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Falsely Profound

@falselyprofound.itch.io
28 followers 13 following 42 posts

Australian narrative designer, illustrator, and enjoyer of spooky stuff. Hire me, it'd be funny www.falselyprofound.com falselyprofound.itch.io

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Falsely Profound @falselyprofound.itch.io · 20/12/2025
This month's MAGS theme is, well, "Finish Your MAGS Game". So I'm fishing a prototype from 2024 out and giving it a new coat of paint. Wish me luck 'cause 90% of it still looks like this.
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Falsely Profound @falselyprofound.itch.io · 21/11/2025
update: he works in-engine now too. 👍 tween module, what would we do without you
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Falsely Profound @falselyprofound.itch.io · 23/10/2025
I don't remember if bsky got gifs working yet or not, but reworking the dialog sprites for the skele'in is going well 👍
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Falsely Profound @falselyprofound.itch.io · 23/06/2025
that time of year again folks c'mere let me draw for you artfight.net/~Falsely
Art Fight card for user Falsely. "I attack characters who have a bit of backstory! Preference for spooky stuff, time loops, and point-and-click fan characters."
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Falsely Profound @falselyprofound.itch.io · 18/06/2025
Doot dee doo, doing art touchups ONE MILLION YEARS after the fact.
A pair of ONE MILLION YEARS DUNGEON inventory screenshots.

SKULL: You imagine somebody would like their head back.CURVED STICK: For wizard spells and pulling terrible vaudeville acts off stage.
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
By the way, the runes seen throughout the game are a font I made for the project, as part of a cut puzzle where you'd have to translate something without magic. Postjam, maybe. (Also the sigils are loosely based on Neopets tropical fruits bc I have one personality trait.)
Dungeonscript letters and the items that inspired them. A is for Agueena, B is for Banango Toffee Apple, C is for Cocoa Juppie, D is for Drillaroot, E is Ellecha, and F is Flatfruit.
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
The dungeon runs on a grid, allowing doors to link up automatically/teleportation to lead you to the right place. If you're going North your destination is player.Room+10, South is player.Room-10, etc etc. The original map was HUGE, so it was important to automate as much as possible!
An early pen sketch of the dungeon. Columns range from 0-9, while rows range from 1-8. The map is colour coded to indicate which areas cannot be accessed until certain puzzles are solved.
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
Most things have a 'Tags' String property, allowing me to quickly classify Objects and InventoryItems without the need for tons of variables and checks. eg: the Knife is tagged as 'thin'. This lets it pass through barred passageways and cracks, whereas the big Godere boulder would not.
Screenshot of the AGS Editor. The knife's custom properties are visible, and its Tags read "personal, thin, weapon, sharp".Code snippet for a crack in the wall. Objects tagged as 'thin' are set to be dropped in room 15, with the text "It slips through the crack to the other side."

Items without the tag "thin" display an error message: "That won't fit."

Items with the tag "rune" display a different error message: "The spell fizzles."
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
If yes, it gets temporarily added to cContainer's inventory, which is shown on the Floor Inventory screen. Since all instances of an InventoryItem share the same properties, it means DUNGEON will forget where any duplicates are and fail to spawn them. But for a gamejam, it works.
The 'Floor Inventory' screen. Icons indicate a knife and pair of pants are on the floor, while the player appears to be carrying a sword and a magazine.
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
If you're wondering why the closeup art looks crunchy, it's because I tried to stay off my tablet as much as possible during this jam. If it was too hard to draw with a mouse it was drawn on paper, scanned, and then converted to 1-bit using PhotoShop (+ the "use custom dither pattern" setting).
Assorted inventory items, drawn on paper. All my spritesheets are literal sheets of paper these days.The skull sketch from the previous image, after it's been converted to a game sprite. Text reads "You imagine somebody would like their head back."
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
OMYD was designed with the Panorama module in mind, but it was taking too long to implement. So instead, each room is on a 3x4 grid and a viewport crops the BG so you only see one bit at a time. This approach plays nicer with HTML5, ScummVM, etc so I'll be keeping it as a setting in future builds.
The AGS room editor view of the first room of the dungeon. It's laid out like a cube map.
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
Now that I've finally got a free evening, here's a thread of technical notes for One Million Years Dungeon. Just the basic mechanics for now. Still, spoilers ahoy!
Title screen for OMYD.
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Falsely Profound @falselyprofound.itch.io · 03/02/2025
Whew! Bit late, but MAGS January is done. I didn't quite finish my entry, but if you want to check out the jam build you can nab it from the AGS forums here: www.adventuregamestudio.co.uk/forums/compe... Caution: frustration.
A photocopy of the manual cover for One Million Years Dungeon. A post-it note reads:
"Cee-
You owe me five bucks. Printer ink is expensive! (Enjoy the game though :-) 
-Jo)"Screenshot of the game. The player is facing a strange mural inside the dungeon.The player peers through a crack in the wall. There's a door on the other side.Another manual excerpt, listing the controls for the game. A table shows off what all the mouse cursors mean: an eye means "look", a hand means "take", etc.

Someone has filled in the last box using a pen. It shows a squiggly arrow and the word "Teleport".
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Falsely Profound @falselyprofound.itch.io · 20/01/2025
quick let me counterbalance the shock with the art for the actually important rooms
Decently drawn pixel wall with the words "FANCY MURAL" splattered across it in comic sans.
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Falsely Profound @falselyprofound.itch.io · 20/01/2025
Doot dee doo... tileset's comin' along.
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Falsely Profound @falselyprofound.itch.io · 17/01/2025
GameJam status: - doors remember if you've opened them - RtZ style inventory closeups - you can pick shit up and drop it on the ground - casting a teleportation spell while facing a wall kills you dead, time advances when you die - if you die all your shit drops on the ground for you to find later
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Falsely Profound @falselyprofound.itch.io · 12/01/2025
Good news: figured out the issue with objects. Bad news: sprites still fall out of sync with the bg when turning, so they can't be used to cover hotspots. i'm gonna have to convert everything to objects/redo my room templates. Glad I'm sorting this out early. Tilesets'll make decorating easy!
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
My current maze design is sitting at abt 60 rooms - already a lot to handle. So I'm focusing on making rooms as quick to implement/edit as possible. Currently using unhandled_event to have doors automatically detect where they should lead. Inelegant & a bit limiting, but fine for a gamejam game.
Block of code for doors
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
Spent most of December replaying the Zork point-and-click entries, so my main inspirations for this abomination are the Forest of Spirits from RtZ, and ZGI's incredible death scenes.
The Forest of Spirits from Return to Zork: a low-resolution photo of a forest with paths leading north and west. A compass at the top indicates which way the player is facing.A game over from Zork: Grand Inquisitor. A wall of text formatted like a text parser game reads:
">JUMP IN BOTTOMLESS PIT

You plummet down the bottomless pit. And plummet. And plummet. As the years pass, you meet, mingle, and marry a similarly indisposed Adventurer, have three children and eventually die of old age.

You have died."
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
Messing around with some stuff for January's MAGS gamejam theme. Prompt is "break some rules", aka make an adventure game that uses some of the worst genre tropes. Hope you like MAZES 🧵
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Falsely Profound @falselyprofound.itch.io · 15/11/2024
I Can't Believe It's Not 2004™!
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Falsely Profound @falselyprofound.itch.io · 14/11/2024
Sup. I continue to be bad at social media so this account will probably only be art and game announcements. ducky
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