I do game development, digital media (such as videos and photography), marketing, and many other things. I’m based out of San Francisco, California and love hearing about new projects and meeting new people.

Comment History
-Velgus-
-Velgus- - - 19 comments @ Symbolism in Lithic

Great use symbols. They do a nice job of conveying meaning without even being explained. Your symbology really gives depth and a sense of realism to the world you are creating.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Epistory Typing Game - Official BETA Gameplay Trai

Looks awesome. Great use of theme tying together gameplay and story.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Epistory - Worm Tank (monster)

Yes! I will have the cutest nightmares of my life tonight after viewing these. Excellent work on the game so far. I love how it is coming together and the frequent updates.

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ Tips for Overhauling Indie Game Graphics on Limited Budget

Great insight into balancing time and budget. New look definitely seems like a big improvement.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Fluffy Friday #1

Looks great. I love how well everything in this game comes together as a cohesive whole, even smaller things like how parts of the level appear.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Devlog: 4 Player Mayhem

I played an earlier demo of BrambleLash. It was a lot of fun with just two players, and having the option of having 4 is an excellent addition to offer to players, especially with this type of game.

Good karma+3 votes
-Velgus-
-Velgus- - - 19 comments @ Character Face - Which one do your prefer?

Both faces are great, and I think either would work well in game. It actually took me a moment to notice the difference. Face #1 has the main defining line down the center, while Face #2 has the main defining lines to the sides of the nose and chin. I guess the question comes down to how you want the character to be presented to the player and the tone of the game. Face #1 ends up having a more sharply defined shape and hence more contrast, which suggests a more serious and dramatic look. Even with both faces being neutral expressions, I think most viewers would see Face #1 as the more emotional of the two. Face #2 is more rounded, and as a result does feel like the more neutral of the two. If I had to pick one I'd personally slightly favor Face #2. I think Face #2 would fit better with the rest of the little bit of other art we have seen in this game so far. Also, Face #2 feels a little less serious, which is what I would prefer in a game with paper spider enemies and colorful environments.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Handmade vs randomized level design in Epistory

Excellent solution to a common time intensive task. Really seems like you took the best of both random and hand crafted levels. If the news updates are this good can't wait to see the game.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ The Husher Mansion FULL - Song of Horror Gameplay

NIce work. I love how the characters are different. Each character has their own perspective when viewing the description of each object, while one has a flashlight and one has a candle for very different lighting.

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ BrambleLash 0.5 Demo Released!

Excellent job so far, thanks for sharing. Would love to see where this game goes. I downloaded the demo and played for a little on my own with a keyboard. I didn't get further than Wave 4, but I think I got a good starting feel for the game. Definitely designed to be a co-op game for sure, though I didn't have any friends available to play locally. Almost feels like it should be on consoles if a co-op game, only because those with consoles probably play more locally.

Pros: Easy to learn yet hard to master, innovative tether mechanics, good controls, great variety of interesting enemies and game modes, and fun art style

Cons: Nothing noticeable at this stage, everything seems pretty solid.

I'd really like to see a story/adventure mode if not already planned. Even using traditional game mechanics in this context could be really interesting, such as having one one player stand on a switch while another passes through a door or having players race through the level in a certain amount of time. I'd expect some cool boss fights and mini-bosses, like maybe some enemies need a tether to be held on them for a few seconds to die, or can only be killed in an area that is already lit. Also maybe playing with some more advanced mechanics like terrain that slows down players.

Keep up the great work!

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ The Husher Mansion - Song of Horror Early Gameplay

Thanks for sharing the early gameplay video. I like the setting and atmosphere, great work on that end. It seems a little illogical to me when Sophie says that it is inconvenient to light the fire with her candle, though I've heard worse examples of game logic. Maybe if instead of matches to light the fireplace there was a key to turn on the gas for it? Or possibly Sophie has a lantern? which would make it inconvenient or impossible to light the fire depending on the lantern type. I'd almost suggest a flashlight, but that probably wouldn't make the lighting work. I'm interested in seeing how this game develops.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Frizzy

Thanks for taking the time to respond to my comment. That goes a long way to showing the company's professionalism. Your explanation makes sense and gives a better understanding of why things were done the way they were. The game industry is so saturated that it is difficult to promote oneself enough to stand out, even if you do have a good game.

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ A paper on art direction

Very nice article explaining your art direction. Thank you for taking the time to put this together to share. I really like the sense of narrative that this game seems to be forming. Many games think narrative is the same as the plot, and it's so much more than that. Narrative is everything that encompasses the game, creating a cohesive whole. Your art style look of paper, the environments, the story of a writer, the mechanics of typing - everything seems to be coming along to fit together well. A lot of game designers just throw in a mechanic such as typing, but in this game it actually makes sense.

Good karma+3 votes
-Velgus-
-Velgus- - - 19 comments @ Abyss Raider - preparing for alpha release

Looks like a promising action game. Keep up the good work.

Good karma+2 votes
-Velgus-
-Velgus- - - 19 comments @ Fallen: A2P Protocol Early Access Teaser 1

I like the idea of including destructible terrain in the level design, it opens up a lot more tactical opportunities. I'm surprised more turn based games don't do this.

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ Terrarium-land on Steam Greenlight.

Neat looking game. I like the art style. It would be good to see additional features that are mentioned, such as more weather effects. Thanks for the update.

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ Frizzy

Thanks for putting together all this content to share. It's too bad this game and your Kickstarter aren't getting much attention as the game looks like it's on a good track. Perhaps if you showcased more of your features in some of your media? For example, you write on Kickstarter you have 30-40 enemy types, but we don't see a ton of variety in the video and screenshots, and I don't see any of the puzzle gameplay relating to moveable and destroyable boxes.

Also as a personal opinion I think it might be hard to secure funding on your Kickstarter. My main concern is your wording for your campaign goals is unspecific, and at least as I see it, somewhat contradictory. If I backed this project, I really don't know where my money would go, and that would be important to me. Would Frizzy still be launched on PC if the Kickstarter is not funded? You write on Kickstarter " If there is overwhelming PC port support, we will direct most of your support towards more models and avoid the cost of consoles altogether." - does that mean that if I donate under the expectation of a console release and you decide later you don't want to do consoles, you won't? That seems very unfair to me. Also, the Kickstarter is somewhat vague on the stretch goals. What takes priority? More enemies, extra playable characters, more environments (does this mean levels, or just art?), or more models (does this mean Mac and Linux)?

Sorry if I come across as hyper critical. I wouldn't take the time to write this if I didn't think the information could be beneficial on improving the project's marketing direction. Frizzy looks cool, and best wishes on future development.

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ Phoenix Labyrinth Pre-Alpha Teaser Trailer 1

Thanks for putting together and sharing a teaser video to show us some gameplay. Looks like a good variety of environments for the levels (indoor/outdoor/nature/artificial/open/enclosed). I'm curious about the actual gameplay and story, if there is one. In the IndieDB summary you wrote "Puzzle" as a type of game this is. I didn't see any puzzle elements in the video, can you explain how the game incorporates this? Does it involve aspects such as figuring out which path to take through a level, finding a hidden key to unlock a door, or analyzing enemy patrol paths? Or is it a more direct puzzle approach, such as moving tile puzzles, figuring out correct sequences, or solving riddles?

Good karma+1 vote
-Velgus-
-Velgus- - - 19 comments @ Hotel Remorse

Great work for a first game. You should be proud of your effort so far, and thanks for taking the time for updates.

Good karma+1 vote