on our journey, the one that brings us closer together as a team. 

We want to put so many things into our little project! We want it to be deep, interesting, big and complex. But we have to remind ourselves that for now it is just a tiny ember born from a dream, and it is too easy to extinguish its flame with too many aspirations. We can only go so far on our own, but with your support, we can make it into something truly wonderful!

We are very excited to introduce you to

             

It is a game that uses visual novel-style storytelling while also incorporating simple RPG elements and progression.

It is a story of a young girl whose previous unpleasant experiences with people made her withdraw into her own world, wary of connections and afraid of reaching out. But a kind and compassionate heart can’t stay isolated forever, and though it takes a lot of courage to take those first steps, she may yet find a way out of her solitude and meet people who care for her, real friends and maybe even true love. 

In Idlewild you will dive into her daily life of an ordinary university student and a huge game nerd. You will attend classes, build connections, make friends and also play a recently released fantasy MMO game. 

As you know, online games have the ability to provide safe shelter and respite from the “real world”. Our avatar becomes the perfect mask to hide behind, letting us try on different roles, giving us courage to open up and speak our mind. Often, it seems better than our “real” self, this shiny hero with blazing wings and incredible powers, always ready, always capable, always swooping in to save the day. 

But do you also know that we could become someone’s hero just by being around when they need it most?

In the end, will our protagonist choose to stay behind her mask or step into her own strength? And what even is her real self? You decide. 


We have been working on this project for several months now and are very eager to share some of the work with you!

In the upcoming posts we will introduce you to some characters, show their design, talk about gameplay systems that we came up with, and of course discuss our plans and hopes for this project. Soon – fingers crossed – we’ll be able to provide a small demo to showcase some essential gameplay and give you an idea about what it feels like to play the game. 

We would be incredibly grateful if you could support us on Patreon or spread the word about our game. We are a small excited bunch of enthusiasts and every comment or mention helps us immensely! 

Thank you and see you soon!

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https://itch.freezing.top/t/5641984/my-rpg-demoMy RPG Demohttps://itch.freezing.top/t/5641984/my-rpg-demoThu, 11 Dec 2025 22:05:46 GMTThu, 11 Dec 2025 22:05:46 GMTThu, 11 Dec 2025 22:05:46 GMTHello, I had the intention to make a short RPG, but I want to finish a demo before entering in active developement here are some screenshots.

Hola a todos, siempre he querido hacer un RPG, pero quiero hacer una demo antes de ver si continuo con el desarrollo, así hay unas capturas de pantalla.

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https://itch.freezing.top/t/5654779/starfish-room-launch-speed-updateStarfish ROOM: Launch & Speed Updatehttps://itch.freezing.top/t/5654779/starfish-room-launch-speed-updateMon, 15 Dec 2025 12:34:59 GMTMon, 15 Dec 2025 12:34:59 GMTMon, 15 Dec 2025 12:57:10 GMTHey everyone.

Just dropped my new game: Starfish ROOM.

It is an action roguelite with pixel art and a specific Japanese vibe. You control Kibo Wave, a catboy chosen to defend the ROOM from hordes of monsters and aliens.

The loop is intense:

Defend the Room: Enter, kill everything with your sword and dynamite.

Power Up: Pick cards between waves to upgrade your stats.

 

Face the Aliens: Boss battles.

Repeat: It is an endless cycle of defense and combat.

For those who do not know me, I am SketBR. Been making games online since 2016 (started when I was 11). I did the pixel art and some of the music for this too. This is a very personal project.

I need your support. Play it, drop a 5-star rating, and leave some real feedback. It helps me keep making stuff for the community.

Update: New Look & Speed

Yo. SketBR here.

Been grinding non-stop on Starfish ROOM and I have got some changes to share. I want this game to feel right, so I tweaked a few things.

New Look

Changed the player outline to WHITE. It pops way more against the background now. Super crisp.

The Feel

Cranked things up. The game is officially faster now. The flow is way more addictive. Good luck putting it down once you start.

Japan Support Added

Big news for people in Japan or anyone reading Kana: The game is now translated into Hiragana and Katakana.

Look, I will be real—I do not know complex Japanese yet (still learning), but I wanted to make sure people who do not understand English can still play and have fun.

Check out the update and let me know if you can handle the new speed.

GameLink

https://kittycreampuff.itch.io/starfishroom

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https://itch.freezing.top/t/4897131/planet-conquest-new-game-developmentPlanet Conquest - new game developmenthttps://itch.freezing.top/t/4897131/planet-conquest-new-game-developmentTue, 20 May 2025 22:39:03 GMTTue, 20 May 2025 22:39:03 GMTTue, 20 May 2025 22:39:03 GMTHello!

I’ve just created a new browser-based strategy game called Planet Conquest. I’d love for you to check it out and share your feedback! It’s free to play right in browser at planetconquest.space.

If you have any thoughts, suggestions, or would like to feature it, I’d really appreciate your input!

Thanks so much for your time!

Best,

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https://itch.freezing.top/t/5648589/-turbowarp-project-indie-team-developing-a-point-and-click-game-about-cheating-on-a-college-exam[ Turbowarp Project ] Indie team developing a point-and-click game about cheating on a college exam.https://itch.freezing.top/t/5648589/-turbowarp-project-indie-team-developing-a-point-and-click-game-about-cheating-on-a-college-examSat, 13 Dec 2025 19:13:45 GMTSat, 13 Dec 2025 19:13:45 GMTSat, 13 Dec 2025 19:13:45 GMTHello, itch.io community! We are a 14-member indie team on Discord developing a game on turbowarp.org about cheating on a college exam and finding tools (We do not condone this in real life!) Here is the game description for a better understanding :

You completely forgot you had a test tomorrow! There’s no time to study… Quick! Find a way to cheat!

This game relies on failing and retrying, solving puzzles to unlock smarter ways to cheat.


Currently, we are waiting for our artist to finish creating the background art so we can proceed with coding the full game. For updates on the game’s progress, we recommend that you join our communication server. https://discord.gg/88UCED37V3

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https://itch.freezing.top/t/5663702/my-first-game-similar-gameplay-to-resident-evil-is-in-progressMy first game (similar gameplay to Resident Evil) - Is in progresshttps://itch.freezing.top/t/5663702/my-first-game-similar-gameplay-to-resident-evil-is-in-progressWed, 17 Dec 2025 21:03:34 GMTWed, 17 Dec 2025 21:03:34 GMTWed, 17 Dec 2025 21:03:34 GMTHello everyone,

This is my first game, and I am trying to create a similar gameplay to Resident Evil.  It's mostly about surviving and resolving puzzles. I shared the demo here and on Steam. I am waiting feedbacks about the demo and the Steam page. Please share any ideas, especially about the puzzles. It's really hard to create a puzzle that is not easy but also not hard to resolve :) Thank you!

Steam Link: https://store.steampowered.com/app/4196040/Where_Is_Lena_Demo/

Itch.io Link: https://graywolvesgames.itch.io/where-is-lena-demo

https://youtu.be/4Nle7k4UAeA




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https://itch.freezing.top/t/5648783/-bound-to-you-a-space-rpg->> Bound To You - A Space RPG <<https://itch.freezing.top/t/5648783/-bound-to-you-a-space-rpg-Sat, 13 Dec 2025 20:13:35 GMTSat, 13 Dec 2025 20:13:35 GMTSat, 13 Dec 2025 20:16:11 GMT>> Bound To You <<

> A Space RPG <

__________________________________________________________________________________________________________________

> ABOUT <

Bound To You (WIP Title) is a RPG about a young girl in the 1920s who accidentally gets sent into space and must find a way back home. Along the way, you will meet weird aliens, new friends and fight strange battles in order to get back home.

Inspired by games like the Mario & Luigi RPG series, Paper Mario and Undertale/Deltarune, Bound To You will be an RPG where the combat is more timed-based and wacky. 

__________________________________________________________________________________________________________________

> FIRST LOOK <

__________________________________________________________________________________________________________________

> HA HA, VERY FUNNY. WHY DON'T WE TAKE A LOOK AT SOME CONCEPT ART OR SOMETHING? <

Concept 1

The Smokes Looms Over By The Edge Of Town. If You're Quiet Enough, You Might Be Able To Go There Without Your Sister Waking Up.

Amelia Holds The Trouble Maker

Amelia holds the Trouble Maker, Lizzie

Lizzie's Sprite

Lizzie's Sprite

__________________________________________________________________________________________________________________

> WHAT CAN WE EXPECT FROM THIS DEVLOG? <

I'm planning on updating this devlog with random updates sporadically throughout the development cycle of this game. I'll make a new post that'll actually go over in more detail about what the game is going to look and feel like as well as my thoughts as I'm developing the game.

This devlog will probably be more similar to a live devlog. Whenever I start posting it will be whatever I'm currently thinking of at that moment and will probably be nonsensical in many ways. I will try to make it more coherent as I go along.

Some challenges I will experience from this is the fact that I work at a retail job that will randomly call me in on days I don't work and I am a full-time student. Finding time to work on this project will be tiresome and a little bit grueling but hopefully the journey will be worth it in the end.

__________________________________________________________________________________________________________________

> WHAT ARE YOUR GOALS? <

My current goal is to work on a demo, which in this project will be the Prologue/Chapter 0. I have an idea of when the demo should be released but at this stage of development I figured that date will probably be pushed back which is why I will not be saying outloud what date I'm thinking of.

My secondary goal is to publish more information about this game. Besides from the roughly ~10 people who have seen it in person, there's barely any online presence of any kind. I do have a devlog over on Tigsource, which I will be updating as well. The point is that I need to get the word out there even if it annoys everyone.

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https://itch.freezing.top/t/5665156/help-wanted-game-called-scapegoatHELP WANTED!!! (Game called Scapegoat)https://itch.freezing.top/t/5665156/help-wanted-game-called-scapegoatThu, 18 Dec 2025 06:09:37 GMTThu, 18 Dec 2025 06:09:37 GMTThu, 18 Dec 2025 06:09:37 GMTI am working on a new game and I need lots of help making it. I have a clear idea if what I want to do, but am in need of people to make it possible. I am looking for coders, people proficient in Blender and in music. My email is 26jhodge@gmail.com. The game is called Scapegoat and it’s about 4 goat friends who are planning to have a race through a maze. Little do they know though is that there is a human disguised as a scarecrow inside. You as the main character see your friends, one by one, get killed and eaten by the scarecrow, and now you have to escape. I was also thinking of having a multiplayer mode that functions like “Escape the Facility”. I’m going to completely level with you guys that in terms of payment, there won’t be a lot upfront, but whatever we can make from the game I can make majority go to you. Thanks for reading.

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https://itch.freezing.top/t/5325714/last-breath-of-harmony-tbsvisual-novell-18-gore-partial-nudity-characters-design-phaseLast Breath of Harmony | TBS/Visual Novell (?) | 18+ (gore, partial nudity) | Characters design phasehttps://itch.freezing.top/t/5325714/last-breath-of-harmony-tbsvisual-novell-18-gore-partial-nudity-characters-design-phaseWed, 17 Sep 2025 22:40:00 GMTWed, 17 Sep 2025 22:40:00 GMTWed, 17 Dec 2025 20:26:00 GMTIt's going to be a long development because it's a hobby project that I do solo after work (i have only designer in help, who turning my shitty concept arts and sketches into images and animations).

Subscribe and like if you want - so that I can see how many people are interested in this and try to write as often as possible and share some arts without spoilers.. 

As soon as the creative part is completed, I will start creating dialogues and plot rails. And then I'll take care of the combat system.

I've always been embarrassed to show off my creations, but I decided to create a devlog to structure my thoughts and ideas, as well as keep a report for myself. But if you're suddenly interested, I'm always happy to communicate, discuss and feedback.

Basic info:

Title name - Last breath of harmony. 

* Game genre: Visual novel/ turn-based strategy. So far, it's more of a hobby project that I do after work and on weekends for myself. 

* Setting - Dark/Splatter fantasy - guts, gore and revolution. 

* The battle scenes will be in style of fire emblem/gemfire (more Gemfire - love old Koei) in the form of 5x5 or 5x1 battles (in boss fights). on 10*10/12(?) squares battlefield with some strategy mechanics. The stats of the game characters will be constant, which is justified by the lore of the game - events take place within 1-2 weeks, there is no time to grind the experience. The stats of AI-controlled characters will change to moderate difficulty and lore twists. 

* I planning to make 2 difficulties:

-  Novell (easy battles, if you love to reading dialogues and watch nice arts) 

- Original (as originally planned) - for hardcore TBS players (i hope it will be enough hard - will see on alpha test)

* Each unit will have unique abilities backed up by lore.

* The dialogues will be in the spirit of JRPG in the form of a portrait (not anime)+text in the dialog box, on the background of the game graphics. Cutscenes will be made on the game graphics. 

* The turning points will be in styled as cutscene illustrations (fortunately, I have a good designer).

* TRL - Just started. So far i wrote about 90 pages of script, composed about 15 music themes and have all of characters concept and lore in my head (29\35 is drawn by my designer friend).

___

This 1st message will be updating log - telling about something new ideas ;D

Deeper concept in message below.

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https://itch.freezing.top/t/5662805/kokoro-no-sakebi-some-feed-about-game-trailerpleaseKokoro no sakebi (some feed about game trailer,please)https://itch.freezing.top/t/5662805/kokoro-no-sakebi-some-feed-about-game-trailerpleaseWed, 17 Dec 2025 16:42:34 GMTWed, 17 Dec 2025 16:42:34 GMTWed, 17 Dec 2025 16:46:48 GMTHere: (hope it's correct  thread.....)

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https://itch.freezing.top/t/5560792/kind-animals-cards-version-0d3Kind Animals Cards Version 0d3https://itch.freezing.top/t/5560792/kind-animals-cards-version-0d3Thu, 20 Nov 2025 16:34:14 GMTThu, 20 Nov 2025 16:34:14 GMTWed, 10 Dec 2025 16:06:19 GMT

Kind Animals Cards – Hello! Hello!

Hello! Hello! You can hear it from all sides! It's the kind animals again. Your best friends! Little friends. From a magical world, a parallel universe. Lots and lots of happy little animals in the meadow. Looking at you. With their little eyes. Everything is wonderful there! It's always summer! They have their own universe there. Where everything is always wonderful!

And this is my Visual Basic project. A wonderful software product from Microsoft. Programming for everyone. For office workers. And more to come, as they say. I really appreciate this VBA idea. I'm back to the kind animals.

 

These are cards. That is, a set of cards. Each card is a small program. In VBA. There's a picture and a story about the animal. A few settings. That's all. Picture + story. That's how you can describe it.

 This time, a new version is in development. And now I'm creating new cards. Each card is a standard Visual Basic program. Standard, yes. Everything is the same technically, yes. It's just that I've forgotten everything since the last version. And now I need to remember how it's done. So now I'll create new cards again.

New pictures and new stories—that's what awaits the user. Beautiful pictures. Kind stories. And while I'm on the technical side, I'm remembering how it's done. I even wrote myself instructions. And I systematized my approach to the cards.

 

Basically, the cards are like Pokémon. Or a collectible card game. Or rather, I made everything my own. They're not Pokémon. They're my kind little animals. My friends. And there's no game there. Just a picture and a story. Stories about kind little animals. That's very important to me.

I draw and write stories about kind little animals. My creativity is so artistic. And now I've got the technology. Programming all this into programs.

For example. The honorable first card. Here's one like this. It's a beaver. It can swim. It's a slightly dark picture. The beaver is so fluffy. It's swimming somewhere. It's swimming in the river. In the reeds. It's doing its own thing there.

Animals—as you can imagine—are amazing creatures. And they're very different. Here's a beaver—it's swimming. In a river. In a stream. In a lake. In a marshy area.

 Then the next card. A new one. It's about a goose. It's opposite. A very bright picture. And also a story. A white goose. Green grass. Ha ha ha! The goose is walking on the grass! A field! Sunshine! How wonderful it is here!

Now you understand what a wonderful world these kind and cheerful animals live in! There are so many animals! The new version will consist of cards like these. I'm currently creating these cards. I even have a template for the VBA. Rectangular frames. A window. Both text and an image. That's the idea behind this project.

New animals. There are more and more of them. New images, so you know what the animal looks like. And a new story. So there's something interesting to read! I really like the idea of Visual Basic. With windowed applications. Like a department office. Or just small programs. Cards—that's exactly what this project is all about. A project on VBA.

Right now, I'm creating these cards! I'm documenting everything in a Word document. So it'll be easier to create new ones later. After a break. And I continue creating them. I have lots of drawings. And they already have text. I've already published all this as a drawing and story on my blog. Now it's time to apply it to the program. Good little animals—new cards! I'm making them now!



Kind animals little cards version 0.2 "Crawl next" - it is newest version. Six little cards about good and kind animals. With little picture. And small story. Lots about mice. Duck. And chicken! Big and yellow! And lots lots about mouse! Mouse - crossing the ditch, or going to sleep!

And now, it is in development a new version. And what you see here, already, will be in a new version.

Kind animals little cards: http://www.dimalink.tv-games.ru/apps/kindanimalslittlecards/index_eng.html

Website: http://www.dimalink.tv-games.ru/home_eng.html

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https://itch.freezing.top/t/5662660/holiday-special-update-christmas-sprites-addedHOLIDAY SPECIAL Update - Christmas Sprites addedhttps://itch.freezing.top/t/5662660/holiday-special-update-christmas-sprites-addedWed, 17 Dec 2025 15:54:50 GMTWed, 17 Dec 2025 15:54:50 GMTWed, 17 Dec 2025 15:54:50 GMT

What's New:

16 pixel art Sprites  in 16x16– Santa Claus (4), Mrs Claus (4), Elf (2), Nutcracker  Soldier  (2), Grinch (2), Singing Angel (2) 

Always in the style of my projects to combine them.Enjoy
 

Get it here >>> https://tolee-mi.itch.io/holiday

What's Inside:

332 handcrafted 16x16 ready-to-use pixel art icons and props in a transparent  PNG file

  • Trees  (16)
  • Balls (16)
  • Candy (16)
  • Socks (8)
  • Presents (8)
  • Snowflakes (8)
  • Bows (16)
  • Bells (8)
  • Mistletoes (16)
  • Stars (8)
  • Lanterns (16)
  • Candles (24)
  • Ice Tiles (16)
  • Snowmen (16)
  • Sprites  – Santa Claus (4), Mrs Claus (4), Elf (2), Nutcracker  Soldier  (2), Grinch (2), Singing Angel (2) – total (16)
  • Christmas Lights (56 – including 32 tiles of garlands and swags)
  • Twigs (32 – including 6 tilesets of swags and garlands with a total of 16 tiles)
  • MORE TO COME (christmas lights, snowmen, ice and snowy decorations, candles, christmas sprites, toys, cultural variations – Hanukkah, Dwalii, Bodhi, La Posada, Santa Lucia, Yule and more) 

Perfect for your jams, roguelikes, platformers, top-down puzzles, casual games , seasonal projects

Two versions of icons (with/without stroke)

For game developers and designers who would like more minimalistic style in your projects

Every sprite is drawn by hand — no AI, no filters. Just clean, colorful pixels and a cohesive palette built to blend beautifully in your world.

Match it with my other Asset Packs too

🔗 Related packs

Harvest Crops combine it with my Fantasy Quest  asset pack for agricultural environment, 

  

Combine it with my Haunted Graveyard asset pack for a spooky environment, 

  

Create beautiful virtual decorations with my other micropacks

Holiday Special - Halloween Special

Holiday Special 

Buy everything in a bundle for $7 (save $4)!

Free Updates Forever

This is a living pack — it will keep expanding with new icons, props, items, tiles, and seasonal items over time. Buy once and enjoy Free Updates for life, as the collection evolves with your holiday decorations.

Please, rate it  ✨✨✨✨✨

Note: The screenshots feature assets and tiles from various other asset packs (existing or upcoming).  
This pack includes only the sprites and tiles shown in the "currently in the pack" images.

License 

You may use this asset pack for personal or commercial projects and modify it as needed. Redistribution, resale, or use in printed or physical products is not permitted.

Instagram: @ tolee.m.illustration

Bluesky: @toleem.bsky.social

X: @Tolee_M_illu

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https://itch.freezing.top/t/5653355/can-you-help-me-me-my-indie-gameCan you help me me my indie game?https://itch.freezing.top/t/5653355/can-you-help-me-me-my-indie-gameMon, 15 Dec 2025 02:21:04 GMTMon, 15 Dec 2025 02:21:04 GMTMon, 15 Dec 2025 02:21:04 GMT

Hey!

I'm a solo dev right now, but I'm trying to put together a small team to make this game happen. I could really use some help with:

* Programming: Need someone to code features, smooth out the gameplay, and squash bugs.

* Art: Looking for artists to design characters, create enemies and environments, handle UI stuff, and do concept art.

* Sound/Music: Need someone to make cool sound effects (especially for weapons) and music to set the mood.

* Community/Marketing: Help getting the word out on social media, posting updates, and contacting players and streamers for beta test and promoting of the game.

*Why join?

* It's a passion project with the potential to blow up.

* Your ideas matter. You can have a real impact on the game.

* You'll get experience and stuff to show off in your portfolio.

* Chance to get in on the ground floor and share in the game's success.

Interested?

Email me at dylancooper408@gmail.com. Tell me a bit about yourself, what you’ve worked on, and what role you're interested in. Send links to your past work (art, code, audio, or anything you think would help with the project)

I hope you choose to help me make this game come to life and have a game we can all be proud of. 

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https://itch.freezing.top/t/2612740/tomato-punchTomato Punchhttps://itch.freezing.top/t/2612740/tomato-punchMon, 23 Jan 2023 13:13:50 GMTMon, 23 Jan 2023 13:13:50 GMTThu, 05 Oct 2023 15:13:58 GMT

  

Description 🖋️


Tomato Punch is a "Punch-Out!!" inspired RPG game. 

Gain experience points, battle items and shiny coins by defeating diverse opponents.

Explore the world outside Mato's little hometown,
meeting friends and encountering enemies as your adventure unfolds.

   

@ Developing with   : Unity
@ Developer         : Wandu 

    

    

Gameplay Preview 🕹️



  
Mato's hometown basketball court
  

  
Enemy prototype - stickman.
  

  
Background image from Pokemon, will be replaced after further development.
  

  

Aims 🎯


  • My aim is to make this a dynamic & goofy game,
    but with a pinch of story-telling that is hopefully interesting enough to keep on playing the game.
      
  • I love cartoon animations, thus I aim to heavily animate enemy behaviour patterns for an action-packed / energetic / wacky battle.
      
  • I aim to sprinkle this game with retro game vibes.

  

  

Story 📘


Main character Mato aspires to become a fighter, just like his idol superstar : "Big Smack". 
However, living in a small, peaceful town, most of his peers hope for a simple and stable life.

In the midst of a dilemma about his future path,
Mato helps his friends quit their jobs by beating the lights out of their evil boss,
ultimately burning their contract papers.

A glimmer of adventure shines upon Mato, as he is being chased by the police.
Mato's abrupt journey begins from here.

  

Platforms 🖥️


PC, with Gamepad support.

  

  

Comments 💬


I'm still learning to code, as an amateur developer.
It is my small passion project and also a first project to ever make,
and I would be thrilled to see it become fully finished one day, even if it takes ages.

What I love about Punch-Out is the dynamic animation sprites,
the tension trying to read the opponents movement,
and the feeling of victory after trying again and again.

What I love about RPG games is exploring new regions and
meeting interesting characters with a unique storyline.

What if I replaced turn-based combat into a Punch-Out format?
I think it's something that I got very curious about, so here I start the challenge!


Credits 🌟


Will occasionally update this section to keep track of borrowed assets used in this project.
Thanks for all the talented artists who created these neat assets.

@ Gamepad UI Sprites : greatdocbrown
@ Keyboard UI Sprites : Dream Mix 
@ Yellow Spark Sprite : Sinestesia, Kelvin Shadewing


External Links 🔗


@ Twitter : https://twitter.com/Wandu_dev

  

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https://itch.freezing.top/t/5658125/growchemy-a-cozy-plant-discovery-game-looking-for-feedbackGrowchemy – a cozy plant discovery game – looking for feedbackhttps://itch.freezing.top/t/5658125/growchemy-a-cozy-plant-discovery-game-looking-for-feedbackTue, 16 Dec 2025 08:12:36 GMTTue, 16 Dec 2025 08:12:36 GMTTue, 16 Dec 2025 08:12:36 GMTHi! I’m currently working on a small, cozy game called Growchemy.

This is my first time making a game, so I’m keeping the scope small and learning as I go.

Growchemy is a mobile-first plant discovery game where you mix simple materials

like soil, light, and water to discover real-world plants. Each plant you find

is added to a diary with short descriptions, focusing more on curiosity and calm

exploration than on speed or optimization.




Any thoughts, ideas, or random feelings are very welcome.

Link: https://fairyee.itch.io/growchemy

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https://itch.freezing.top/t/4518098/anarchy-school-humorous-3d-adventure-with-quite-the-historyAnarchy School - humorous 3D adventure with QUITE the history...https://itch.freezing.top/t/4518098/anarchy-school-humorous-3d-adventure-with-quite-the-historyWed, 29 Jan 2025 20:14:57 GMTWed, 29 Jan 2025 20:14:57 GMTSun, 02 Mar 2025 11:19:20 GMTAnarchy School is a 3D adventure set in a Finnish middle school.

Development on the game was started waaay back... in 2008. For the past 16+ years of development, the game has seen multiple on-off seasons, as well as massive alterations story-wise.

NOW, the story is finally ready to be told! The game will be out Q4 2025.

NOTE! The game does not promote any violence due to being set in a school environment, but does contain cartoony violence. Everything is very caricatured and there are absolutely no guns etc. weapons. You are able to use items such as pencils or slingshots to defend yourself.


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https://itch.freezing.top/t/3973672/fps-zortch-2-zortch-harder[FPS] Zortch 2: Zortch Harderhttps://itch.freezing.top/t/3973672/fps-zortch-2-zortch-harderThu, 01 Aug 2024 20:00:09 GMTThu, 01 Aug 2024 20:00:09 GMTFri, 28 Mar 2025 23:15:38 GMT

(also formerly known as the Zortch expansion pack)


in the previous game Zortch has escaped from the planet of the Brainsuckers
and after a short trip in her new spaceship she falls onto a desert planet
due to an accident with microwave popcorn

she now finds herself in a conflict between the natives of the planet
the human settlers and a bizzare cybernetic cult that worships mites

-------------------------------------------------------------------------------------

Links:
devlog of the first game
the first game
youtube version of the devlog

(this is Zortch btw)

-------------------------------------------------------------------------------------
a lot has happened since the release of the first game (about a year ago)
things got crazy, the game got a lot of fans it featured in many yt channels 😵
(of course compared to the big players like HROT or Ultrakill, Zortch is still just a speck 🤭)
I made a lot of patches and drunk on confidence started working on an expansion pack..
it only meant to be a map pack with a few new things
and then I realised that the engine is not up for it
so I rewrote a few things to make it extendable
and then things got out of hand 😓

I still insist on calling it an expansion pack however
as I don't have any better ideas (let's just settle with sequel)

most of the devlog has already started in a short youtube video format this time
but as the original had it's devlog on itch.io I felt bad not having one here as well
I'm much less organized nowadays and sometimes just end up posting devlogs
to friends or any poor soul that comes across 😓


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https://itch.freezing.top/t/4787407/caverns-and-dryads-a-rpg-2d-game-with-roguelike-and-dungeon-crawler-elementsCaverns and Dryads - a RPG 2D game with roguelike and dungeon crawler elementshttps://itch.freezing.top/t/4787407/caverns-and-dryads-a-rpg-2d-game-with-roguelike-and-dungeon-crawler-elementsSun, 20 Apr 2025 20:06:58 GMTSun, 20 Apr 2025 20:06:58 GMTSun, 20 Apr 2025 20:06:58 GMTHi! :) I have started the thread here to keep posting my updates. 

For those who don't know, my game is Caverns and Dryads:

"Caverns & Dryads" takes you to a world of fantasy, where you will guide Tamzyn, the dryad warrioress deadly and beautiful— and Sioul, the wizard tenacious and powerful. Together, they will explore forgotten cities of mysterious beauty and dungeons filled with dangerous monsters. Prepare for an adventure full of action, magic, and romance.

https://louis-dubois.itch.io/caverns-and-dryads

--
I bring you great news! I have adapted my game for Windows, in order to be played in more devices. (I may do a Linux version in a future too.)

Making the Windows version required to adapt the UI, adding some decorations that make the game more beautiful. Those are things I like from this version, those decorations, and that you can see the illustrations in bigger size.

The Android version has the advantage of being able to play it anywhere, but it may not have so much reach between people that play on desktop or laptop computers. So now all of them are covered :)

As the only changes are in the interface, I am just keeping the same logic, so I can develop at the same time for both. Every time I add a new feature or screen, I will simply make the interface for mobile, and for desktop, sharing the same logic most of the time.

There were a series of updates, that bring these changes for both Android and Windows:

- A number of bug fixes.

- Added sounds to the bar and the blacksmith.

- Sound of parry added.

- Sound of armor added.

- Added a sound preferences button in the Windows version.

- raised the probability of event in cities so more things happen.

- activated cancel button on spell book for grimoire view

- Added exit button to Windows version on menu.

- Added return to menu button in Exploration screen, under the sound/prefs screen that you can access from there.

Keep an eye and visit and subscribe/follow so you know when the Windows version is released, if you are interested.

Also, this new version means that most of the bugs are fixed, and the game has the basic functions to be played, but now I start a more exciting phase: add more features! 

Most of this is already pre-implemented in basic structure.

  • House building: the couple may build a house in some places, customizable.
  • Stories: in the bar, hotels, in the middle of dungeons...
  • Relationship effects on combat and story.
  • Boss monsters! They are ready, just need to add implementation.
  • Keys to locked places.
  • Forge your own weapons.
  • Create your own spells.
  • Inventory of equipment.
  • Quests and missions.
  • Special enemies, like the Archmage.

Again, follow to participate in the exciting journey to add all this and more with your feedback!

I will post about it in all my networks, and specially on my blog, where you can also find other contents.

See you there! :)

Here's some screens from the Windows version:

That was the exploration screen. Here's a story screen:

When you find a monster, the introduction:

When you find a dryad, they gift you with higher stats:

You can repair your armor and weapons. Be wise and smart so you don't break them before you find a city in which you can repair a good armor.

Remember to follow me at the game page or on any of the links.

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https://itch.freezing.top/t/4487585/powered-by-monsters-a-hand-painted-monster-collection-gamePowered by Monsters - a hand painted monster collection gamehttps://itch.freezing.top/t/4487585/powered-by-monsters-a-hand-painted-monster-collection-gameTue, 21 Jan 2025 14:15:39 GMTTue, 21 Jan 2025 14:15:39 GMTTue, 30 Sep 2025 15:05:15 GMTUPDATE 9/30/2025 a gameplay video of an entire level


UPDATE 3/28/2025 a video preview of the new destroybale assets in Abandoned Archives level:


ORIGINAL POST BELOW

I’m primarily an artist, which might be obvious from the images I included, but I also think I finally progressed far enough in my understanding of coding and other game design elements where I can reasonably try to include some more complex game mechanics.

The game would consist of three main parts:

1 Various caves and underground areas where a large variety of monsters can be found and captured. These monsters can then be used in various ways depending on the type: some can be weaponized, others can be used to improve weapons, to be used as crafting materials or simply as fuel, to be sold for currency etc.

2 Bosses throwing waves of monsters at you to battle. Winning these challenges can unlock further monsters, grant skill points, unlock further areas of the game and also unlock a higher tier challenge for the same boss.

3 A hub area that has access to the caves, the bosses, some NPCs and also just look cool and help in introducing lore about the game.

I have some work done for all three of these, but right now I would like to mostly talk about the caves and the monster capture part. I have the most done in that area.


Setting

This takes place in the far future where many things are grown instead of being built resulting in various monster-like creations. Monster ARE the technology.

Also all this takes place on a planet divided into 4 quite distinct nations with different paths to creating these monsters. Each different approach has resulted in monsters that adhere to the theme of each faction: robot, horror, fantasy and cartoon. Additionally there is an area on the planet where all 4 factions manage to more or less collaborate in the interest of improving various technologies known as the Testing Fields, which is our hub area and where the game takes place.


Capturing monsters, exploring caves 

Take a look at the short gameplay video I included, I’m basically explaining the game mechanics you can see there.

The caves can be explored by controlling a small drone which has the abilities to capture monsters, navigate narrow passages and to destroy smaller obstacles. Monster are captured by deploying Capture Lines from the drone and hitting a marked weak spot on any given monster. Higher tier monsters need more Capture Lines and also each monster has a movement pattern so capturing might be easy or challenging depending on circumstances. The yellow weakspot on the monster has a different number of pointy bits to indicate how many Lines you will need. For example: skeletal monster on the left needs two Capture Lines, while the mouthy one on the right only needs one. Some monsters need more Lines than you start with.


Monster Behavior

The monsters have fairly simple behavior patterns, but there are many different looks ( right now I have around 40 horror monsters and starting on fantasy ones). Also some monsters are rarer, the locations and specific encounters are somewhat randomized so my hope is that it will be exiting to go and find out what you can find in a new or previously visited part of the caves.

Some monsters also have extra behaviors like the bouncing eyeballs you can see in the video, or these slimy territorial creatures. Each has an area marked as a circle around it, circle getting larger depending on monster tier. If you enter the circle the monster will move to the center of it and then pursue you until you leave their territory or until you loose the drone.


Failing a Capture

You start with 4 Capture Lines and if you use up all 4 without capturing a monster, it will either run away or attack you. It’s all good though, you can try shooting down the monster before it damages the drone too much and try again with another creature. Captured creatures will appear in the pause menu where you can see the monsters name and the tags it has ( I’ve shown this in the vid) and the monster will always be transferred to the Collection Area in the hub/Testing Fields even if the drone is destroyed right after a capture. You can learn more about the monster and how it can be used in there(tags, flavor text, tier, type). Some monsters have evolution lines like the slime creatures above.


Laser Explosion

The Cave Drone you control is also equipped with a Laser Explosion, which can destroy smaller obstacles and damage monsters. However, each time you use it you risk decreasing the Cave Stability, which is another resource besides Cave Drone’s HP which you have to pay attention to.


Drawing a Line Path for the Drone

Very importantly, there is also a way for the Drone to squeeze past various gaps and passages that are normally too narrow or to avoid monsters. You can draw a path starting from the drone and the Drone will follow it while being invulnerable and fitting into narrow gaps. If you’re not careful doing this, you might get stuck and once again reduce Cave Stability or run into monsters.




Caves and Cave Stability

You start in the first cave called the Abandoned Archives. The plan here is to hand craft the entire area, with very few repeating parts. Basically I’m approaching it less as a tileset and more as a painting of the entire level. This means that each cave wont be huge, but it will be dense with various details and encounters and at least to me that seems quite appealing. I tend to get bored of oversized empty levels in games myself and it’s simply fun to design a level like this from my side of things. Also I plan to add some amount of randomly appearing rooms and details, which together with randomized monster encounters should make each run feel different.

The cave is fully stable at the start of a run, but there are a few ways to reduce Cave Stability mentioned above. If the cave stability falls bellow 25 percent, the cave will start to collapse and rocks will start falling possibly damaging the drone. However, game is not lost even if Cave Stability falls to 0, it only ends if the drone is damaged beyond repair and cave stability can potentially be brought back up. Right now I have a resource that can be found that increases cave stability, but I might include other methods as well or maybe make the instability temporary, we’ll see.

Finished part of the cave:


Rocks falling on the drone ( yeah, the falling rocks asset is still a sketch):


Where I’m going with this

So yeah, this is just one of the things I want to talk about the game and I plan to keep updating this devlog as I complete them. I have a million ideas and for me an uncharacteristic amount of enthusiasm for this, the only limiting factor is time. There are also many smaller aspects like a simple story, the reason for capturing these monsters, drone upgrades, skill system for fighting the bosses and other things I haven’t mentioned but already started on, but one thing at a time.

Right now I want to make a fully working demo with two or three caves, a single fancy boss and partially finished hub area and then see how much content I can reasonably add to it before I call it finished. And even a demo is a lot of work, but it continues to be fun making this so hopefully some people like it and give me extra motivation.

Some more monsters I designed – the main reason I decided to make a game like this:


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https://itch.freezing.top/t/5519096/haven-devlogHaven Devloghttps://itch.freezing.top/t/5519096/haven-devlogSun, 09 Nov 2025 19:44:00 GMTSun, 09 Nov 2025 19:44:00 GMTWed, 12 Nov 2025 23:52:06 GMTHeres what the game is about: 
Build your city the way you've always wanted to!
No time pressure, no financial problems, nothing.
Just start building and create your dream city!

If you want to help me with the game just give me some feedback or bug reports :)

So when will the game release?
I cant name any Date but for now i would say early December


Aaaaand here some pictures:

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https://itch.freezing.top/t/5650701/the-room-progressThe Room progresshttps://itch.freezing.top/t/5650701/the-room-progressSun, 14 Dec 2025 13:14:59 GMTSun, 14 Dec 2025 13:14:59 GMTSun, 14 Dec 2025 13:14:59 GMT


Story building is by far the hardest part of this game. I have no idea what i'm doing.

Anyway. Added a lantern and some ordered dithering. Apparently the effect makes it faster so im keeping it.

Not allowed to import models cuz of CORS so i guess i'll be making my own models with cubes and cylinders. 

Im also not allowed to import sound cuz of CORS so i guess im gonna be making visual cues.

If anybody has any ideas for what to add to this project, lemme know with a reply.

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https://itch.freezing.top/t/5322954/ocean-door-a-dramatic-and-endearing-mystical-adventure-vnOcean Door - A Dramatic and Endearing Mystical Adventure VNhttps://itch.freezing.top/t/5322954/ocean-door-a-dramatic-and-endearing-mystical-adventure-vnTue, 16 Sep 2025 22:04:40 GMTTue, 16 Sep 2025 22:04:40 GMTTue, 16 Sep 2025 23:58:17 GMTOcean Door tells the story of a homeless boy that, in the middle of a global catastrophe, receives a letter from a childhood friend, who requests him to get out of the place where resides… for a reunion. Without any warning, spears grew from earth, annihilating everything they touch. And at the same time, a mysterious door appeared in the middle of the region, in the middle of the beach. 

If you risk your life and manage to get a special key to open it, you can access your home, where you can be happy for all eternity.



“I’m sure there’s a tiny piece of peace hidden in this ocean. That’s the reason why we fight each other, everyday.” 

So, let’s get going! With Edgar Roulette: A young fun guy who tells jokes and reads people hearts to inflict them pain. He’s so carefree. With his best friend Roya: Who calls himself Edgar’s brother, and wasn’t seen after the spear crisis commenced. How was his life in all these years? And also joining them is Greya, a legendary murderer. She helps Edgar because he requested her help.

What awaits this weird trio?? Will they survive until they open the Ocean Door? One thing is for sure: They will not give up. They don’t have nothing to lose.

In this visual novel with two routes and five endings, you’ll meet cool and cute characters in a dry world where everyone risks their lives in fights. They fight with magic! With tactics! With wea- wait, that word gets yourself throw in the dungeons… They fight with ‘fangs!’ You can expect from this game a cast of characters where a lots of them doesn’t know how to do things right, and can meet fates of all kind…

THIS GAME WILL BE TOTALLY FREE!! It will get released in five parts in total: A prologue/demo that tells a short story, the initial adventure with the trio, the first route, a special chapter and the second route. The first part will be published before the year ends.

I hope you stay interested on this project! I’ll update this with more and more details, anecdotes and, of course, progress! I have to finish this, it's maybe my first most important objective in this life. I hope this gets completed, really.
This is an evolution from this, you can check it out to see how much this game has change.

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https://itch.freezing.top/t/5641158/playtime-abandoned-coming-soon-on-itchPlaytime: Abandoned. Coming soon on Itchhttps://itch.freezing.top/t/5641158/playtime-abandoned-coming-soon-on-itchThu, 11 Dec 2025 17:41:48 GMTThu, 11 Dec 2025 17:41:48 GMTThu, 11 Dec 2025 17:49:54 GMTA fan game referring to the history of Playtime CO. during the period of the Big Bodies Initiative. 


At the moment, work on the location is almost completely completed, and work is currently underway on the plot and cutscenes. Create a teaser trailer based on release trailer. 

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https://itch.freezing.top/t/17065/candy-girlfriendsCandy Girlfriendshttps://itch.freezing.top/t/17065/candy-girlfriendsFri, 26 Feb 2016 12:36:58 GMTFri, 26 Feb 2016 12:36:58 GMTThu, 11 Dec 2025 13:11:19 GMT

My game is about three poly lesbians who manage to crash their ship cause they're too busy having sex instead of driving...


The main character and playable character, Naira is the brave mixed transgirl, she might be the smallest of the group but she clearly is the most adventurous and ambitious one.

The pretty girl you need to save all the time. Sadie, always gets into troubles. Is a very emotional person, but mostly a happy and a bubbly person!

Abela, the powerful black lady. Eats dangers for breakfast. She doesn't even recognize it when she is in trouble because she takes the most out of the situation so well. Very dependable.

Where are the candies? Well everywhere. The whole planet is made of sweets. All those candy golems. Delicious. The ground, totally edible.

Also the candy civilization totally wants to eat these humans, they totally are a rare treat and lesbians are the sweetest kind.

The game will be a platform shooter adventure. Main object of the game is to find your lost girlfriends since you were seperated on the crash, and then rebuild the ship so you can leave back home. And totally just not trying to die when everyone on the planet wants to eat you and you three totally get wanted posters all over the candy cities so good luck with that! There will be minibosses and puzzles to solve on your way to leave back home!

So yeah, I will be mostly updating about all the little details on my twitter, then on my gamedev blog on tumblr for big updates. And of course here too for batches of stuff I've added. So if you want to see more of my game development feel free to check these out! I'm creating my game with Construct 2 and aseprite for art.

Thanks for reading!


---

random miscellaneous sprites i made that i will animate for the world.

image

i also created a neat floppy disk animation which i will be using for a journal type thing to find from secret areas to hear the adventure from a perspective of another adventurer who was on the planet many years ago

image

here are two enemies i made today; a flying candy bat and a miniboss, the singing lady who will be blasting literal notes at you.

image

image

aand the outline effect is really pretty, whoever it slows down my old computer so im adding an option to toggle it on and off so people can decide if they want to play with it or not. also just better for me and playtesting.

short gif turned into a webm:

http://i.imgur.com/Yc82sEO.webm

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https://itch.freezing.top/t/3067209/following-seas-a-wip-age-of-sail-singleplayer-gameFollowing Seas - A WIP age of sail singleplayer game.https://itch.freezing.top/t/3067209/following-seas-a-wip-age-of-sail-singleplayer-gameMon, 14 Aug 2023 11:46:38 GMTMon, 14 Aug 2023 11:46:38 GMTMon, 09 Oct 2023 19:57:07 GMT

Hi!

I've been developing this project in my spare time for around 10 months. I've mostly focused on making videos showing individual features up to this point, but since I've now produced a more comprehensive overview of (current) features, I thought it was time to register here and start posting updates.

A little about the game:

I'm a big fan of ships and age of sail. I feel there should be more games in general with this setting, and even the most popular ones don't scratch the particular itch I have. This isn't a sim, but I intend for a fairly authentic 'feeling' experience. Ships are slow and cumbersome, the sea is vast and lonely. Raw Lion's excellent SailWind is the closest current product I'm aware of -- but Following Seas is not a survival game.

This video has me through scuffed audio, describing many of the features, and showing two of the current ships. (Caravel and Xebec).

Feedback, thoughts, and feedback welcome.

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https://itch.freezing.top/t/5351241/an-argentinian-rpg-los-periplos-de-ciro-y-sus-amigosAn argentinian RPG! Los periplos de Ciro y sus Amigos!https://itch.freezing.top/t/5351241/an-argentinian-rpg-los-periplos-de-ciro-y-sus-amigosThu, 25 Sep 2025 14:09:02 GMTThu, 25 Sep 2025 14:09:02 GMTThu, 04 Dec 2025 17:03:07 GMT

This is an RPG I'm making using RPG maker XP, and I currently finished its full demo. The game is about Ciro, a quiet kid that carries out his Mom's errands with the help of his Friends. The errands always go wrong one way or another.

Es un RPG que estoy haciendo en RPG Maker XP, y he terminado de hacer su demo completa. El juego trata de Ciro, un chico callado que cumple los recados de su Mamá con la ayuda de sus Amigos. Los recados siempre se complican de alguna u otra forma.

[These screenshots are part of the same Errand / Estas capturas son parte del mismo Recado]

--------------------------------------------------------------------------------------------------------------------

The Demo currently covers the ENTIRE 1st Errand and the first half of the 2nd. Both in ENGLISH and SPANISH!

La Demo actualmente cubre TODO el 1er Recado y la primera mitad del 2do. Está en ESPAÑOL e INGLÉS!

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There's more information in the game page, so read it if you're interested  / Hay mucha más información en la página así que léanla bien si están interesados.

LINK: https://untalaugustus.itch.io/los-periplos-de-ciro-y-sus-amigos

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https://itch.freezing.top/t/5630358/ideas-for-machinarium-2please-give-me-yoursIdeas for Machinarium 2(please give me yours)https://itch.freezing.top/t/5630358/ideas-for-machinarium-2please-give-me-yoursMon, 08 Dec 2025 21:41:25 GMTMon, 08 Dec 2025 21:41:25 GMTMon, 08 Dec 2025 21:42:19 GMTyes.

I am making a Machinarium 2. And I want your ideas.

BTW: I am making it in godot, and my team is ChatGPT and me.

I have a few ideas, but only a few.

Completely unrelated, but also check out my other gameFactdustry

Ok look. Before you guys go and start telling me about copyright issues or not being able to monetetize it:

  1. I DON‘T CARE
  2. I do this for my Enjoyment of coding, not because I want money. and If I can’t make this because of aminta, then so be it. I’ll make it about a different robot and give it a different name, or… just… abandon it. I do have like 5 other games/apps I also want to be making.
  3. I already know. I posted this because I wanted ideas, not to be reminded of copyright issues.

My ideas:

From some Redditor on r/Machinarium


From some post somewhere

I will attempt to visit this post daily.

Crater in menu

Idea for first level: In the menu screen of Machinarium there is a huge crater shown(see image) and it should be that; I’m thinking that the flying droids that picked up Josef & Berta in the ending screen would both be flying to take them back to the city and one of them would malfunction and stop and then the other would crash into it causing both to fall with Berta and Josef into the crater that has really sticky mud and then the droid that didn’t malfunction would would reboot and fly away, leaving it so that Josef was stuck in the mud, and Berta landed on some junk in the crater leading out to the edge so she can go the scrapyard and get tools to fix the malfunctioned droid and use it to get Josef unstuck.

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https://itch.freezing.top/t/5571773/blokoding-building-visual-programmingBlokoding: Building Visual Programminghttps://itch.freezing.top/t/5571773/blokoding-building-visual-programmingSun, 23 Nov 2025 17:28:32 GMTSun, 23 Nov 2025 17:28:32 GMTSun, 23 Nov 2025 17:29:14 GMT🚀Blokoding: Building Visual Programming

Over the past few months, Blokoding has evolved from a simple idea into a powerful visual programming platform designed to make coding more intuitive, engaging, and accessible for everyone.

Here’s a look at what’s been happening behind the scenes:

🔧 Core Engine Improvements We’ve been refining the block-based logic engine to ensure that every interaction feels smooth, predictable, and fast. The system now supports more complex logic flows, real-time validation, and dynamic block behavior.

🎨 A More Expressive Interface The UI has undergone major updates. Blocks now adapt to context, color-coding is more meaningful, and the entire workspace feels cleaner and more modern. This creates a more enjoyable and less cluttered building experience.

💡 Expanded Component Library New block categories are being added to empower users to build richer and more interactive projects without needing to write a single line of code.

🌐 Collaboration We’re adding real-time collaboration so teams, classrooms, and creators can build side by side.

Blokoding is still evolving, but every update brings us closer to a world where programming is more visual, intuitive, and accessible to everyone. Stay tuned... 🚀

Link to play: https://gaziduc.itch.io/blokoding

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https://itch.freezing.top/t/5628600/how-do-you-quickly-make-those-boring-ui-icons-i-found-a-shortcut-to-skip-the-tedious-workHow do you quickly make those 'boring' UI icons? I found a shortcut to skip the tedious work.https://itch.freezing.top/t/5628600/how-do-you-quickly-make-those-boring-ui-icons-i-found-a-shortcut-to-skip-the-tedious-workMon, 08 Dec 2025 14:09:25 GMTMon, 08 Dec 2025 14:09:25 GMTMon, 08 Dec 2025 14:09:25 GMTHey fellow developers,

You know that feeling. Your core game mechanics are finally working, and you're excited about building a playable version. Then you open your asset list and realize you need: a settings gear, a save button, a pause icon, an arrow...

You open up Inkscape or Aseprite, stare at the blank canvas, and just sigh. This isn't creative work; it's just a chore. It can completely drain your dev momentum.

As an indie dev, I found myself spending way too much time on this. I needed a way to quickly get a "good enough" vector icon without interrupting my "code flow," something I could throw into my game for a prototype. I don't need a masterpiece; I just need something that lets me keep moving forward.

To solve this "prototype roadblock" problem, I built a little tool called SVG Spark.

The idea is super simple: You tell it what you want in plain English, and it uses AI to draw the basic shape for you.

For example, you type simple settings gear icon, line art, and a few seconds later, it will give you the editable SVG code.

My new workflow looks like this:

  1. In SVG Spark, I type in my icon concept and get a base version.
  2. Copy the SVG code and paste it directly into Inkscape for a few tweaks to match my game's art style.
  3. Export and drag it into my game engine.

The whole process goes from "an hour of tedious work" to "five minutes of quick iteration."

You can find the tool here: SVG Spark - SVG Code to PNG

(It mainly generates SVGs, but it also has a handy svg to png converter for when you need to quickly export an image for a teammate.)

I'm sharing this to see if this little tool can also solve a problem for you. It's especially useful for:

  • Quick Prototyping: When you need a bunch of placeholder icons to test a feature.
  • Breaking Creative Blocks: When you're stuck on how to draw a "backpack" and just need 3 different starting points from the AI.
  • Filling Gaps: When your asset pack is missing that one, single, darn pause icon.

It's still in its early stages, but it's already saved me countless hours. I'd love to hear your thoughts on it, or how you guys handle this "boring UI" problem?

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https://itch.freezing.top/t/5624894/mz-azeroth-bags-mmorpg-inventory-system[MZ] AZEROTH BAGS: MMORPG Inventory Systemhttps://itch.freezing.top/t/5624894/mz-azeroth-bags-mmorpg-inventory-systemSun, 07 Dec 2025 16:35:30 GMTSun, 07 Dec 2025 16:35:30 GMTSun, 07 Dec 2025 16:35:30 GMT

AZEROTH BAGS: THE MMORPG INVENTORY OVERHAUL (MZ)

Tired of the default inventory list? <strong>Vermilion Azeroth Bags</strong> is the definitive inventory solution that transforms the standard item menu into a fully functional, grid-based container management system, inspired by classic MMORPGs like World of Warcraft. Offer your players a modern, engaging experience in item storage and organization.


✨ CORE SYSTEM FEATURES

This plugin replaces the core inventory scene with a dynamic and powerful resource management system:


Dynamic Container Management:Players can equip up to 6 extra bags(configurable) that provide expandable inventory slots, adding a layer of depth to item collection.

Bag slots are defined via simple item notetagsGrid-Based Storage Interface: All items are displayed in clean, intuitive grid containers, providing visual clarity on item distribution across all equipped bags.

Intelligent Auto-Sort: A single button click organizes the entire contents of your bags based on item type, rarity, and custom sorting categories.

Custom Categories & Filtering: Define your own item categories (Consumables, Materials, Junk, etc.) to enhance organization. Bags can be assigned to store specific categories exclusively.



🛡️ ADVANCED UTILITIES

Robust Item Deletion (Trash System):Implement the highly requested drag-and-drop item deletion. Simply drag an item out of any bag window and drop it onto the map to initiate the trash process.

Safe Stack Management:</strong> When deleting stacked items, the system automatically prompts a Number Input window to select the precise quantity to delete, ensuring no accidental deletions.

Multi-Currency Display:</strong> Built-in support to display and track up to three different currencies (Gold, Silver, Copper) using both native game gold and specific database items.

Quick Access: Open and close the entire inventory system instantly using a configurable key 


💡 INSTALLATION & USAGE

Place Vermilion_AzerothBags.js in your project's /js/plugins folder.

Add the plugin and configure the parameters (Grid size, Keybind, UI Scale, and Currencies) to your liking.

Use the Notetags above to designate your Bag items and custom categories.

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https://itch.freezing.top/t/5536808/block-17-2d-pixel-art-horrorBlock 17 - 2d pixel art horrorhttps://itch.freezing.top/t/5536808/block-17-2d-pixel-art-horrorFri, 14 Nov 2025 09:51:36 GMTFri, 14 Nov 2025 09:51:36 GMTFri, 14 Nov 2025 09:51:36 GMTHi everyone! We’ve decided to start a small dev blog here, and we hope some of you will find it interesting. There are two of us, and we’re developing a game called Block 17 - a 2D pixel-art action title with horror elements, inspired by classic sci-fi works like Aliens, The Thing, Doom, and Dead Space.

A World of Crushing Horror

Travel through the dark corridors of the massive prison complex Block 17, face the horrors lurking within, upgrade your gear and body, and prepare for brutal encounters with powerful creatures.

We aim to create a strong sense of oppressive horror – even though the game is a pixel-art platformer, every detail is carefully designed to feel logical, grounded, and alive.

But Block 17 is not just a run-and-gun platformer – we want to tell a story, reveal the personalities of our characters, and breathe life into this world.

And when you’re surrounded by darkness and fear, the best way to fight terror is with humor: certain situations, dialogues, or characters break the tension with cynical, darkly funny moments.

Rebirth Comes at a Cost

The protagonist is a mechanic summoned to fix a malfunction in the prison’s electrical system. But the moment he starts, the lights go out, a blow to the head follows – and he wakes up surrounded by monsters.

When you die, a bot restores you using your DNA. The process is far from perfect – damaged genetic fragments are replaced with samples stored in the bot’s database. These replacements provide useful enhancements – but at the cost of DNA corruption, and too much corruption will end your journey.

Meet the Denizens of Block 17

You will encounter not only monstrous lifeforms, but also an artificial intelligence created to maintain order – its motives unclear – and a sentient biological entity desperately trying to reach the surface, along with rare survivors fighting to escape.

Your choices will determine who you become and whose side you’re truly on. Along the way, you’ll find numerous secrets offering upgrades, tools, or information to help you survive.

We’ve put great effort into the visuals – even with pixel art, we strive for cinematic lighting and an expressive atmosphere so that every moment feels alive and threatening.

So if that sounds appealing, feel free to follow us, drop a comment, and add the game to your wishlist! We’re currently focused on the demo - not entirely sure how long it’ll take, but we’re aiming to have it ready by spring 2026.

Wishlist on the Steam!

Itch Page

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https://itch.freezing.top/t/4908000/balladrion-development-log-summary-updates-up-to-version-00157Balladrion Development Log (Summary) – Updates up to Version 0.0.157https://itch.freezing.top/t/4908000/balladrion-development-log-summary-updates-up-to-version-00157Sat, 24 May 2025 06:30:07 GMTSat, 24 May 2025 06:30:07 GMTSun, 07 Dec 2025 11:06:39 GMTNewest update : 07.12.2025

New trailer, new bioms, new maps, new enemies and much more. 



ITCHIO -https://marionettecz.itch.io/balladrion 

Balladrion is an ongoing passion project I work on in my free time. The game has come a long way, with over 157 updates so far! Below is a condensed overview of major features and improvements made from the start up to the current version. The project also now has a Steam page and YouTube channel, though everything is still in the early stages. I expect to keep developing it for at least another six months.



Key Updates and Features

  • Dynamic Enemy Generation: Procedural spawning of goblins and wolves for varied gameplay experiences.

  • Minimap System: Displays player and enemy icons for easier navigation.

  • Item Pickup & Inventory: Implemented item pickup mechanics, inventory management, and XP progression for character growth.

  • UI Overhaul: Added health, stamina, XP bars, quest progress, inventory grid, pause and death menus for improved interface.

  • New Levels and Environments: Town, Forest, Graveyard with smooth map transitions and loading logic.

  • Performance Optimizations: Static lighting, asset cleanup; maintaining stable 60 FPS on test hardware; reduced project size.

  • Shooting System Redesigned: Arrow objects with Niagara VFX for enhanced visual impact.

  • Enemy AI Improvements: Better behavior, attack animations, visibility enhancements, and unstuck logic.

  • Player Interactions: F-key actions, teleportation via obelisks, and UI feedback on interactions.

  • Map Selection System: Smooth transitions and refined visuals for map choosing.

  • UI & Resolution Compatibility: Icons properly scaled; works on 1980x display; ESC and menu handling fixed.

  • Advanced Visual Effects: Niagara effects for fire and shooting; FPS limit unlocked for smooth gameplay.

  • World Expansion: Added buildings, fences, props, windmills, tavern, combat dummies for immersive experience.

  • Cooldown & Ability Systems: Cooldowns for abilities and dash; bow shop and forgery systems fully implemented.

  • Companion Mechanics: Passive fox companions providing buffs like map reveal and inventory aid.

  • Inventory Improvements: Auto-expand on upgrades; visible enemies on map; bug fixes in UI and cooldown display.

  • Potion Upgrades: Health and stamina potions can be upgraded and maxed out.

  • New Stats Tracking: Deaths, enemies killed, and successful runs are now tracked.

  • Spawn System Revamp: Enemies spawn farther away; AI chases only; no freezing issues.

  • Enemy Behavior: Enemies stop to attack, flash red when hit, have individual pathing; elite enemies introduced.

  • Gameplay Systems: Timer and boon mechanics; improved game pause functions.

  • Story & Quest Updates: Added cutscenes and memories system; quests replaced with map-oriented story events.

  • New Abilities: Defensive shield with rotating disks and health regeneration with upgrade options.

  • UI Enhancements: Ability skill levels now displayed on the UI.

  • New Enemies: Goblin archer enemy with ranged attacks and timed shooting mechanics.

  • Final Adjustments: Preparation for Balladrion Steam packaging and release.

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https://itch.freezing.top/t/2661175/shine-fall-its-own-procedural-3d-game-engineShine Fall (+ its own procedural 3D game engine)https://itch.freezing.top/t/2661175/shine-fall-its-own-procedural-3d-game-engineWed, 15 Feb 2023 04:53:25 GMTWed, 15 Feb 2023 04:53:25 GMTWed, 05 Nov 2025 06:59:58 GMTShine Fall has a Discord now

Hi! Solo dev here working during free time in a quite ambitious project, it's a 3D survival, with lots of open topics yet to be decided.

I've been making everything on this game from the stratch including its game engine (I call it Biomancer), even art, music composition and gameplay mechanics. 

The 3 Main Features of the Game 

1 - Infinite Procedural Worlds 

Worlds will be procedurally generated from ground up, props, textures every "static" object will be made 100% by code. Note: Procedural generation is NOT AI, it just means that all you see is generated by code - a code written by a human - me 🙂 I'm coding the world through random seeds based on the character name, so in a sense, a game you start will be exclusively dedicated to you. Also thanks to procedural generation, some worlds (I say worlds, because the game will have several of them) will be infinite. It will be dystopian like Backrooms, but you will have your safe home to always return to.

2 - Destructible & Buildable Scenarios 

If you seen some videos and gifs of my game engine (Biomancer) you may have noticed that I can easily create/destroy/carve/attach/glue/dig any 3D surface (see the gif below). I plan to give that power to the player and to NPCs, meaning you will be able to destroy + build anything in the game. I plan to extend this feature as much as possible, so you can expect a quite interesting battle system where you can break your way through walls to get to your hiding enemy. That also means you will be able to create your own home, and possibly settlements for your companions in the game.


3 - Human-like NPCs

Shine Fall will be powered by the integration of human-like large language model (LLM) powered AI for all NPCs. This means that every character in the game, whether they are a companion, a rival, or a stranger, will have their own unique personality, daily routines, and even their own goals and ambitions. They will not just follow pre-set scripts, but will think, feel, and respond in a way that is almost indistinguishable from a real person. It's like having a whole new world of living, breathing characters that are always there, waiting for you to interact with them.

Yes this is happening, and as a sneak peek, here is a screenshot of a discord bot (Matriel) I made using the AI of the game, she explains this very feature in her post:


You can talk to her in our discord!

This is the biggest indie game I've ever created, my objective is to create something that will resemble a AAA game. The game has lots of inspirations in titles like: Skyrim, Prototype, No Man's Sky and Minecraft.

Join me on Discord to never miss a thing.


The Team

Me.

I love making game engines (and I do that for a living) so I'm creating the game using my own humble game engine.

  • Game Design: Me
  • All Programming (Gameplay/Engine/Graphics/Physics/AI): Me
  • Music: Me
  • Art:
    • Me procedurally generating it for static art like props and nature.
    • Me rigging, skinning and animating models created by merging (and procedurally modifying) multiple pieces from assets created by online artists, (The full credits will be available once alpha is released,  because right now I'm still deciding which ones to pick)
  • Sound effects: not yet decided.

The Game Engine - Biomancer

My own indie 3D Procedural Game engine: Biomancer


I'm first developing the Game Engine, but parts of the game may come in parallel as well.

Image Samples

Here are some screenshots:





The very first Screenshot:


There is the very first screenshot of the base model that will be the base for all models (female at least) rendered by my engine.

As you can see, the model is plain and not animated, loading it internally from blender was the first step of many, things may evolve slowly since I'm making the engine.

Sorry for the blurs in the image, those parts are fully modeled, and I'm not sure if the game will be 18+ or not, that's a possibility not yet discarded.

Another detail you can see is the background which simulates the sky procedurally. The black ground is just nothing, since the sky right now is just a dome that covers everything but the ground.

Development Progress/Release Dates:

Current development is at 38.4% complete.

The Game Engine is 72.1% complete.

The Game development is yet to start.

Releases Dates
Game Engine Alpha ReleaseRELEASED
COMING NEXT: Game Engine Beta Release July, 2026
Closed Sandbox Test GameAugust, 2027
Open Sandbox Test GameSeptember, 2027
Shine Fall: Closed Pre-Alpha
July, 2029
Shine Fall: Open Pre-Alpha GameAugust, 2029
Shine Fall: Closed Alpha:July, 2030
Shine Fall: Open Alpha: September, 2030

Join our Discord to have more access, be the first to know about any update and share feedback.

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https://itch.freezing.top/t/5537874/prototype-video-1Prototype Video #1https://itch.freezing.top/t/5537874/prototype-video-1Fri, 14 Nov 2025 16:32:57 GMTFri, 14 Nov 2025 16:32:57 GMTFri, 14 Nov 2025 16:32:57 GMTThis is the first prototype video of my upcoming Tactical Squad-Based RPG with base management, real-time combat and procedural exploration.

In this early build I’m focusing on core systems rather than visuals...

My goal is to mix the feel of a hero-driven RTS with the depth of a tactical RPG, while keeping fast combat and meaningful squad decisions.

Prototype Video #1

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https://itch.freezing.top/t/5620286/dungeon-defense-working-title-devlogDungeon Defense (Working Title) Devloghttps://itch.freezing.top/t/5620286/dungeon-defense-working-title-devlogSat, 06 Dec 2025 08:53:38 GMTSat, 06 Dec 2025 08:53:38 GMTMon, 08 Dec 2025 05:58:31 GMTDungeon Defense is a reverse dungeon crawler roguelike where you play as the boss. Choose one of seven unique bosses, recruit minions, set up traps, and defeat the heroes who have invaded your lair.


Specs:

The game is planned for PC and mobile. It features a 2D pixel art style and uses a deck-based interface that lets you create and command minions while raining down attacks through spells. The game is designed to be easy to learn but hard to master. I currently plan to release it for free, with optional expansion packs featuring new factions and dungeons.

About Me:

I am a solo developer, meaning every part of the game is handcrafted by me. This will be my first published game.

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https://itch.freezing.top/t/5432206/a-lycans-nightA Lycan's Nighthttps://itch.freezing.top/t/5432206/a-lycans-nightFri, 17 Oct 2025 19:43:02 GMTFri, 17 Oct 2025 19:43:02 GMTTue, 02 Dec 2025 18:27:58 GMTAdded a few new characters to the story, story progression would be place at the half way point-ish, a new minigame, and some updates to a few sprites. 

Link to Devlog for more info: https://plant-based-lizard.itch.io/a-lycans-night/devlog/1086948/october-build

Video summary here:

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https://itch.freezing.top/t/5617530/emberfall-a-bards-tale-like-retro-dungeon-crawlerEmberfall - A Bard's Tale-like retro Dungeon Crawlerhttps://itch.freezing.top/t/5617530/emberfall-a-bards-tale-like-retro-dungeon-crawlerFri, 05 Dec 2025 13:14:52 GMTFri, 05 Dec 2025 13:14:52 GMTFri, 05 Dec 2025 13:17:07 GMTI started working on Emberfall about a month ago.  I have wanted to create a retro dungeon crawler for a while.  My first PC game was Bard's Tale and it was freaking amazing at the time!  Love every second of it.  We knew exactly sequence to teleport to land on the reoccurring groups of 99 Berserkers and WAST them to pieces so that our party could grind out the levels.  Then came Dragon Wars, Dungeon Master, Lands of Lore, the Eye of the Beholder series and many others.  So I wanted to pay homage to that era of my life.

Artwork

So, let's start with the elephant in the room.  I use RetroDiffusion AI for pieces that I can't do myself.  I find it a useful tool but not a replacement for a real artist.  I have to heavily edit much of what the AI produces but, not being an artist myself, some of it is beyond my skills to fix.  Some of the smaller pieces and the UI were drawn by me either completely or by altering resources from real artists.  I try to use artists' work when I can but for now my finances dictate what I can afford and what I can't.

Current Progress (Dec 5, 2025)

This is the coldest day of 2025 so far for me here in eastern Canada.  It's currently -12 C with a feels-like temperature of -23 C (about -9F).  It will definitely get colder but I thought it was pretty apt that I start my first Dev Log for Emberfall today.  Emberfall is built on a 2D engine called Mini Micro.  So far, I have created a framework to aid in:

  • Signal Bus communication to decouple the framework areas
  • Scenes, Scene States and Scene Management
  • Input handling through defining Actions, Groups and Contexts
  • Audio System that supports music in two parts (intro and a loop) as well as sound FX on separate channels
  • Resource loading
  • Bitmap font support using the BM Font tool

From the framework, I've been able to create

  • A resource loading scene with a progress bar 
  • A Main Menu with a simple snowing particle system
  • A freezing Scene transition effect
  • An animated Adventurer's Guild where the player will be able to manage their party, save/load and enter the city.

I'm working hard to get a demo ready but it is still early days.  Currently, I'm still working on the party management in the Guild interface to create, add and remove characters.  If there is anything from the above feature list that you would like me to specifically talk about or if you have questions about the game itself, let me know.  I'd be happy to share.

If this project seems like something you would be interested in playing, please follow my Itch account.  Thanks.


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https://itch.freezing.top/t/5492499/virtualord-tbs-with-td-and-rpg-elements-for-linux-windowsVirtualord - TBS with TD and RPG elements for Linux & Windowshttps://itch.freezing.top/t/5492499/virtualord-tbs-with-td-and-rpg-elements-for-linux-windowsSun, 02 Nov 2025 15:51:44 GMTSun, 02 Nov 2025 15:51:44 GMTFri, 12 Dec 2025 22:00:49 GMT

Virtualord is a new Turn Based Strategy game that resumes and continues my former project called Virtueror, an RTS game some of you might recall because of my devlog here.

I restarted the development after almost 2 years of stop and as you might imagine, things have changed a bit since my last update.
The main reason behind the change of genre is that my vision for this game suits better a turn based system, but I also realized that a polished RTS would have taken me forever to make.
The name change is mostly because I wanted to break with the past, but also because many complained that "Virtueror" was hard/weird to pronounce.

Current status

The game is currently in alpha and it just hit version 0.3.0.

You can join the alpha testing on Discord, where you will find a new Linux and Windows build every month.

Wishlist & Follow


Also available on

Screenshots

These are some screenshots of the latest versions.
0.3.0





Main updates

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https://itch.freezing.top/t/5616960/first-prototype-of-my-single-player-fps-gameFirst Prototype of my single player fps gamehttps://itch.freezing.top/t/5616960/first-prototype-of-my-single-player-fps-gameFri, 05 Dec 2025 08:39:39 GMTFri, 05 Dec 2025 08:39:39 GMTFri, 05 Dec 2025 08:39:39 GMTThis is my first prototype for the game I have been working on, it is a single player fps where the player must get upgrades to grow stronger.

In this prototype there is: basic combat, an upgrade system with a handful of randomly placed upgrades and a decent player movement system.

The plan for this game is the player runs around a large level, defeating nests of enemies or miniboss enemies in order to obtain upgrades which the player uses to get stronger. After messing around in the level long enough the player will go and defeat the main boss of the area and move on to the next level.


It would be very much apreciated if anyone played and left some feedback on the prototype.

https://gubdub.itch.io/wizards-of-hell-prototype-name-wip

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https://itch.freezing.top/t/3658957/compiling-godot-for-the-playstation-2-progress-reportCompiling Godot for the PlayStation 2 - Progress Reporthttps://itch.freezing.top/t/3658957/compiling-godot-for-the-playstation-2-progress-reportWed, 10 Apr 2024 15:05:36 GMTWed, 10 Apr 2024 15:05:36 GMTWed, 24 Apr 2024 09:04:34 GMTPlayStation 2 Logo

Hello everyone!

I was a bit bored at work as I do not have a lot of stuff to do at the moment. I was playing on my PlayStation 2 and thought: “How hard could it be to create a homebrew game for the PS2?”.

I went online and started looking for homebrew games. To my surprise, there weren’t that many games. I saw an active community surrounding the PS2 and a great set of open-source tools to create homebrew games.

So why weren’t there any games written, I asked myself. Turns out the PS2 is a very complicated piece of technology. Apart from simple games, you would have to write low-level instructions (yes, I am talking assembly) for the two coprocessors VU0 and VU1 that the PS2 uses, to get anything decent in terms of visual fidelity.

I searched a bit more and found a game engine that takes care of the complicated stuff - the Tyra game engine. But even if you were to use Tyra, you would have to write all of the logic in C++. There is no built-in script support. Getting Lua to run is pretty simple, but you would still lack an environment to manage your assets, code, scenes, etc.

I am a big fan of the Godot engine. The idea of compiling Godot for the PS2 captivated me. I had previously stumbled upon godot-switch and godot-3ds and godot-psp, so it should theoretically be possible.

Now, Godot uses a renderer based on OpenGL ES 2.0 and 3.0. This is not a thing of the PS2, you see. The PS2 uses a chip, called the Graphics Synthesizer (GS) in combination with the VU0 and VU1 coprocessors to get the job done. But I thought that with the help of Tyra, I would use what was already there and fill in the gaps where necessary.

So, I downloaded all the required repositories and the Godot 3.5.2 repository to start compiling.

I browsed the platforms section of the code and saw that the first step was to create the detect.py script. It configures the SCons build system (used by Godot) to compile for the target platform.

Initially, I was not aware that a guide for porting to other platforms was released. That is why, I was experimenting and trying to figure out how to do things on my own.

To build for the PS2, we need to have the correct toolchain. Luckily, the Tyra game engine came with a Dockerfile that downloads and compiles the toolchain.

I modified the Dockerfile to include the Godot source code as a volume so that I could compile it inside the Docker container. I set up tasks inside Visual Studio Code that would run SCons inside the container to compile Godot.

Inside the detect.py file, I had the following functions to implement:

# Checks if the platform is active. Always true.
def is_active():
    return True


# The name of the platform
def get_name():
    return "Playstation 2"


# Checks if the toolchain is present and working
def can_build():
    return True


# Build options. Here, different features of the Godot engine can be enabled/disabled.
def get_opts():
    return []


# Additional options that can be passed to SCons when building for the platform
def get_flags():
    return []


# Configures the compiler. Here we set the path to the compiler, the compiler flags, defines, include directories, etc.
def configure(env):
    pass

Initially, I decided to compile Godot 3.5.2, but I ran into multiple compilation issues. I bashed my head, trying different compile flags and I asked ChatGPT, but nothing helped. Because of this, I created a post on the Godot forums to ask people for help.

Somebody suggested I start with Godot version 2.1.x as it is much simpler, needs fewer system resources, and uses C++ 11, instead of C++ 17, which Godot 3.5.x uses. So, I downloaded the Godot 2.1.6 source and started working with that.

Of course, things did not go well at first. I was getting a weird error about the variant_parser.cpp file on line 1152:

} else if (id == "IntArray") {
    Vector<int32_t> args;
    Error err = _parse_construct<int32_t>(p_stream, args, line, r_err_str);
    if (err)
        return err;

    DVector<int32_t> arr;
    {
        int len = args.size();
        arr.resize(len);
        DVector<int32_t>::Write w = arr.write();
        for (int i = 0; i < len; i++) {
            w[i] = int(args[i]);
        }
    }

    // value = arr;
    // TODO: idortulov - The compiler gets confused on this part so do a c-style cast
    value = *(Variant*)&arr;

    return OK;

}

The compiler was telling me that no suitable conversion existed between a DVector<int32_t> and Variant. The fix was to do a C-style cast and force the conversion.

That solved this issue, but the code was still failing to compile. It was giving me errors that did not make sense. I scoured the internet, trying to figure out what was wrong. Until I stumbled on a comment somewhere that the PS2 toolchain would fail to compile when doing threaded compilation. For whatever reason, I used a -j1 parameter and to my surprise, the compilation succeeded! As the compilation with only one thread is slow, I tested different values until I found the highest value was -j8. This was good enough for me.

Godot was now compiling, even though I hadn’t started writing the platform-specific code.

This is what I managed to accomplish in Week 1. Stay tuned for the next update and how week 2 went.

The code can be found on GitHub.

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https://itch.freezing.top/t/5614197/-viking-age-odins-warrior⚔️ Viking Age: Odin’s Warriorhttps://itch.freezing.top/t/5614197/-viking-age-odins-warriorThu, 04 Dec 2025 13:23:13 GMTThu, 04 Dec 2025 13:23:13 GMTThu, 04 Dec 2025 13:23:13 GMTAn open-world Viking loot extractor where every raid is a gamble… and every escape is a legend.

In Viking Age: Odin’s Warrior, you are a chosen warrior of the All-Father, cast into a vast and brutal Norse world filled with riches, rival clans, and ancient terrors. Roam freely across wild forests, frozen coasts, and myth-soaked ruins as you hunt for rare loot, hidden relics, and the resources needed to build your legacy.

But nothing you carry is safe.

Every time you venture out, you choose how deep to go and when to escape.
Stay too long, and the rival raiders might claim your life and your plunder.

Extract successfully, and your hall grows stronger.
Fall in battle, and all is lost… except the lesson learned.

Craft powerful gear, level your warrior, upgrade your settlement, and unravel Odin’s purpose for you as you rise from a lone wanderer to a feared legend of the Viking age.

High risk. High reward.
Only the bold return home.


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https://itch.freezing.top/t/5300929/clash-of-adventurers-mmorpg-pvp-pveClash Of Adventurers - MMORPG, PVP, PVEhttps://itch.freezing.top/t/5300929/clash-of-adventurers-mmorpg-pvp-pveTue, 09 Sep 2025 11:38:22 GMTTue, 09 Sep 2025 11:38:22 GMTTue, 09 Dec 2025 09:51:41 GMT__________________________________________________

Clash of Adventurers™ is an open-world MMORPG that blends medieval fantasy with cooperative gameplay. The world of Lumeria is shaped by elemental deities, filled with monsters, dungeons, and opportunities to explore, craft, and grow stronger. Players will take on a single-role class - Attack, Defense, or Support - encouraging real teamwork and synergy in parties.

From now on, this page will serve as a log for our progress. We’ll be posting updates, screenshots, videos, and artwork that showcase the evolution of the game. At the end of each month, you can also expect devlogs summarizing what we’ve been working on.

We want Clash of Adventurers™ to be more than just our vision - it’s a project shaped together with the community. That’s why we’ve introduced the First Adventurer System, where you can earn points, unlock rewards, and even see your name immortalized inside the game. Feedback, ideas, and participation from players will be key in making this world come alive for everyone.

__________________________________________________

About Us - Devsland Soft

Devsland Soft was founded in July 2023 with a clear goal: to develop Clash of Adventurers™. Before that, Alan Verbilo and Federico Hansson worked on a prototype in 2022 called ‘Reign of Elements’. This led to the creation of Devsland Soft and the decision to rebrand to Clash of Adventurers™ to avoid future trademark issues.

We are a small team, consisting of:

  • Federico Hansson - CEO & Developer

  • Alan Verbilo - CTO & Developer

  • Milagros Campos - 2D Artist

  • Leandro Antuña - Sound Production & Composition

  • Stanislava Kalinina - Social Networks Manager

Read more

__________________________________________________

Party System

Steam page published








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https://itch.freezing.top/t/5009422/the-last-knight-mini-open-world-actionrpgThe Last Knight - Mini Open World Action/RPGhttps://itch.freezing.top/t/5009422/the-last-knight-mini-open-world-actionrpgSun, 22 Jun 2025 03:27:27 GMTSun, 22 Jun 2025 03:27:27 GMTTue, 02 Dec 2025 05:21:01 GMTIn a far away land, the Dark Lord has defeated all of the heroes. The land is lost in darkness with no one to save them. But then you decide, "I can be a hero!" So you find a kitchen knife as your sword and rip off a piece of a barrel as a shield, and go on your way! Can this nobody really save the world?

The Last Knight is an open adventure game where the action never stops! Explore a semi-random map where new monsters are always roaming. Find treasures, villages, and dungeons on your quest! But be warned! The overworld is always active and monsters are always on the attack! Don't forget to defend the townfolk while you are questing for treasure!

The Dark Lord has cursed all of the treasure in the land! Each treasure chest you open will bring a curse on the land! Choose wisely!

This game is currently in development. This is an early-access build with no ending.

Game Download: https://pig-hippo-games.itch.io/the-last-knight

Game Features:

-Find new weapons and armor on your quest.

-Explore towns and complete quests.

-Defend towns from invading monsters (towns can be destroyed).

-Explore dangerous dungeons and fight fierce bosses!

What's Coming:

-More weapons and armor options.

-More towns and quests.

-More enemy types, dungeons, and bosses.

Controls:

Arrow Keys/WASD:
 Move

Enter: Attack/Select

Space: Use spell

Q: Toggle map

E: Inventory


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