maker of game. maker of beat. blade of miquella. never known defeat
she/they | owch.itch.io | peacebc.bandcamp.com | https://ko-fi.com/owchtips

@unluckychloe.bsky.social
maker of game. maker of beat. blade of miquella. never known defeat
she/they | owch.itch.io | peacebc.bandcamp.com | https://ko-fi.com/owchtips
video
⏰ ITS OCTOBER SALE ⏰
10S FOREVER IS 2 DOLLARS ON STEAM
my girlfriend says this is my best game and you should believe her unless... you think lesbians are liars...... interesting
smackin the frogs. work in progress
thanks! idk what you mean by your question tho
nightmare august and dogshit september but october is my month of power................ its time to become Strong
⏰ ITS OCTOBER SALE ⏰
10S FOREVER IS 2 DOLLARS ON STEAM
my girlfriend says this is my best game and you should believe her unless... you think lesbians are liars...... interesting
splash screen
the world breathes
artstyle
the cursor placing stuff in real time is debug obv lol
fun little 1-script engine sketch i did over the weekend to unwind. imagine it would be paired with a turn-based battle screen. i like the concept of a minimalist rpg that feels like walking around on a dungeon somebody drew on digital graph paper
the humble bump ~ 4 days left to get the rarest games. seeing these in the wild is like seeing a beautiful endangered bird.....
well, still under the gun, situation hasnt much improved this month. so The Sale returns once again. bernie sanders image, i am once again asking you to play these games. to help keep me housed while i try and find real project funds
all owch games for: 3 dollars (or more)!
full color
over the past few years tho ive been slowly building up what to me is a really cool setting, my own little rpg world with its own politics, magics, cultures, and histories. something i can use as a backbone to build a game world that stands on its own and acts as a canvas for that imagination play
and honestly a big part of whats held me back is just, not having a world to create in this frame. i could just cobble together a bunch of abstract setpieces, but for me and my process thats a copout, leaning into "the player will make their own meaning", starting a treasure hunt with nothing buried
<3 the very first version is actually the first thing i ever made that blew up on twitter! and basically gave me the platform to make long live the axe. not a bit to say its the project ive been chasing literally since i started making games publicly and not just as a private hobby
not in a hackneyed (to me) "branching story" kind of way, not with radiant quests or w/e, but thru the filter of imagination and unguided exploration. an open world as a still artifact, something to puzzle over and find meaning in, not a collection of short stories told non-linearly in a big space
to me what i want to recapture is the use of player imagination in an open world context. in presentation thru the no-fi pixelart and textureless polygon world, but also in the writing, the environment design, the quests. i want to create a journey thats different for everybody who plays it -
to talk a bit abt it, im very, very, very excited about this. ive been trying to make some variation of this project for a decade - an open world arpg with heavy pixel gfx, wandering aimlessly thru big impressionistic environments, fighting monsters and stumbling into horrible mysteries