MONOMOON, my non-linear game about exploration and discovery launches on Steam November 11th! With no proper instructions, you must deduce and achieve your goals as you solve puzzles, find mysterious items, and uncover secrets hiding right under your nose.
A real-time collaborative voxel terrain editor + pixel-art texturing (using @threejs). UI and UX heavily inspired by Craftstudio (by @elisee ❤️). Feel nostalgic to build things in it with multiple people (a lot of fun).
Time for a new trailer in our serie highlighting each playable characters of our JRPG #TakoNoHimitsu! This time we focus on Mylene Crew, the world most famous singer!🎤
#screenshotsaturday#pixelart#gamedev
Thinking very seriously in reducing the amount of enemy sprite angles directions, might look cool or be impressive but it will take forever to finish the game. I'd add all angles to stronger special enemies and maybe even bosses, but it's getting out of hands.
Idk let me know any alternatives or ideas. Could even revamp the visuals of the game and make it even more simple with less colors and simpler shapes.
tl;dr: game will take too long to make so I need to reduce the scope by probably making less angles for the enemies.