Wolfgame presents miniFlake: a Retro 1bit RPG! Started 3 years ago as a simple 1 week challenge and evolved into labor of love. Featuring amazing 1bit graphics, lcd handheld screen effects, retro 8bit sounds and music, miniFlake is destined to lure you into it's deep dark crypts. Relying heavily on procedural generation algorithms, each time you play the game specifically taylored just for you. Everything from villages to npc's, dungeons to weapons, no two games will be the same! You stroll into a new town, full of hopes of grandeur as you've just finished your initiation task into the infamous Crawlers Guild of dungeon raiders. As you make your way to the local Inn, you look about for anybody you might be able to get information from. After asking around, you discover the whereabouts of a local dungeon where it's said that treasures await anyone willing to brave the depths. Here is where your journey begins.

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1 comment by Ouren on Jan 17th, 2014

Haruko wrote: "It takes an idiot to do cool things. That's why it's cool."

My name is Wolfgang Wozniak. I'm the creative director for Wolfgame. We've been working on games for the past 5 years and are just now finding our footing in the industry thanks to things like Desura and companies like Playstation. We're a small team of 3-5 people (depending on the project!). We're currently working on a few games for PC, PS Vita, Nintendo and a next-gen device. We released Magic Planet Snack Deluxe for Playstation Mobile/PS Vita and miniFlake Alpha in 2013.

For those of you in a creative industry, you know that you can't make money until you put on the play, release the album, or finish the game. We are always developing the next thing, but need your help to grease the gears in order to make releases more timely and of higher quality.

Here is an example list of projects that you would be directly benefitting with your patronage:

  • miniFlake (PC, Ouya)
  • Golden Nights (Playstation Mobile / PS Vita)
  • Additional Vita ports like Gyossait
  • Several Unannounced PS Vita, PC, Wii-U, & 3DS games

miniFlake is a totally mod-able rogue-like game set in the SilverQuest universe. miniFlake is a dungeon crawler in the classic tradition of pen and paper games, as well as games like rogue. The art style is two colors to evoke old Player's Handbooks, Monster Manuals, and other black and white roleplaying game rulebooks.

The game also exposes all gamedata in an external folder called xData. The files in this folder include
Monsters
Armor
Weapons
Books
Biomes
Layers
Crafting Materials
Rings
Paintings
Instruments
Potions
Spells
Quests
NPCs

…and a lot more.
The goal is to create the largest object library of any game in its genre, while allowing players and modders to quickly and easily add their own content extremely quickly. Have a friend who made their own mod-pack? Just replace the data in the folder, and you're ready to play in their custom game world!

Golden Nights is a character-action platform game rendered beautifully by artists Conley Smith and Jackson Lango with a soundtrack by the talented André Colares. Using traditional Arabian art, colors, and sounds we hope to evoke and explore ideas not usually done in games. We're very excited about the project, and look forward to talking more about it in the next few months.

Other Projects include an Arcade Puzzle game, a score-attack First Person Shooter, Visual Novel ports to portable systems, an Arcade Sports game, an a stylish Twin-Stick Adventure game.

With your help we can make this happen. We thank you for your time and consideration in participating and funding game development and The Arts. We'll conquer this labyrinth together.

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Post comment Comments  (110 - 120 of 128)
stuntaneous
stuntaneous Jul 17 2012, 4:04am says:

Inspiring aesthetic, with a few issues, e.g. differentiation. The retro has been taken too far, though. That's all I've got for now ;) it is the thing to do - comment on the visuals here at Desura, right?..

+2 votes     reply to comment
Indecom
Indecom Jul 17 2012, 2:09pm replied:

How would you like the visuals if you think this is too retro?

+3 votes     reply to comment
stuntaneous
stuntaneous Jul 17 2012, 8:51pm replied:

I just realised, I may've interpreted that the wrong way :D Need sleep! If you want suggestions, as I mentioned, differentiation would be the first thing to hit. I don't know how well you've incorporated sound into gameplay, which would be a great way to minimise any visual changes, but apart from that some well thought out colour would go a long way. If you were flexible with the highly retro Gameboy look, you could make minor changes that'd really bump up the immersion, such as colour or more animation without dramatically rewriting the style you've chosen. Also, keep in mind the power of contrast, e.g. you can use what you have now as a backdrop to elements you want to stand out. And, these changes would add some depth to the world and it'd be a lighter load on your players to decipher what's going on, i.e. currently it's tantamount to a rough UI. Nostalgia or revisiting a simpler era must be important to you but you've gotta weigh that against the interface and meaningful gameplay. Don't get too carried away making a visual masterpiece ;) You can always make small, separate art pieces that go all out if you're really keen on that. Oh, and resolution. Not a game breaker but that's worth consideration.

That's all I've got, I'm on the end of an allnighter :0

+2 votes     reply to comment
Indecom
Indecom Jul 17 2012, 8:57pm replied:

trust me your comments are being taken under consideration. However sound will play a very vital role in this game to help add differentiation. The graphics are being crafted very carefully to help with that as well. The current state of the visuals has been carefully designed around an important future implementation that will tie all the graphics, sounds, and even the current screen resolution together in a way that will make this game stand out even more.

+3 votes     reply to comment
stuntaneous
stuntaneous Jul 17 2012, 8:20pm replied:

*part two :0*

This trendy focus on and look of indie visuals and poor player expectations combined with lower cost to consumers and the rise (and requirement) of quick, easy digital distribution makes these games sell and sell well, merit aside. Any old crap or vapourware can be shoveled away - even extortionist 'premium supporters price' purchases of games in Alpha. This is exacerbated by the endemic conga line of impulsive and ignorant comments by lemmi.. people, who often haven't even fired up a demo, telling the world how beautiful the game appears or whatever other unfounded thought pops into their minds. The community feedback on this site should almost always be ignored. To be fair, you could also apply this rule to Steam (discussion of and Metacritic by association), or wherever else (lol@gog), but I find the problem is amplified with Desura and indie games due to the above, the nature of this particular market. That and Desura's inaction addressing the problem. It'd be great if they made something worthwhile out of the feedback system. Not that I expect any improvement, though, as I'm sure all the false information sells a ****-ton of pulp.

+2 votes     reply to comment
stuntaneous
stuntaneous Jul 17 2012, 4:27pm replied:

I said the aesthetic was inspiring. It has its positives but ultimately isn't a great choice or could be improved on.

*tangent!*
Saying I should comment on the visuals was a jab at Desura (mostly). It has a really poor rating system, in large part due to the nature of the games sold here and the audience they attract. So many titles are given high ratings in anticipation of features the audience imagine will be added, i.e. their fantasies. There is some truth in expecting inclusion of player popular or requested features in indie titles but it's often in error. These games are based on each dev's motivation to create a game they themselves want to play, as it was in the early days of the original industry. Well, less and less as the indie scene continues to become more commercialised. The first new generations of games college graduates fresh off the assembly lines with their bland, formulaic and gimmicky products are really hitting us now. True indies, though, designing games, as a player, primarily to be fun and not by a designer under the lash of a businessman who wants a money generating psychologically abusing poker machine, are more receptive to player requests (demands) and more likely to implement features as prioritised by their raw enjoyment or novelty. wootlongsentencesbl. But anyway, the chances of someone's gaming dreams being shared to the letter and demands being met by each dev still aren't great. You lot shouldn't be voting on speculation! Also a factor in the ratings and perception, indie devs are in a position where they can't afford high fidelity production or don't want a game with its feel. They consequently make the most of lo-fi stuff which relies on style. They can sometimes really ride the divide between games and pure art. Some fall right over and make art games (yay) but that's a tangent within a tangent! The result is a lot of good looking games. Not a pursuit of realism and complexity.

+2 votes     reply to comment
Ouren Creator
Ouren Jul 17 2012, 4:15am replied:

Sure!
We read all of the comments left for us here, and on Facebook/Twitter.

+2 votes   reply to comment
bom667
bom667 Jul 17 2012, 3:45am says:

looks awesome!!

+2 votes     reply to comment
Ouren Creator
Ouren Jul 17 2012, 4:07am replied:

Thanks!
We plan on having updates about every other week moving forward.

+2 votes   reply to comment
Ouren Creator
Ouren Jul 17 2012, 3:15am says:

Z/X/Arrows/Enter are the keys.

+2 votes   reply to comment
Harikien
Harikien Jul 7 2012, 7:49pm says:

On the side of the page it says both Single and Multi-player, and I was wondering how the multiplayer would work?

+3 votes     reply to comment
Indecom
Indecom Jul 7 2012, 11:59pm replied:

It's still in the process of design at the moment and wouldnt be incorporated for some time unfortunately. There's no real information on how that part of the game would work just yet as there is so much work that will need to be done before multiplayer can even be approached. But it is one of those things that's definitely going to be looked at in great detail.

+3 votes     reply to comment
Harikien
Harikien Jul 8 2012, 3:40am replied:

Fantastic. This game looks very promising and good. Reminds me of the GB. Very, very excited. Great work.

+3 votes     reply to comment
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miniFlake Alpha
Platform
Windows
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Wolfgame
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Released Jul 9, 2012
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Roguelike
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Fantasy
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