https://linktr.ee/kaemeloGame/Level Designer #Road96 & #TidesOfTomorrow. Indie game developer - They/Them - Currently making The Salt Order and Dungeon Tourists
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As promised, here's the full collection of every character portrait in SLARPG in their full resolutions. (Spoilers within! Literally every character in the game is here, including spoiler characters and something from the game's climax.)
These vary in size because the resolutions I drew them at varied, with ones I drew earlier in development usually being smaller. Some of them, particularly ones for more minor NPCs, are kinda messy because I drew them fast and they were only meant to be seen in-game at a scale of less than 100px. And expression variants are missing here because I actually drew most of those directly onto the low res in-game portraits to save time and to maintain scaling consistency. On the other hand, several characters (mainly the party members) do have some alternate outfit portraits, because I drew those at full size.
Enjoy! I thought about posting this as a Patreon thing, but I figure it's better to have them out in the wild for reference and for the wiki to use and whatnot.
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Sorry We're Closed is OUT NOW!!!
Our story-driven neon survival-horror game!
You play as Michelle, a young woman trying to escape the clutches of a demon desperate for love!
Please share and leave a review! We're a small indie team, so every bit helps💖!
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Are you an artist?
Are you attending cons?
Do you have a phone? (likely with Android 10 or more?)
I'm in that case as well. So I made an app called Furstonks! It's a little helper to keep track of your merch and sales during conventions.
If you don't already have some sort of system to do that, feel free to use this app as well.
You can download it for free on itch.io, there is even a little tutorial on the page on how to use it.
Have fun!
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WUZZAHHH!!!
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Encountering a Dreadhorse.
Half humanoid, half machine-gun-horse, these creatures usually lead parties of scavengers and sergeants into battle.
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Road 96 Stream + Dev commentary!
As promised, I will be doing a Road 96 let's play while commenting on the game's development (2019-2021). I'll share stories about how I worked on the maps designs, bugs we encountered, and previous ideas we had and had given up on doing or realized they were terrible lol. ⚠️ Disclaimer : As I will have to keep it NDA free, I won't be showing how the game works. No sneak peak of code nor developer tools either.
Depending on who's watching the stream, it will be in French, English, or a mixture of both!
What's Road 96?
Wiki page of the game - Steam page of the game
When ?
November 19th 2024, at 2pm (CET)
Where ?
Directly on my Twitch channel !
Will there be a VOD?
Very likely, but not 100% sure yet.
Meet you there!
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New Devnote is out on Ko-Fi!
A shorter one this time, and it's about localization in Dungeon Tourists 👀
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The Salt Order (2021) vs The Salt Order (2024)
A lot happened graphically. Really happy with the direction it took!
Play the demo for free on Itch.io
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Halloween update for the demo has been released!
• Controller support
• Improved graphics
• New interfaces, and an health bar
• A brand new creature
• An immersive story
• Bonus zip file???
kaemelo.itch.io/the-salt-order
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I might be cooking a little something for halloween. Stay tuned.
Full song here
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The inscription on the box "Take what you need, or leave something for others"
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HEY GUYS!!
GUYS!!!
FRANCE HAS REACHED THE REQUIRED NUMBER OF SIGNATURES ON THE CITIZEN'S INITIATIVE AGAINST CONVERSION THERAPY IN THE EU!!
ONE COUNTRY DOWN, SIX TO GO!!
We also need still quite a few signatures in order to reach the one million required.
As to date, the six other countries with the most signatures are:
Spain - 38.72%
Finland - 30.31%
Ireland - 24.86%
Netherlands - 24.15%
Germany - 23.54%
Belgium - 23.09%
So yeah, still a long way to go, but we ARE slowly getting closer. Don't stop now! Don't let this stay within the community, either, if you have any friends or family who are open to queer rights, get them to sign, too!
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Just a quick thing of me promoting a project that's finally finished!
#road 96 fans working again on insanely ambitious projects#i love this community so much oh my god thank you for existing
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"Why There Will Never Be a Peeb Adventures" otherwise known as "The Peeb Adventures Pre-Mortem"
Since 2020, I've made a good chunk of games. Hell, even though I've been doing this for 10 years to date, the majority of my progress as a creative began over the course of this 4 year period.
Out of all the games I've made - or otherwise had a hand in - there is only one that's apparently struck a chord so deeply with people that to this day I still get messages and comments asking when it will come out.
The title of this post already explains the whole deal so I'm not gonna be dramatic about it right here. As per usual, I will instead get heart-clutchingly dramatic about the subject by the end of this story.
I felt the idea of a "Pre-Mortem" might be a fun way to talk about games that will never be finished. Maybe I'll make more of these down the line for other old games, who knows.
"The Incredibly True Origins of Peeb Adventures" or "Wow! I Hate It!"
Peeb Adventures began as a gift game for my long-time friend Aaron. It was simple, mostly functioning as a fun little gag that stemmed from a 3D model I made of a character he doodled during a drawpile session. I gave Peeb a grapple hook just because I wanted to experiment with swinging mechanics and felt the gag gift was a great space to toy around in without having to actually ask myself how on earth I'd want to structure a game around a grappling hook. Foreshadowing!
Eventually, the gag gift did that classic thing all developers have experienced before where your game spirals out of control and grows into a hideous monster, and what started as a fairly abstract grappling toy convergently evolved into that dreaded state we call a "3D Mascot Platformer."
I made a very short demo in the summer of 2020. It went absolutely nowhere, and after an idol of mine caught wind and asked to play it (before sending about 3 paragraphs of feedback suggesting how to improve what was, in my view, a trainwreck of baby blocks stacked on top of eachother), I shelved the project.
"The Absolutely Tremendulous HPS1 Adventure of Peeb" or "My Friend Jam Suggested I Revive the Project and So I Did"
Shortly after Peeb was shelved for the first time, I joined a community of game developers called Haunted PS1. For those not in the know, HPS1 was essentially the nexus point for "retro horror games" in the indie sphere, and a lot of the resulting deluge (non-perjorative) on itch.io can find its roots in this community.
HPS1 was a good place. Lots of nice, talented people willing to tolerate the kind of mindless riffing I often do in voice calls, anyway. I made a decent chunk of friends there, some of which I'm still quite close to, even today.
HPS1 has this tradition called the HPS1 Demo Disc that began in 2020, and with the year coming to its end, there was talk of a new one set to arrive in spring 2021.
Unlike the first demodisc, however, 2021's disc required you to submit a game in-progress to a panel of judges. They'd then give their yay-or-nay, and you were either in or out.
One day, I was musing over the fact that I didn't really have anything to submit so I would likely have to sit out of 2021's disc. My friend, Jam, who you might know as the developer of the Heilwald Loophole (or Beton Brutal) suggested I consider reviving Peeb Adventures as my submission to the demo disc.
Why did I follow through on this? I don't know. It's funny to think a scenario this simple was the launch point for my career.
Over the next 6 months, I worked on turning the absolutely horrendous gag game into... Something still kinda trite but at least playable. I had some help from my longtime teammate drurylain, my longtime friend Aaron (the creator of Peeb's original design), and my longtime spiritual uncle Tim, and with our powers combined... A new kind of demo experience where you don't do anything of particular note besides swinging around was born.
Also quite important: the very same drawpile session that spawned Peeb also spawned Orbo, who would also make his own appearance in Peeb Adventures as a recurring side character (since I felt like Peeb needed a friend).
"Go! Incredible Friendship Unites in the Gameosphere! Peeb and Orbo are Born!" or "Peeb Adventures: Coming Never"
So the demo for Peeb Adventures was finished early March 2021, and the demo disc went live on itch.io on the 25th of the month.
The demo disc then proceeded to do a backflip and pick up a LOT of traction online. Which then meant Peeb itself was catching little bits of the traction in its mouth and smacking its lips.
I went from "guy who makes games for nobody" to "guy who makes games for that one very specific brand of teen on twitter who loves the object head show", and I was riding high.
Fanart poured in. People showed a lot of love. I was dazzled by it all, really.
Despite the love for the game and the potential on hand, progress was stagnant. My group of friends and I all got together in a google doc and wrote an entire planning bible for the game. Game mechanics, story beats, twists and turns, the whole thing. Despite having the structure lined up, I had other ambitions and began working on a multiplayer deathmatch game that quickly overtook my work schedule.
Peeb sat on the backburner, but at the time I still wanted to finish it one day. My main excuse was "well, I just need more money! If I'm going to work on this game it's gonna need more than one fulltime person and I can't just ask people to work for free!" That excuse worked on me for a while.
"I Don't Think I Want to Play With You Anymore Peeb!" or "There's Such a Thing as Too Much Love"
A while had passed at this point. My ambitions hadn't just grown, they'd completely shifted. Before long, I found myself working on yet another demo for the 2022 HPS1 Demo Disc, "The Spectral Mall."
Nowhere, MI wasn't just some random toy for me, but the culmination of all my love into one game. Despite its silly demeanor, the game was a product of a lot of pain, and even now I still desperately want to finish it. Except I have to make money to live, so... Oops!
Anyhow, there was a shift in demeanor for me during 2022. You have Peeb, a game that I made on a whim as kind of a joke with friends, and you have Nowhere, MI, a game that meant the world to me during really dark times.
And you know what? There were a lot of people that wanted Peeb. People that never stopped asking me about it.
I realized while working on Nowhere that I didn't really know what I would even do if I ever had the chance to work on the full Peeb Adventures. Not only did I find the nagging kind of annoying, Peeb was also something I couldn't really... Wrap my head around?
It occurred to me that Peeb wasn't really "my" game anymore, it was "his" game. The old Johnny.
I'd changed a lot since the game had come out in early 2021. In a year and a half my world got flipped upside down, and... I don't know, Nowhere was way more reflective of who I was now. Sure the humor was still pretty asinine, but there was a shift. It was hard to picture the "Peeb Adventures" people were actually looking forward to when my own sensibilities had drifted so far.
When the Nowhere demo came out along with Spectral Mall, it did... Alright? People liked it, but it wasn't the same as Peeb's release. Hell, even in Nowhere's release there were people pushing it aside to ask the same question they'd been asking every week leading up to it. "When is Peeb Adventures coming out?"
"Goodbye Peeb!"
It was increasingly harder and harder to not look back at Peeb and kind of hate it. It was rough in every respect, and yet it whenever I met people who'd heard of me online, they always cited Peeb Adventures.
Strangers continue to ask me when it's coming out. On rare occasion I'll get someone asking about Nowhere and I'll feel a bit excited anyone else cares about that game besides me and maybe my friends, but most of the time people just ask about Peeb.
To finally answer this question I've been asked for nearly 4 years: There will probably never be a Peeb Adventures.
"Goodbye Johnny."
I like to believe one of the reasons people are attracted to my body of work is because I make games to reach out to other people. That's probably not the real reason, but it's nice to play pretend and imagine your work has more significance than just "ha ha boner."
I put a lot of myself in my games and I rarely hold back, even if an idea is insanely stupid or strange. The result usually becomes something more like a scrapbook than a game.
It's hard to try and expand on a game like Peeb when the Johnny who made it isn't really with us anymore. If I worked on Peeb now, you'd get some kind of irregular frankenstein that'd never be as exciting as the original vision was.
By the time I get around to Nowhere again, am I still going to be this Johnny? Or will the next Johnny look back at Nowhere the same way I look at Peeb now? Who knows.
Anyway, look forward to more games from me and my friends. Even if it's not Peeb Adventures, it'll still be us.
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When I was making Paradise Motel, I wanted at first to setup a ragdoll for... You know. Reasons.
So I create a new NPC, I follow a ragdoll tutorial, I setup everything in order for it to work, and I hit play. And this is what I get :
(we ended up making a falling animation for the body instead)
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