Reposting This One Because I Put A Lot Of Effort Into It.Remember That We Gotta Reach 30 Followers On
Reposting this one because i put a lot of effort into it. Remember that we gotta reach 30 followers on Gamejolt for the release date. You people should get to it. You wouldn`t want us to reach the goal only to find out that the game has been out for months already, would you?
We have officially reached 20 follows on gamejolt. Which means you people earned the character page for irredeamable main antagonist.
Keep following Irredeamable and i' ll do something once we reach 30 follows.

Ursula Valenhart:
Ursula is the daughter of the great Uther Valenhart, Owner of Valenhart Industries and wealthiest man in New Eden. She is the latest descendant of Boris, the legendary hero who defeated the great calamity centuries ago. Working directly under her father, Ursula acts as an unofficial leader to the New-Eden Peacekeepers in their mission to protect the city from thieves and ruffians. Ursula is a bold, proud, and fierce woman, showing no mercy to her opponent and taking great pride in her work as the city's finest champion.
Having grown in the city slums as a young lass, Ursula is very fammiliar with the grimy bowels of the city and the many gangs of criminals that occupy it. She had acted as a local hero in her youth, but was eventually discovered by her father who raised her as proper heir to the Valenhart name and the Thunder Dragon Title. She rarely frequents the lower city anymore, finding it to be a shameful reminder of her less than remarquable past…
This character profile was sponsored by Valenhart Industries and the New Eden peacekeepers.
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More Posts from Blackblooms
Calling for Playtesters!
Well ive been making quite a bit of progress when it comes to polishing dialogue and its about time i make another call for playtester and sensitivity testers.
The latter would especially be appreciated as i tend to put a lot of thought and effort into representation and complex themes, which can lead to a lot of misguided writing and unfortunate implications slipping by my limited perspective. To anyone interested, contact me through private chat and i will forward you a build. -------------- As for everyone else, keep spreading the word about the game and share THIS LINK to get the game as many followers as possible before release. Making a game is one thing, but it wont matter how good it is if nobody even knows it exists. Maybe ill even prepare some rewards for each milestone we reach. Lets start simple. Once the game reach 20 follows on Gamejolt, i`ll make a post covering the game's main antagonist.
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Thanks for following the project everyone and remember....they are watching...
Okay, hear me out...
So imagine a game in the style of Final Fantasy 7 remake but for Sonic 06
I `d suggest giving this creator a follow. The art style is very appealing and some of these videos demonstrate that the game already has some really interesting mechanics to play with.
unsure if I want to keep the magnetic magic, while it is fun to use it feels too 'physics platformer' and not like fits the puzzle game style
There are some aspects I like, how metal objects attract alot more intensely, which might work well with electricity when I add that :?
If Dishonored 1's element is water, Dishonored 2's element is air. Karnaca is described as a city "at the edge of the world", and is defined by its elevation, its towering trees, and the wind currents that provide the city its power. Almost every map in the game has you climbing upward, away from the water that is your home and haven, until you reach the Dust District where the clouds blowing through obscure it completely. Bloodflies are the game's primary environmental hazard, replacing the river krusts and rats of Dishonored 1.
The wind is a double-edged thing in the story. It brings prosperity, allowing Karnaca to escape the need for whale oil in the face of rationing. But that prosperity does not extend to those facing the brunt of its effects; those condemned to toil in the silver mines and live in the district poisoned by their exploitation. The wind powers homes; it also powers the devices used to exert control over the city's population. In short, the wind is like the Empire - as easily put to harm as it is to good. All it took was one Empress deposed by another, and those forces shifted with all the fickleness of a breeze.
Even the Void changes from the serene, underwater-like place in Dishonored 1. It becomes a wasteland of howling emptiness and tall, jagged spires. Shindaerey Peak is the place where the Void meets the world, and the gulley connecting it to Karnaca is where the city's wind currents originate. It is a city at the edge of the world not just in the physical sense - it also lies at the boundary between this world and the Void.
When you leap from Coldridge Prison at the beginning of Dishonored 1, the water is there to greet you. But in Dishonored 2, the water is withheld. When you fall, there is only empty, unforgiving air. Which makes it all the more compelling when the Outsider reaches out to catch you.
(Also, I should point out that there are two more Isles yet to be featured in a game and two more elements yet to be thematically implemented...)
A Return From The Grave
I am admittedly new to this whole... post regularly thing. So I dropped off for a while. But a LOT has happened.
I released my first game in a game jam!
Waker0 and myself put this together over about a week for GB Jam 11 back in October. It was a lot of fun and sure, it's on the shorter side, but I got to play with a lot of aspects I hadn't before like game art and animation.
I also completed some coursework at the local community college in Game Design. Learned a bit from that, but I've also been learning a ton from other folks in the industry who are kind enough to help out the new folks despite the horrible layoffs we've been seeing.
On the job front, I still don't have one of those. It's a tough market and there's a lot of very talented people out there who have been doing this longer than I have. I had the opportunity to meet with quite a few of the at San Francisco's Game Developer Conference a few weeks ago.
I do have an exciting announcement coming up here in a week or two, so stay posted for that, but in the meantime I'm glad to be back and I'll see y'all real soon.