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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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Nitrosparxx @nitrosparxx.bsky.social · 01/09/2026
Seems @falselyprofound.itch.io's sprocket has found themselves in predictame-... wait, hasn't this happened already? #artfight2026 #art #scenery #あぶく
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itch.io @itch.io · 04/08/2026
Enjoy 127 items by 109 creators and support game devs effected by recent layoffs: itch.io/b/3802/game-...
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Neocities @neocities.org · 05/06/2026
Early this morning, we received an email from @namecheap.com that the domain neocities.org was being suspended because of a court order from New Delhi, India (a jurisdiction we don't operate in), which was for an unrelated court order about a sports streaming site on a different domain.
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Falsely Profound @falselyprofound.itch.io · 23/05/2026
Just three weeks to go until I've got enough free time to do game shit again. Boy I hope I can remember how OMYD's code hangs together 'cause I've got one hell of a backlog of awful jokes to inflict on players.
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Cha Cha draws @chacharae.bsky.social · 13/01/2026
Hi #PortfolioDay I’m Cha, a former tattooist trying to recover from deep depression and burnout When I draw its often #CriticalRole b/c it soothes, inspires & is a rare thing of joy but I’ve been revisiting comics too & its helping. Animation-greatly inspires my work too Thank u for looking 💜
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Nitrosparxx @nitrosparxx.bsky.social · 25/12/2025
And to finish off (sorry I only made ten!) we have @waggoboyo.bsky.social and @falselyprofound.itch.io!
XIV - Temperance - WaggoXX - Judgement - FalselyProfound
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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 · 20/12/2025
Hello! I'm sorry, I haven't been online in a while. Sure! My gamedev email is falsely-profound@outlook.com.
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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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Raweni 🍃 @raweni.bsky.social · 11/07/2025
First year of ArtFight, first attack ever! I attack Clarissa by @falselyprofound.itch.io ! >:3 (based on that one spongebob meme/episode) #art #artfight #artfight2025
There are two panels shown like a comic page. Top panel shows someone holding a polaroid photo up showing Clarissa who is smiling for the camera and have her hands positioned doing a "finger gun" pose. They comment how Clarissa used to look so young and happy back in the day, with text at the bottom of the panel.

Bottom panel shows the reveal of Clarissa now, who looks tired and slightly annoyed, holding both a broom in her left hand and a mug in her right hand that reads "I promise its not vodka" with some words in black and the words "its vodka" in red, as a joke to lean into the idea that there's actually vodka in the mug. Some letters are missing due to perspective, so the whole sentence doesn't fully show. The background shows a vhs store with shelves filled with vhs tapes and also vhs on the floor with a box full, and posters on the wall, referencing the game "There's something in the pipes" (one of Falsely's games) and "Demon of the Day", which is a play of words based on the tabletop game "Monster of the Week". Finally, there are two ghosts in the background, coming out of some tapes that a mocking Clarissa behind her back, one ghost on the right mimicking her finger guns pose while the other ghost on the left points and laughs.
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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
I do wish I knew more about AGS's 16- and 8-bit modes. Being able to do more with custom palettes than just a simple screen tint would be incredible... buuuuut probably not viable given all the modules I'm using.
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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
The game can also add or remove tags on the fly (such as "toggled" for switches, "locked" for doors, etc). This doesn't get used as much as I'd like it to, but opens up a lot of possibilities for future builds and also felt clever doing it.
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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
When the player picks an item up, 'Room' changes to -1 to indicate it's being carried. When they drop it, 'Room' is set to the player's current room. Then, whenever the player enters a room, AGS checks the InventoryItem array to see if any items have a 'Room' ID that matches the player's location.
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Falsely Profound @falselyprofound.itch.io · 26/02/2025
The inventory system is rejiggered from a previous prototype called Budget Cuts. Rooms can't have inventories of their own; in AGS, that behaviour is exclusive to Characters. So, DUNGEON instead gives each InventoryItem a Room property.
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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
I had to apologise to my playtester like seventeen times. And even now I don't think that's enough. With his help I think I've gotten it up to MOSTLY intentional frustration rather than unintentional, but either way, *good luck I am very sorry.*
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Falsely Profound @falselyprofound.itch.io · 03/02/2025
Unfortunately I had to cut the fancy camera movement because the module wasn't playing nice/I didn't have time to figure out why. Also most of the story beats are just. missing. Ah well. I'll come back to it. Maybe. Regardless, a good learning experience. Workin' on a thread of technical notes. 👍
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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
(And yes, the game over screen is currently a 1:1 of ZGI's. If you think I can't make this project even more shamelessly self-indulgent, you are dead wrong.)
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Falsely Profound @falselyprofound.itch.io · 17/01/2025
I obviously haven't started on the art for the game, hence the amount of recycled assets. Cool Ranch does not have magical secrets inscribed on his beak. Probably. The room inventory code is repurposed from the Budget Cuts prototype and is a lil shoddy, but works as a proof of concept.
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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 · 11/01/2025
ngl, it's tempting! But the thought of going back to a version of AGS that doesn't support custom properties or room templates is too much for me. I guess in a pinch I can always remove the transition effects + have the game insta-snap to each wall, which would hide the jumpy objects. hm...
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Falsely Profound @falselyprofound.itch.io · 11/01/2025
(As for why it's not displaying objects correctly - that's just 'cause I broke something while adding in quickturns, so now it flings them up to the sky. oops.)
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Falsely Profound @falselyprofound.itch.io · 11/01/2025
Something like that! From what I can make out, it worked surprisingly well for 10+ years and then AGS v3.4(?) changed how the backend handles maths calculations. the FPS *chugs* in any resolution larger than 320x240 these days. not sure why - i'd have to do some deep documentation dives.
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Falsely Profound @falselyprofound.itch.io · 11/01/2025
it would. it would be such a power move
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Falsely Profound @falselyprofound.itch.io · 11/01/2025
At the point in this gamejam prototype where I've actually gotta sit down and figure out why this 20-year old module isn't displaying objects correctly. I really should sit down and rewrite it some day to work with modern AGS's maths processing, but not for this joke project i'm not.
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
This game is gonna suck so bad. I can't wait
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
Anywho, next step is to get the room layouts feeling right. The current perspective is appropriately claustrophobic, but doesn't do much to inform you that something relevant is off to the side (e.g. a door, a button). Once that's sorted, puzzles > bullshit deaths > fancy graphics.
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
I *could* rejigger the Panorama module to render a sprite instead of the room BG, which would save filespace and allow me to mass-replace bgs. But it would also make it v hard to know what i'm looking at in the editor and potentially add more problems than it fixes. So. We shall see.
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Falsely Profound @falselyprofound.itch.io · 07/01/2025
Turns out AGS lets you turn rooms into templates, so I can pump out tons of rooms very quickly and not have to worry about hooking up all the doors. Unfortunately AGS does *not* support generic or shared room backgrounds, so I either need a lot of templates or to upload every BG by hand. Bleah.
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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
Not a lot to say about the visuals atm, other than I am back on my Panorama module bullshit. Rejiggered it to only turn when the player clicks on the side of the screen, mimicking RtZ's camera angles. Plus some WASD shortcuts because it's 2025 dammit. www.adventuregamestudio.co.uk/forums/modul...
adventuregamestudio.co.uk
MODULE: Panorama v1.6 | Adventure Game Studio
MODULE: Panorama v1.6 | Adventure Game Studio
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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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itch.io @itch.io · 09/12/2024
I kid you not, @itch.io has been taken down by Funko of "Funko Pop" because they use some trash "AI Powered" Brand Protection Software called Brand Shield that created some bogus Phishing report to our registrar, iwantmyname, who ignored our response and just disabled the domain
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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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