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Screenshot Survival 20XX
author=Frogge
I like the idea, but I'd stick with 2-3 types of trees. After a certain point, it sort of just looks like...every imaginable REFMAP asset pasted in, rather than a coherent atmosphere in the map. The main pathway also seems a little sparse compared to the rest of it.
Screenshot Survival 20XX
Everything Left for Me to Do
I just made the biggest promotion that I've ever made with potential engagement rate of 100 million users.
DBS1.png
Another great scene.
You can *feel* the sense of grime and dirtiness in this environment, it's pretty palpable. Nicely done. Just wish I could see the animated version. XD
You can *feel* the sense of grime and dirtiness in this environment, it's pretty palpable. Nicely done. Just wish I could see the animated version. XD
January 2018 Misao (im)Possibles
DBS3.png
Great work, bud. Did you redesign the UI/System-set completely?
The entire scene looks incredibly crisp.
The entire scene looks incredibly crisp.
"We're finally bringing back our beautiful, clean coal." - An actual, non-facetious SOTU quote... =__=
author=Dyhalto
Or his whole appeal to the coal miner demographic could have been empty rhetoric and demagogy because they were one of his big support blocs during the campaign.
Pretty certain that's the case. He's done very little to "boost" the livelihoods of the white/working-class demographics he's made many promises to.
Does anyone actually LIKE sewer dungeons? I really feel like I should scrap this whole dungeon :_:
If I may make a few suggestions off the top of my head:
- Include areas with polluted/poisonous water that the player has to somehow cleanse first before being able to get past it. Or let the player utilise this poinonous water to destroy certain obstacles (like plants) and kill off enemies that are in the way.
- Give the player a way to interact with vermin and rats and such in the sewer, perhaps even take control over them to reach and explore areas they could not otherwise enter. Alternatively, give the player the option to shrink to the size of a rat and make the place a mixture of normal and miniature dungeon in the style of Minish Cap.
- In addition to rising and lowering the water, allow the player to cause and/or change currents in the water, which makes certain objects or platforms (like rafts, crates, garbage etc.) float to different spots.
Nice suggestions.
Visually, you could try to give it some kind of memorable or dungeon-specific atmosphere so it isn't tedious to trudge through.
Or you could intentionally make it unsettling/grotesque, so the player has an inherent motivation to get out of there etc.
Some visual examples that aren't too awful



Commercial games




Eldritch Law
Finally got a chance to try this. I feel compelled to increase my Patreon donation XD, because this game is booming with potential.
Tonally, it reminded me of the introduction to Phantom Legacy, yet far more polished and tight. The writing has a generally sharp dialogue voice (despite not having much levity) that works to create a nice mystery to Albion. Unlike Keampfer, I didn't mind the lone guard and his cryptic remark, as it suggests a backstory far larger than what's presented here.
The music is fantastic. I expected the visual simplicity to be off-putting, as I'm not often a fan of the style, but by the end, I appreciated it quite a lot. (Weirdly, the simplicity actually works in its favor). The animations were used effectively, especially at the end of the demo - and there's just enough detail to create a world that's grim and brooding. Even if you "touch up" the pixel art at a later time, the general mood is already there, and it works.
I found myself wishing it were longer, though. There's very little context for anything. It'll be fascinating to see if this game pulls back a little, after the encounter with Kahn, building back up to the initial darkness in the way that PL did. The entire demo had a lot of momentum, so I'd love for it to eventually slow down (just a tad) for some world-building. It'd be a great service to the game, because (especially with the writing) you've clearly worked hard over the years to learn what works.
Tonally, it reminded me of the introduction to Phantom Legacy, yet far more polished and tight. The writing has a generally sharp dialogue voice (despite not having much levity) that works to create a nice mystery to Albion. Unlike Keampfer, I didn't mind the lone guard and his cryptic remark, as it suggests a backstory far larger than what's presented here.
The music is fantastic. I expected the visual simplicity to be off-putting, as I'm not often a fan of the style, but by the end, I appreciated it quite a lot. (Weirdly, the simplicity actually works in its favor). The animations were used effectively, especially at the end of the demo - and there's just enough detail to create a world that's grim and brooding. Even if you "touch up" the pixel art at a later time, the general mood is already there, and it works.
I found myself wishing it were longer, though. There's very little context for anything. It'll be fascinating to see if this game pulls back a little, after the encounter with Kahn, building back up to the initial darkness in the way that PL did. The entire demo had a lot of momentum, so I'd love for it to eventually slow down (just a tad) for some world-building. It'd be a great service to the game, because (especially with the writing) you've clearly worked hard over the years to learn what works.
















