@space_continuum I thought so too honestly, I remember first playing it and getting more excited by how they designed the game loops than the game itself for a bit
@orb_3d If I remember correctly, back with the Bathtub / Ambulance you used 2D lights, did you move onto 3D lights with 3D models + pixel rendering?
I use a texture projection workflow in my pixel iso projects, still trying to nail down lights myself with proper normal maps
@barosaros I love your retro style of feedback, using color flashes, no opacity fades on particles or damage numbers, the crunchyness is a great vibe, did you use any specific games as references?
@DanFessler I'm doing something quite similar, but with a pixel art workflow for my own game, solved alot of the sorting issues that come with working on 2D iso games
@DanFessler Haha sorry if I planted the doubt.
As suspected, I prefer ortho because it looks 2D, but displays rotation like it's 3D, which I think is special.
Amusingly, I see others prefer perspective with this exact consideration in mind, guess it's down to a matter of taste.
@DanFessler I agree that it looks very hand drawn in ortho and I personally love it, that could also add a 'wow' effect to the sudden rotation if the scene looks 2D enough, perspective just makes it feel like 'another 3D game'.
*I'm heavily biased, focused as I am on isometric pixel art