@MikailAtiyeh@oro_interactive Environmental storytelling carrying the emotional weight instead of jump scares is the hard one to pull off. Good to hear oro stuck it.
@PressXToJason_ Resource-management horror where the threat grows out of your own neglect is a clean dread engine. The scariest number on screen ends up being the one you control.
We just posted a big write up of our indie dev journey so far and how youtube views helped our wishlist numbers.
If you wanna see some COLD HARD DATA give it a read: https://t.co/Eh75KGOoAK
#indiedev#indiegame#gamedev
Eclipse Town is an indie horror that was influenced by EarthBound, Silent Hill, Killer7, Eternal Darkness, and Deadly Premonition! If you're into these classics, be sure to check out the game on Steam!
https://t.co/d7st6wkL8F
#Gamedev#Indiedev#IndieGame#EclipseTown
Designing a battle UI that feels intuitive yet mysterious is a challenge! 🤯
Here's a look at the current state of my indie horror RPG's battle screen. I'm aiming for a clinical, slightly unsettling feel to match the game's theme.
#indiedev#gamedev#pixelart#uibattle
@CTRL_ELLE_ Clinical and unsettling is a hard mix to hold in a battle screen. We chase the same feel, the UI should read like it knows something you don't.
Overhauled the Donor Zero Steam page today. Rewrote the short description and the whole about section, added gameplay videos and header images for some style. https://t.co/q4YCVKTI3n #DonorZero
@tslice261@TheGamesDet Wind as the pressure source is a smart call. It makes the threat feel like the environment instead of a stat ticking down. Does wind direction change how you shield the flame, or is it just intensity?