DRAGNFLY'S PROFILE
Developer of videogames and boardgames. Yet to release a boardgame or a game made in RPGmaker.
Favourite genre: jRPG, Strategy RPG, Action RPG
Other likes: Anime, digital media, writing
Proud Canadian
Avatars: Tiara from my should-be-upcoming game Resolem, by NiwaRhythm
Favourite genre: jRPG, Strategy RPG, Action RPG
Other likes: Anime, digital media, writing
Proud Canadian
Avatars: Tiara from my should-be-upcoming game Resolem, by NiwaRhythm
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To me it just looks like really shallow water. Like, it wouldn't even come up past the tops of your boots.
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This is a great titlescreen.
Apprehension was first and foremost in his thoughts. How could a simple hallway in his simple home fill him with such unease? "It's just a hallway" he thought. Oh, but he knew better. His mind and nerves and the deepest hollows of his soul knew better. This wasn't the same hallway he'd walked down time and time again. There was a thick feeling of dread, a jagged yet porous dread capable of both shredding and crushing, screaming like an injured mule right in his hear. His breath caught in his dry throat. "I... I'm going to die." his mind told him. Then, he felt tears roll down his cheeks. His hazy mind, in that moment, identified this apprehension and dread. As his jaw quivered and his cheeks streamed with tears he knew- he wasn't going to die. He wished it was only death waiting for him.
This was far, far worse.
That's what I think when I see this title screen. The distance of the hall is still a natural distance but it feels so long. I feel like if I checked the rooms on the sides it'd be a bad move. Taking my eyes off the whiteness would be a bad move. But not checking the rooms would be a bad move. It has so many openings, one even bright white, and yet it feels so trapped.
Apprehension was first and foremost in his thoughts. How could a simple hallway in his simple home fill him with such unease? "It's just a hallway" he thought. Oh, but he knew better. His mind and nerves and the deepest hollows of his soul knew better. This wasn't the same hallway he'd walked down time and time again. There was a thick feeling of dread, a jagged yet porous dread capable of both shredding and crushing, screaming like an injured mule right in his hear. His breath caught in his dry throat. "I... I'm going to die." his mind told him. Then, he felt tears roll down his cheeks. His hazy mind, in that moment, identified this apprehension and dread. As his jaw quivered and his cheeks streamed with tears he knew- he wasn't going to die. He wished it was only death waiting for him.
This was far, far worse.
That's what I think when I see this title screen. The distance of the hall is still a natural distance but it feels so long. I feel like if I checked the rooms on the sides it'd be a bad move. Taking my eyes off the whiteness would be a bad move. But not checking the rooms would be a bad move. It has so many openings, one even bright white, and yet it feels so trapped.
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I understand that I'm really late to the party here but I just wanted to weigh in. I see what you mean about the glowy version being less attractive than the non-glowy one but I think that's because the glow is really muted. A stronger glow would solve the glow problem but I don't think there's much wrong with the non-glowing one. Also, having a strong glow will also make it harder for them to blend. Basically, the only way to make them blend is to make them look lame. Kind of damned either way.
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This is a really nice bathroom. Oh, what I wouldn't give to not have a wall 5cm away from the side of my toilet LOL.
It's interesting how, in some cultures having the laundry machine in the same room as the toilet is considered weird, yet in other cultures having the bath in the same room as the toilet is weird. Then I guess in others it's all okay. The world is a big place:)
Anyway, good map. Actually, all your maps seem good.
It's interesting how, in some cultures having the laundry machine in the same room as the toilet is considered weird, yet in other cultures having the bath in the same room as the toilet is weird. Then I guess in others it's all okay. The world is a big place:)
Anyway, good map. Actually, all your maps seem good.
Revolver_in_Inventory.jpg
The moment the player gets a weapon, especially a gun, they'll feel more secure for a moment but any smart player will then ask "The game's giving me a gun. Why? Is something going to attack me soon?"
You can play off this for good dread and anxiety by giving the player a gun but have it take several shots to drop an enemy. So if they search and find *Zelda treasure music* 1 bullet, they'll have brief relief because they found ammo but on the other hand, one bullet isn't going to do much. If you go this route, be sure to make it clear, possibly in a short cutscene, that enemies take several shots. Otherwise, the player will waste their opening salvo not knowing that the enemy won't die. Worst case scenario they'd think enemies are invincible or will take all 6 bullets to kill.
Another option is to have one bullet stop, but not kill, enemies. Of course, the usefulness of that depends on enemy movement and map layout.
You can play off this for good dread and anxiety by giving the player a gun but have it take several shots to drop an enemy. So if they search and find *Zelda treasure music* 1 bullet, they'll have brief relief because they found ammo but on the other hand, one bullet isn't going to do much. If you go this route, be sure to make it clear, possibly in a short cutscene, that enemies take several shots. Otherwise, the player will waste their opening salvo not knowing that the enemy won't die. Worst case scenario they'd think enemies are invincible or will take all 6 bullets to kill.
Another option is to have one bullet stop, but not kill, enemies. Of course, the usefulness of that depends on enemy movement and map layout.