Tallowmere is the result of me longing for a game that doesn't get boring. A game that is fun. A game that I've struggled to find.
To this end, I am making Tallowmere with these ideas in mind:
About the Developer
My name is Chris McFarland. I've been playing games since I was 5 or so. Grew up with an NES, Game Boy, Super NES, Sega Genesis, N64. Played lots of shareware PC games (anyone remember buying games from a mail-order catalogue and having them arrive on floppy disks?). And then came more PC gaming, the Internet, the PlayStation 2, GameCube, Xbox, Xbox 360, Wii, PS3.
What I find myself doing with Tallowmere is drawing from all the fun elements of games I like, and encorporating them into one.
These are the sorts of games that I have fond memories of:
I just want to spam buttons, kill things, acquire things along the way (by killing things), level up, and use on-the-spot timing and strategy to escape death and conquer victoriously. But things need to be random and unpredictable with persistent gore.
But then I discovered Unity in 2011 and it sparked my interest towards game development. After 2 years of messing with umpteen gamedev experiments (a common occurance) and trying 3D modelling and stuff, Unity brought out a 2D architecture that just inspired me to make something stupidly fun, keeping in mind all of the above.
I've found that by thinking less and just doing more, you get more playable, testable results. Gone are the spreadsheets, the planning, the drawings. Just whip a few pixels up, write some behavioural code, add it to the game and see if it's fun. And it's through this process that I've gotten this far with Tallowmere. I prefer to work solo where possible, so progress can be slow, but progress is progress.
Now, I'm not a company; I'm a human being - like you! - with strengths, weaknesses, imperfections, and am bound to make mistakes, but I try my best. I've been a stay-at-home dad for the past two years, so I'm not free all day, but I do find time for Tallowmere. I've been through a lot but here I am. So please bear with me as I try my hand at making something fun, and I hope you'll join me!
Thanks for reading.
16 February 2014
Tallowmere. Available on Steam, iPhone, iPad, Android, and Wii U.
Click here for purchasing options.
Latest builds – September 2017
Tallowmere - Wii U™
Available in the Americas.
Tallowmere on iPhone, iPad,
Local co-op is here.
✓ Action roguelike platformer
✓ Randomly-generated levels
✓ Weapons w/ unique mechanics
✓ Outfits, headgear, shields
✓ Item rarities
✓ Multiple enemy types
✓ Tactical shield blocking
✓ Deadly traps and obstacles
✓ Persistent bloodsplats and gibs
✓ Coins, hearts, souls, and keys
✓ Treasure chests
✓ Potions and consumables
✓ Special room events and bosses
✓ Passive abilities
✓ Merchant NPCs
✓ Local high-score system
✓ Challenge modes
✓ Sacrificial kittens
✓ Combat/event log
✓ Dev console for cheats*
✓ Local co-op (up to 4 players)
✓ Keyboard and mouse support*
✓ Independent game developer
* Windows/macOS/Linux only.
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