RPG Archives - Page 19 of 22 - myPotatoGames
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  • svgJul 8, 2019News

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    Fans of Harry Potter and Little Witch Academia will be pleased to hear that there are currently two very exciting magic school games in development. Whilst Chucklefish’s game, which has the working title of ‘Witchbrook’ is still in its early stages, Ikenfell is much further in development. Ikenfell is expected to be released around June 2018.

    Interestingly, both games use pixel game art, are simulation games, and are (obviously) set in a magic school. However, they both have unique art styles, with Chucklefish’s game Witchbrook having visual similarities to their very popular game, Stardew Valley.

    Ikenfell

    Ikenfell is a JRPG game which utilises turn-based and timing-based battle mechanics. These mechanics enhance it’s variety of characters and story development. It’ creator has said it’s art style was influenced by a plethora of games such as Paper Mario, Mario & Luigi: Superstar Saga, Earthbound (Witchbrook, Starbound, Earthbound, Warbound, everything-bound!), and Robotrek. The game also takes i nspiration from fictional teen series such as Harry Potter and Carry On.

    The game’s publisher is Humble Bundle, and its platforms are PC, Mac and possibly Linux. Humble Bundle are helping to polish the game, market it, and will soon add it to Steam.

    An update from the game’s founder talks of the release of a new game trailer at the beginning of 2018, so look out for that!

    Currently, the game takes around 20 hours to complete (possibly more for less experienced players).

    Story

    Safina is invited to the magical school of Ikenfell for witches and wizards, leaving behind her slightly embittered sister Maritte, who doesn’t have magic powers. Safina soon becomes one of the school’s most notorious students.

    However, Safina doesn’t return home one summer. She has gone missing alongside the school’s headmistress.

    You play as Maritte, who goes to Ikenfell to find her sister and discover the truth of what exactly is going on.

    The expansive school is full of ‘magic, mysteries, secret passages, hidden rooms, and many strange characters’ for you to explore.

    Features:

    • Magical duels within an original turn-based RPG battle system
    • The ability to time your hits to increase spellpower and to block incoming attacks
    • An expansive magic school, containing mysteries and secrets
    • A variety of strange and interesting characters
    • Hidden spell, items and equipment to aid you
    • Friendship, rivalry and romance

    Characters:

    Witchbrook

    Witchbrook is an up and coming RPG turn-based strategy simulation game in development by Chucklefish, the creators of Wargroove and publishers of Stardew Valley. Finn Brice, the founder and director of the game says that a formal announcement is “maybe quite a way off”. He also suggests that the game is around a three-to-four year project. The working title Witchbrook came from Chucklefish’s game Wargroove’s working title, Warbound.

    Influences on the game include a variety of old Nintendo console games (Earthbound again perhaps?), as well as games such as Stardew Valley, Harvest Moon and 2D Zelda games. Although not the intention of Chucklefish, many people compare the game’s graphics to Little Witch Academia. However, Brice has said that Ghibli films such as Kiki’s delivery service (which look similar to Little Witch Academia) did influence the game’s art style.

    Features:

    • A day and night cycle
    • Magic classes to attend
    • Dating mechanics
    • Folkore and exciting areas to explore
    • Undisclosed “interesting gameplay twists.”

    However, unlike Ikenfell, which is heavily story based, the developers want Witchbrook to have the appeal of Stardew Valley where players can simply enjoy being inside a charming world and make it their own.

    Dating:

    Similar to Ikenfell, Witchbrook allows players to have relationships with other characters and to go on dates with them. However, these don’t always go to plan, making the game more true-to-life, as opposed to the idealised romance often portrayed in other forms of media.

    However, Brice reassures players that even though the developers want to hit home and capture what it’s like to be in school, they want to provide a nice kind of nostalgia for players. Therefore, interactions with other characters won’t be too difficult or ‘horrific’.

    Ikenfell has been pretty much complete since late 2016, with the kickstarter campaign being set up to mainly fund:

    • Vocals for battle and vocalists for some music tracks
    • Additional battle animations and story animations
    • Additional artwork for cut scenes and critical moments
    • Any additional software and licences required for the above

    However, Witchbrook still has plenty of room for development, influences and features.

    What would you like to see in Witchbrook?

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  • svgJul 5, 2019News

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    The Good Life is a debt repayment daily-life RPG co-developed by SWERY and Yukio Futatsugi, along with their teams at White Owls and G-rounding. Languages will be in both Japanese and English with the possibility of others as subtitles. You can still help fund them on their Kickstarter campaign here as they are very close to their big stretch goal; bringing to game to the Switch. The Good Life will release this Fall 2019 on Xbox One (as well as Xbox Game Pass), PS4, and PC. Look forward to snapping tons of photographs to earn yourself some money, and to discover this strange town’s secret as well as uncovering a mysterious murder!

    About the Good Life

    Play as Naomi, a journalist from New York who moves to a backwoods British town called Rainy Woods in order to pay off her massive debt. The only way for her to escape from debt hell is to take pictures of happenings in the town and report on them. Of course, ‘the happiest town in the world’ is not your average town…

    The inhabitants of the happiest town in the world are some of the most bizarre people you’ll ever come across. You’ll live alongside them as you solve mysteries and experience a hearty helping of craziness. We’re sure that you’ll eventually come to love all the mystery, horror, and good old charm that this town has to offer.

    The townspeople are also hiding a big secret…

    In the moonlight, all the townspeople suddenly transform… And suddenly, the town is filled with cats and dogs! Once a month, everyone who lives there transforms into either a cat or a dog. Naturally, Naomi and the player will also turn into a cat or a dog. What happens in the town depends entirely on you! How the townspeople behave, how their lives play out, and how the story ends… It’ll all change based on your decisions.

    You’ll be able to select whether you want to transform into a cat or a dog at the very beginning. But if you get far enough in the story, you may reach a point where you can freely switch between them…? Turn into a cat and climb up to high places, scratch walls, and steal fish and chips from kitchens… Or turn into a dog and dig holes, follow scents, and swim in rivers and lakes… It only happens once a month, so make sure you enjoy it to your heart’s content!

    More Information

    Note that the gameplay video above has some crude language dialog and is not geared toward younger children. However, the game is very relaxing and mostly centers on open-world exploration and taking pictures. You can take photos of anyone, anything, anywhere, and even see in-game what’s trending to earn yourself more money. Interact with every object that you see and place them wherever you want to take your own unique photos. Some photos will be requested from villagers to complete quests and push the story forward. You might even have to get crafty as some townsfolk will stop what they are doing if they can see you. Furthermore, upgrade your camera to take better quality pictures!

    If snapping shots is what interests you, you can check out our other article on Pupperazzi here. If crime-solving is your thing, we’ve got a list of our Top Ten Crime-Solving & Mystery Games here.

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  • svgJul 4, 2019Interviews

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    Critter Cove is an open-world RPG set in a world of fantastical islands, crazy critters, and high sea adventures. You’re a captain of your own ship and you get to recruit unique crew members that will help you along your journey of foraging for goods, salvaging shipwrecks, and finding buried treasure! Customize your character, several ports, your ship, and the homes of many townspeople you will get to meet and befriend. You can get caught up with all of the main features of Critter Cove with our previous article here.

    Below is an interview with the creators of Gentleman Rat, a three person indie game studio. Eli is the designer, writer and wearer of many hats, Jason is Eli’s brother and programmer of the game, and Christine is Eli’s girlfriend and artist of Critter Cove. It’s really great to see a family working together on a videogame and they were all very pleasant to speak with!

    Continue reading for some exclusive screenshots and a deeper dive (get it) into all of the things we can do as a great seafarer. We here at myPotatoGames can’t wait to help these ports thrive, chat up the locals, and find rare items!

    We’d like to thank Jason, Christine, and Eli for taking the time to answer all of our questions in astonishing detail and we wish them all the best on this endeavor!

    Q&A with Gentleman Rat – Creators of Critter Cove

    About Critter Cove: Your character is a ship captain who has been hired by the citizens of Critter Cove to help put their town on the map. You see the potential in this quirky little town to become a tropical paradise, but it’s up to you! You must convince new shops and critters to move in through fixing up the existing town, but also by sailing the world to explore other exotic islands, find trade routes, collecting lost relics, and meet new and interesting critters who might be interested in doing business with, or moving to, Critter Cove; all while looking absolutely smashing in your fancy new captain’s coat.

    [su_service title=”What was your inspiration in creating this game and your interest in pirates?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    The team: We started a few years back making mobile games but we’re not completely happy with the market or the types of games that were doing well on that platform. We’re all by nature more console or PC players so it seemed a natural fit to switch platforms. The life sim genre was always a genre that we had a lot of fondness and passion towards and we always knew that it was something we wanted to take a swing at. So when we switched platforms we felt it was also the right time to try our hand at something a little bigger.

    Our original title was a game that was far more similar to Stardew Valley or Harvest Moon called Seeds of Magic. Over time, we noticed that it was naturally leaning towards something more akin to Animal Crossing and we felt it was missing a sense of exploration and discovery. Therefore, we decided to shift to 3D and the game morphed into its final form of Critter Cove.

    The desire to add more exploration and discovery into the game led us to the island and sea-faring theme which we felt was just a natural fit. Honestly, Critter Cove isn’t really a true “pirate” game. We don’t have any plans on raiding other ships or towns. The theme is really more about capturing the sense of adventure, exploration, and discovery that comes along with the high seas and sailing between points unknown.

    [su_service title=”What are features are you going to be working on?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    The team: Our two big long term tasks are the development of a good trailer and demo. Something that we can start to show off to really give people a good sense of what Critter Cove is all about. For the demo, we are trying to put together a vertical slice of the game so people can get a good feel for it. Hopefully those two things will get people as excited…or at least close to as excited…about Critter Cove as we are.

    [su_service title=”I would love to know more about some of the characters we will meet on the islands and examples of some of the things we can do for them.” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    The team: There will be a wide variety of characters basically split into 2 different categories: Vendors and Citizens. Vendors run the various shops, like the general store or the shipwright, which you will be able to build in your town. These characters have jobs they have to do and often times will make requests of the player to help them grow their business. Requests can range from simple; make a cargo run, to more complex; building a shop upgrade.

    Citizens are the different characters who move into the town to live and be part of your crew. Every citizen has its own personality, likes, and dislikes. They also have wants and needs and will often recruit the player to help them fulfill those needs. Some are immediate, like if a citizen gets left a treasure map in their late uncle’s will. Some are more long term; a character is trying to decorate their house entirely purple. Citizens can also be taken on as part of your crew when you leave the island. Vendors usually cannot, since they are busy with their businesses.

    Our relationship system is a bit more complex than in many games of this genre. We decided to avoid the linear like/dislike system, where certain actions increased the relationship’s overall score while others decreased the score. Instead we wanted NPCs to “remember” how the player treated them in a more nuanced manner and react appropriately. NPC relationships are represented by a radar chart with the points being the NPCs’ reactions (friendly, mean, helpful, silly, etc). The deeper into the chart the relationship is, the more likely they are to react in that manner.

    Meaning, if a player is consistently mean to an NPC, they are more likely to be wary of the player, less likely to ask for help, and have a higher chance of leaving. If the player is helpful to an NPC, they will look to the player for even more help. If the NPCs’ reaction leans towards silly, they might play pranks on the player. These reactions combined with the different personalities of the NPCs lead to some interesting behaviors. In this manner, depending on how the player treats different NPCs, 2 different players can have very different experiences with the same character.

    Critter Cove

    [su_service title=”Wow so there really is a lot of player choice in terms of interacting with NPCs! I like how they can also all be very helpful. Do you have a set number of vendors, citizens, and crew members in mind? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: We don’t have a set number. Our intention is to keep building shops and new NPCs for as long as we are able. Even after launch we would like to constantly add new things for the players to build and NPCs for them to meet. Yes, NPCs both vendors and crew/citizens will be very helpful and in fact be necessary to progress. Vendors own shops and those shops are how the player can get new items crafted, recipes discovered, etc. This allows the player to explore the world further and as those shops are created, the town increases in desirability which causes new citizens/crew members to move in.

    [su_service title=”I love how much life you have already given some characters. I think the neurotic and nervous Lamps is my spirit animal. Do any of you have favorite characters so far? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Critter Cove
    Lamps

    Jason: I am an engineer at heart so I love Copperbottom. Plus I have a fascination with The Wizard of Oz and he reminds me of Tik-Tok.

    Critter Cove
    Copperbottom

    Eli: I would probably go with Pokee myself. She has a fairly sassy sort of personality and she can give the player a bit of gruff at times which is something I really like. One thing that we are trying to do with all of our characters is to give them unique personalities that hopefully people will be able to connect with.

    Christine: Pokee is my favorite she’s based on my sassy but sadly now late bearded dragon Nacho.

    Critter Cove

    [su_service title=”Yes I think all of the characters with their distinct personalities are very interesting! Is Copperbottom a robot? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Jason: Yep. He is the engineer in town and helps with the construction of buildings. You also work with him to craft various mechanical devices. We really are focused on building strong relationships in the game between you, the player, and the Critters. Another way we are doing that is crafting which involves other NPCs. Think of them as extended crafting stations that you have to keep happy and healthy.

    Relationships also opens up fun little side-tasks for the player, for instance, Copperbottom will occasionally breakdown and you have to help fix him, or go find him some oil. This might require you to go exploring, develop new tech, etc. All Critters have wants, needs, desires, that you will, over time, learn about through interaction and gameplay.

    Eli: We wanted to break out a little bit from the standard pure animal or human type characters and leave ourselves open to create whatever whim we might have. For example, we also plan on doing some fantasy style critters (griffins, dragons, etc) or alien type critters.

    Mort on the left is a chupacabra!

    [su_service title=”I really love the fantasy/magical elements you guys are bringing into the game with the characters. Do you plan on carrying that over to other parts of the game such as designs or certain quests? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: Fantasy style creatures will have fantasy style wants and needs. We are also planning on doing differing island environments, some of which could be consider alien or fantasy. An example of that is an island covered with giant mushrooms that is in the works. Different and unique islands are an important part of the exploration aspects of the game we really want to come through.

    Jason: I personally would like to see a underwater city inhabited by various sea going creatures. We’ll see if I get outvoted.

    Christine: We’ll see if I have time to make that!

    [su_service title=”It’s really great that you get to befriend absolutely everyone. What are some of the benefits to being best buds? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Jason: Potential benefits would be them joining your crew for an adventure, unlocking new items to craft, and quests. Other things would be allowing you into their home, requesting decorative items, allowing you to help them decorate their houses and outfits.

    [su_service title=”Speaking of underwater, you recently showed that the player can swim to the depths of the seas but will need gear the deeper they go. Are there limits to how long we can be there or can we explore at our leisure? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: There will be a limit as far as time goes. So the player will only be able to hold their breath for a certain period of time before having to find a new source of air. If they have a re-breather, they can stay under even longer. With the diving suit they can go deeper and stay under even longer. But while it is not an indefinite period of time, it will be long enough so no one feels rushed. However, there will be a slight bit of pressure to get the job done before air runs out. We want Critter Cove to have a relaxed play style but with a few ‘gamey’ elements mixed in.

    Critter Cove
    swimming underwater for treasure

    Jason: We want to instill that desire to go deeper and stay longer, which in turn gives you goals and challenges you need to overcome. It all ties back into relationships. Perhaps now you have to find some Critter who knows about diving, befriend them, and then they can help you design and build a diving bell, teach you how to hold your breath longer, or give you a snorkel.

    [su_service title=”That makes a lot of sense. So we’ll be going underwater and digging in the sand as well to find treasure? What kind of treasure can we find? Are there other areas of the islands we’ll get to explore? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: There is going to be wide variety of different island biomes that will help drive the exploration aspects of the game. We really want players to have a desire to hop on their ship and sail in a direction to see what they might find out there. Not only will they find new islands but also treasure and resources that are not available on their home port. Some of those islands will have mines and caves which lead the player underground.

    Different island to discover

    On the port island, players will be able to build the Royal Museum of Natural Science and Stuff, who will enlist the player in helping them build out their collection with all sorts of flora, fauna, fossils, and, of course, relics. These will be found in a wide variety of ways. For example, everything from digging them up, solving puzzles, having your critter pals gift them to you, etc.

    What we are really looking forward to doing is treasure maps and sunken treasure. Treasure maps come in a couple of forms, either the “X” marks the spot where the player has to figure out the location of the treasure based on a simple “X” on a map, or a riddle where the player will need to follow the clues in order to find the location of the treasure. Sunken treasure will be especially fun because it will involve swimming down to explore wreckage and sometimes to depths that require a bell suit to go all the way to the sea floor.

    Use a shovel to dig for treasure

    [su_service title=”What can more crew members in particular help with and how do we keep them happy? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    The team: When you take on a crew member, they each have different skills that help in the operations of a ship. Some make the ship travel faster, others help with any loading and unloading of cargo, some help get better prices from trade outposts, etc. Some NPCs can even be taught to drive the ship so the player can do something else while traveling.

    Crew are also very useful when on shore of different islands. They can be issued orders to help collect resources or carry heavy cargo boxes back to the ship. But be careful, overworking crew members will make them mad at you.

    [su_service title=”We’re really looking forward to seeing what kind of shops the vendors will run. What can we expect in terms of other items we can buy or equip? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: At the beginning of the game the town is very humble with only a few shops and production facilities available. This means that the player starts off with only a few choices of items available for purchase. These being wearables to customize your appearance or give to the NPCs to customize theirs. There will also be tools that help in resource gathering or unlocking new areas. There will be a wide variety of furniture sets to help decorate living spaces and there will also be decoration items to spruce up the town as it grows. As more shops are built, more of these items and in a wider variety will open up.

    Jason: Shops and facilities will include General Store, Lumberyard, Mechanic, Shipyard, Quarry, Farm(s), to name a few. Also Tavern(s), Carpenter, Restaurants.

    Items and equipment are varied as well which include lots of decorative items like clothing and furniture. Equipment is like shovels, picks, metal detectors, diving bell, engines for your ship, wallpaper, I could go on and on. One thing to note, our items are highly customizable many of them letting you change their color(s) and patterns.

    Customizing your clothes

    [su_service title=”What parts of the ship can we decorate or customize? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    The team: There are the active parts: engines, rudders, cargo space, etc that can be upgraded. This will allow the ship to function better. There is also all the cosmetic upgrades. Rails, sides, window, wheel, etc. This is to make your ship look the way you want it to. These are all ship-related items that increase the performance and custom appearance of your ship. Once the shipwright has been built, new ship types can be built.

    Critter Cove

    There is also the captain’s quarters, where the player lives. This space can be fully decorated and furnished to the player’s liking. And if you run out of room, it can be expanded to add more rooms.

    [su_service title=”What kind of furnishings can we expect? Are they themed? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    The team: There are going to be a number of furnishings available. They will come in sets that include 1 bed, chair, sofa, end table, wardrobe, dresser, and table. There will also be a number of one-offs that include light fixtures, lamps, pictures, and other knickknacks. We are going to allow interiors to be customizable as well in the forms of different wallpapers, flooring, ceilings, and doors. This way the player will be able to create their own unique space.

    Critter Cove

    Critters will also decorate their own spaces according to what they like and will often rope the player into helping them find different things they are looking for. It is possible that they will become dissatisfied with how their decorating is going or if the player is considered to be good at it, they will ask the player for help in decorating their home. They will give the player some guidelines as to what they are looking for and then the player will have so many days to try to accomplish that using the items the NPC has available or by finding new ones for them.

    [su_service title=”There’s so much to do and it all sounds so fun! It sounds like we’ll have control of the ship and you mentioned we can build new types? What will these different kinds of ships do?  ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: Yes. You will be able to drive the ship manually. We want driving the ship to fun fast paced experience so the ship is fairly responsive. You will be able to upgrade the parts of the ship which changes how the ship behaves. Upgrading the engine for example makes it go faster, while upgrading the keel increases acceleration.The different ship types come with different base functions. For example, each ship only has a limited number of berths and cargo space. Getting a new ship will change those values. That way by upgrading the ship, the player will be able to take more crew along when they leave port. Increased cargo storage allows the ship to hold more cargo.Also the ship types will look vastly different so players might like one look over the other.

    Steering your ship

    NPCs also will occasionally ask the player to take them somewhere like a cruise-line. This requires the ship to have space to take on passengers. Ships that are good at hauling passengers are not necessarily the best at hauling cargo or diving from. Different types of ships will be optimal for different jobs.

    Jason: We would also like to be able to modify the cargo hold to allow for upgrades so that you can transport different type of goods. So a refrigeration unit to transport perishable goods, perhaps a lead lined container for radioactive material or toxic waste.

    That world will contain points of interests, like waterfalls, ruins, sea turtle habitat, places that are interesting that Critters will want to go to and see.

    [su_service title=”The ship really can do many things! I’m looking forward to snapping pictures of those locations. Tell me, can we interact with the sea turtles?!  ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Christine: Maybe to pet or even be able to feed the turtles, that would be cool! We will have the Museum, so you’ll need to photograph or capture animals and plants to place there.

    [su_service title=”That’s awesome! Collecting things for displaying purposes is always great! Well I for one am very excited to try out your upcoming demo. Is there anything else you’d like to add before we conclude this interview? ” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]

    Eli: One thing that we do want to mention is that we are currently working an extremely robust character customization system which we are extremely excited about. The system gives players the freedom to make and create almost any character they wish, including not having to be human at all. If you want to be a cat, dog, lizard, or whatever and we have it in the game you’ll be able to create it. We are even going to allow for mixing and matching so dog head with horns or cat tail…sure, why not? We really want players to be able to be whatever they want to be in the world and will do our best to give them as many options as we are able.

    Thank you very much for taking the time to talk to us. This is actually our very first interview. So this is pretty cool.

    You can follow and help support Critter Cove by going to their official website or their social media pages such as: Facebook, Instagram, Discord, and Twitter.

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  • svgJun 28, 2019News

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    Islands, villagers, and jellies – oh my! Those are three things we here at myPotatoGames love, and Alchemic Cutie wraps them all into one, well, cute package. Developers Vakio and Viridian Software along with slime-loving publisher CIRCLE Entertainment are behind this new wholesome adventure RPG.

    About Alchemic Cutie

    The game is set on Wimba Island, a bright pixel world that reminds us a bit of Littlewood and Stardew Valley’s Pelican Town. So far, it seems like there are beaches, forests, the main village, and a Jelly Shrine. 

    Instead of farming, you will be taming slime-like creatures called “jellies.” There are over 4,000 visual styles for jellies and each jelly will have unique traits and statistics. They will also have needs like hunger, energy, and happiness. You will be able to show off your jellies by entering them into different competitions.

    You can also meet Wimba’s villagers to form friendships – or rivalries!

    One exciting and unique feature will be the world map. To help you navigate, the map expands as new locations are discovered. What makes this feature unique to similar games is that, once a place has been visited, you can use the map to fast travel there.

    Game Features:

    • Level Up: There are Alchemy and Jelly raising systems in place for you to master.
    • Competitions: A total of 8 contests will allow you to show off your Jelly raising skills.
    • Share Away: Special codes mean you can share your jellies with others!
    • Complex Characters: Wimba Island villagers are described as “goofy, fun, and sometimes complicated.”
    • Modders Welcome: There will be release day support for modding.

    Here’s the announcement trailer:

    Alchemic Cutie will be released for PC later this year. It will be available on Steam and Itch.io. There is a blog for DevLogs on the website and a Youtube with “Jellycasts” where you can listen to developers Sebastien and Thomas talk about game details and history. You can also signup for “Cuties Club” updates via the website.

    Can’t wait to play with slime-like creatures? We recommend Slime Rancher!

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  • svgJun 4, 2019News

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    Fable 4 details were leaked by a Reddit user, and include some features we are super excited about!

    Fable

    Immersing ourselves deep in the story of an open-world role playing game is one of the best parts about being a gamer. Become whoever you want and shape the world around you to your liking. All of your deeds reflecting on the community, changing your atmosphere in cool and sometimes surprising ways. The Fable series has been at the top of the RPG list since the release of its original title on September 14th, 2004. With the leak of possible details surrounding the imminent reveal at E3, it appears that will be living the Fable dream once again with Fable 4.

    The rundown…

    A “Fable 4” has apparently been in the works for some time now, and will make an appearance very soon. The supposed details that were given mentioned that the game will take place in neither Albion nor Aurora. Instead, these lands have been destroyed by an asteroid. The game will also be a completely open world, instead of the old individually rendered zones like the original title.

    Thanks to some time-travel shenanigans, there will no longer be guns available, just like in the first game. However, there will finally be an online option, so we can explore this brave new world together. Hopefully we will get to travel all the way back to the days of being the chicken chaser, and spend a few hours exploring all the different places and things to kick chickens at. It was also rumored that Fable 4 will feature town building, just one more added bonus that we are a bit overly excited about!

    The exact reddit post…

    • First/Third Person
    • In Depth character creator
    • Completely Open
    • No guns
    • Can ignore main quest and never become a hero
    • Players can build towns, ties into main quest heavily if you get the bad ending and fail
    • Multiplayer
    • Unreal Engine

    Albion and Aurora are gone. “Lands reduced to fables.” The Spire was rebuilt and used by a mad king to wish that an asteroid would strike the planet. He also wished it would happen again in the far future. Eons later and everything is new (medieval themed, new continents) and you have to stop the destruction of the planet again. Theresa and a Heroes Guild are preserved on another planet via a demon door. Time Travel heavily involved in play. Jack of Blades returns. “

    We will have more details as they are released with our coverage of this years E3 conference. For more information about the E3 conference, check out the official website by clicking here. For more open world RPG goodness, it’s always fun to check out My Time at Portia on myPotatoGames.

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  • svgMay 28, 2019News

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    Adventure on the high seas with a crew of fun, quirky characters!

    In Critter Cove you can explore the world, trade cargo, do missions for others, decorate cabins, customize your character, collect exhibit items for the Museum, go treasure hunting, salvage shipwrecks, swim, dig up treasure, meet new NPCs and befriend them, and upgrade your ship to home more crew members.

    This game is an open-world RPG set in a world of fantastical islands, crazy critters, and high sea adventures. After a massive storm you awaken on a tropical island inhabited by a cast of quirky characters who help get you back onto your feet. At the helm of a second-hand ship, crewed by your new friends, you set sail on a quest to become the greatest captain of all time.

    Critter Cove is currently being developed by indie studio Gentleman Rat Studio, a team of three people. The game will initially be on the PC, however, the developers will eventually take it to as many platforms as possible including all current generation consoles. Although there is no release date as of yet, you can take a look at the official website here.

    Key Features

    • Discover and explore islands in an open world tropical setting.
    • Trade goods between ports and help those ports grow.
    • Upgrade and customize your ship.
    • Recruit a unique crew of odd characters, each with their own personalities and special quests.
    • Manage your crews needs to keep them happy or you just might have a mutiny on your hands.
    • Master the skills that all great captains must know.
    • Collect items from all over the world and donate them to the Royal Museum of Science, Nature and Stuff!
    • Find treasure maps to embark on special treasure hunts.
    • Make your cabin unique by decorating it with a wide variety of furnishings. Help your crew decorate theirs based on their tastes.
    • Fishing, digging, swimming, resource gathering, crafting, and much, much more.

    Photo Gallery

    We here at myPotatoGames are so excited about this new and refreshing adventure game with the most adorable pirate crew you ever did “sea”! Similarly, if you love exploring beautiful tropical islands, check out our articles on Summer in Mara and Solo Islands Of The Heart.

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  • svgMay 24, 2019News

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    In Merchant of the Skies you’re the captain of an airship! Sell items, gather resources, and build your own trade empire in the clouds! Merchant of the Skies is the trading game with light base-building and tycoon elements. You start off as a captain of a small cloudship and work your way towards establishing your own trade company. The game is created by indie developer Coldwild Games and will be available on Steam Early Access July 30th, 2019.

    Key Features

    • Become a trader! Find the best trade routes and profit from them.
    • Discover the world! Travel between flying isles and face different encounters.
    • Sandbox gameplay: do what you want at your own pace.
    • Gain experience and become more savvy when it comes to trading, then start your own goods production.

    Current Updates

    Coldwild Games is currently working on adding set goals for Merchant of the Skies. In other words, you will have tasks to complete for those of you that like to have a purpose. For those of you that don’t, you can always set the game to “no objectives” and play at your own leisure. The goals will vary by length which you can often customize. For example, it will take 20, 40, 60, or 90 minutes to complete.

    Uncover new islands on your map and visit each destination for information and goals. Once you have discovered the area and see what it has to offer, you can easily plan your trade routes accordingly.

    With this game you can build a company in the skies. Similarly, check out our article on Flotsam where you build your village on the open seas!

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  • svgApr 18, 2019Interviews

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    Littlewood is a new village simulator game coming to early access next month on Steam. myPotatoGames was able to sit down with developer, Sean Young, and get some exclusive details about this highly anticipated game. As an extra bonus, below are some never before seen screen shots of the game! This is all quite exciting so let’s jump into it!

    Tell us a little about yourself. How long have you been developing games? What is your favorite game and why? (Anything else you’d like to share.)

    “I’ve been developing games for 7 years, since my very first semester at UCF! I started making mobile games in my dorm room, but it wasn’t until I made my first PC game, Magicite, that I realized that being a game developer could be my lifelong career. Once Magicite’s Kickstarter was a success, I dropped out of college to fully commit myself to making games. I haven’t looked back since! My favorite game is Monster Hunter World. My friends and I would set up 4 TV’s and PS4s in my living room and we would just have a blast hunting monsters.”

    Where did the inspiration for Littlewood come from?

    “My friend convinced me to try Animal Crossing so I tried New Leaf on the 3DS. I quickly found that I was addicted! I was having a blast hanging out with my animal friends and… Doing odd chores around town. This really perplexed me, because how could players have fun picking weeds and doing things that we might find boring in real life? This had such a profound effect on my views of game design, that I had to try to make a game that could capture such a charming and relaxing world. That’s when Littlewood was born!”

    What feature(s) are you most excited about in Littlewood?

    “Interacting with the Townsfolk, for sure! Fulfilling their requests, discovering their personalities, and even doing some romance makes me feel like the world of Solemn is a real place. I look forward to seeing the players’ reaction to the Townsfolk, and which ones they find to be their favorites!”

    Are you considering to add any sort of multiplayer mode to the game?

    “There currently is no plan for multiplayer in Littlewood. If the game generates enough interest and there is a demand for something like that, then I will definitely consider adding it to this game or maybe even making a sequel. My primary goal with Littlewood is to deliver a solid single player experience in which the player can escape to their own little world.”

    The background story so far for Littlewood is about a hero who has finished their journey and is now rebuilding the town. Is there more story about our adventurer? Or the town?

    “There sure is! You can actually learn more about your past adventures and past relationships with certain Townsfolk as you progress in the game. I hope players will find this method of storytelling to be as exciting and interesting as I do! There’s something charming about being dropped into a world where everyone already loves you.”

    There are so many villagers in this game and we have to ask, who is your favorite and why?

    “It’s so hard to pick a favorite out of the current cast of Townsfolk. But if I had to go with one, I would pick Dalton. His high energy, silly jokes, and innocent stupidity has been so fun to write for. He is a primary way for the player to relive their past adventures because he was one of the Townsfolk who knew you best when you were on your journey to defeat the Dark Wizard.”

    Will players have the option to get married to any townsfolk they like?

    “Yes! As long as the player increases the Heart Level of a Townsfolk, they will be able to romance and get married to them. Actually, there is one Townsfolk that players cannot romance. Dudley already has a wife that he loves very much :)”

    Will there be an option for custom content such as utilizing the Steam Workshop?

    “This is another feature that I currently don’t have plans for, but if there is enough demand when Littlewood hits Steam, I will definitely consider it! If I could allow players to design their own Townsfolk or game content, that would be amazing to see.”

    We are excited to see the announcement of Littlewood coming to Nintendo Switch. Are there any plans to make the game available on PS4 and Xbox as well?

    “My primary goals are to bring Littlewood to Steam and then Nintendo Switch. Once both of those launches are complete, I intend to bring Littlewood to as many platforms as possible!”

    With the Kickstarter finished, is there still a way to support the game before launch?

    “Despite the many emails I get about people wanting to pledge or donate before launch, I am currently not accepting anymore donations outside of the original Kickstarter campaign. I appreciate the interest and the growing community so much, and launch day will come soon enough!”

    “Thanks for your interest in my game and I hope that you will enjoy escaping to the world of Littlewood when it launches on both Steam and Nintendo Switch. Cheers!”

    Final Thoughts

    It was great to get some exclusive information regarding Littlewood and get to know the developer, Sean Young a little better. Littlewood will be out in early access on steam NEXT MONTH so there’s not much more of a wait! You can add it to your wishlist HERE and be ready for when it launches next month. Happy Gaming!

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