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A New Beginning

Posted by
Saturday, April 30th, 2011 6:50 am

This will probably not get finished. However, it looks good.


Character Generation?

Posted by
Sunday, December 19th, 2010 3:49 am

Well, this is a good foundation, at least. I’ll still need to change a lot of things, and add millions of stuff.

Just Beginning

Posted by
Saturday, December 18th, 2010 1:00 am

This is the kind of breakfast you get if you forget the fact that you have to eat to survive. Also, the title screen is complete:

The game will be a mix of Desktop Dungeons and XCOM. I hope.

Ready to Roll

Posted by
Friday, December 17th, 2010 11:19 pm

OK, I’m in. I have no idea what to do, and I will have only about 3 or 4 hours to finish the game. Let’s see what will happen.


Posted by
Sunday, April 25th, 2010 8:52 am

Finally, Simulacrum is complete.


Link to Game Description

Download Link

Mostly Complete

Posted by
Sunday, April 25th, 2010 6:50 am

OK, I’m nearly finished.


I need to finish only two more levels, add mortality and save points, clean up the messy parts and get ready to release.

Sleep is Death…

Posted by
Saturday, April 24th, 2010 1:07 pm

Or something like it. I don’t have much right now, and I don’t think I’m going to be able to do a lot more tomorrow. There is about 10 minutes of gameplay right now. If I add some writing, music and unlockables, I hope it will be enough for the game.

Current Status:


Our hero (Walter) is practicing his new ability of red energy ball throwing.


Posted by
Saturday, April 24th, 2010 8:46 am

After realizing I had no time to make a deep strategy game, I finally decided on making a small, adventure/exploration platformer.


So, I’ve got a few things up and running. The graphics on walls change with the background, so my job is much easier.

Since I don’t have time to make a platformer deep, interesting gameplay, I will just try to add stuff to make things interesting.


Posted by
Saturday, April 24th, 2010 6:48 am


At least I have some graphics right now. I don’t know how to proceed, nor do I have any idea as to what kind of a game I will be making.


Posted by
Saturday, April 24th, 2010 4:11 am

So, well… islands, yeah. Basically, islands. I don’t like this. I guess I’ll just have to wait for a spark of creativity to begin.

I’m going to use Game Maker 8, Photoshop and (probably) Fruity Loops. I want to make a game with good visuals.

Eternal Seeker Post Mortem and Post Compo Version

Posted by
Saturday, September 5th, 2009 12:07 am

It’s been a while since I wrote one of these. Yet, I’m sure Eternal Seeker deserves it. So, I’m releasing a post-competition version of it along with this post; behold Eternal Seeker: Adagio for the Caverns of Doom!

New Additions:

-Quite different play styles for different classes (Assassin has a chance to assassinate, Barbarian is more resilient, Commander begins with a set of magical items, Dreamer is immune to traps)

-Potions: You can find and drink them

-Monsters: There are new monsters now

-Items: Added over 200 items; including  a unique magical armor.

-Descriptions: There are new area descriptions



Now for the post mortem itself:

What I Wanted and Accomplished:

I wanted to make a roguelike resembling Incursion, which features zombies who are able to cast spells. Knowing there had to be funny bugs, I gave every monster the ability to throw knives, and deliberately made sure they would sometimes get struck into each other (by partially restricting some of their movement abilities). The game, in the end, turned out to be quite fun; it’s always nice to get attention.

Where I Failed:

I wanted there to be NPC’s you can talk to, and some fixed city areas. However, time was scarce and I had things to do; some of these features I had to dismiss. However, I believe if I added these features, the game wouldn’t be as good.

How Should I Improve:

It’s the design that can turn a potentially bad game into a good one. Creativity is what matters most; and it is creativity I need to, somehow, learn. Well, I’m not sure if that’s easy to learn…

Finished: Eternal Seeker: Fugue in the Caverns of Doom

Posted by
Sunday, August 30th, 2009 2:36 am

I finally finished my entry. If I get enough time, I may update it; but it’s polished and in a playable state right now. It’s also quite fun to see yourself die in horrible ways; even if you have the best weapon in the game (called “The Reaper +15”). You can find it in the submissions menu; http://www.ludumdare.com/compo/ludum-dare-15/

Edit: There was a bug in the game in the Altar sequence. It’s fixed now.


Posted by
Sunday, August 30th, 2009 12:05 am

Yay for food!

The game is nearing completion, by the way. All I have to do right now is to add all perks (there will be 10), story, concept art, music, sound effects, and help. It’ll be easy.


Posted by
Saturday, August 29th, 2009 12:57 pm

I was able to finish a beta for the day. It works; and better than what I expected!


Posted by
Saturday, August 29th, 2009 7:22 am

The game is getting better and is almost playable; the main issues being the number of enemies, and the popup of getting new items making your eyes uncomfortable (I won’t correct the a/an mistakes arising from adding random strings to strings, I don’t think they are important)

There will be four “backgrounds” to choose from: Gentleman Assassin, Modern Barbarian, Retired Commander and Glorious Dreamer. Right now, there are 3 item slots: Weapon, Armor, Finger. I will try to add more; as well as boss fights and a little bit of story. I will also implement a shop system, and maybe procedurally generated speeches for random NPC’s (they won’t make sense, but will be fun to read, maybe.)

Posted by
Saturday, August 29th, 2009 4:28 am

1 hour in. I’ll be making a roguelike;¬† I have a procedural generation system right now, based on drawing L-shaped floor objects. There are also enemies and a working battle system, but no inventory and no working stats. I hope I will be able to finish this; I feel I am too ambitious.

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