The Feedwater prototype now has a browser demo on Itch! Give it a try - I'd love to hear your feedback. Can anyone beat the final level? https://t.co/XNbIfEkaxA #gamedev#indiedev
I've remade the elevator in my game so you can explore deeper than ever into the mind of a man struggling to wake up from a coma (you can wishlist Coma Control on Steam).
https://t.co/VWwYTg7nHi
#gamedev#indiegames#game#metroidvania
Coma Control (formerly Feedwater), my psychological puzzle adventure, has a Steam page!
You can support the game by wishlisting or sharing. This helps so much! โค๏ธ๐
https://t.co/gS4OxgEoX5
#indiegame#gamedev
* The pure top-down perspective (chosen to make my life easier when drawing) sometimes confuses players when distinguishing between solid walls (the black void) and walkable areas (the grey dungeon tiles) (6/10)
Current art style is placeholder - I'm open-minded about converting it to something radically different. But I have no idea where to start on defining the final art style. I just know I need something better than what I currently have, at least from marketing perspective. (9/10)
* The overall aesthetic, especially the environment, is bland with no consistent use of colours. I use colours to distinguish the many different tiles in the game, which results in a mess of greys and bright colours (5/10)
Some details/challenges:
* It's a top-down tile-based puzzle game with many different tiles. The readability of these tiles is critical, so the art style should not have too much noise/detail (3/10)
* Gameplay: use logic to set off chain reactions, avoid deadly traps, and ultimately escape each level
* Most sprites are 32x32 pixel art to build 640x360 view. However, this resolution isn't respected by my shaders and particle effects, which render at higher resolutions (4/10)
I'm happy with the game itself and my goal is to migrate my Itch .io demo to a Steam page. However, it's held back by a dull, inconsistent art style based on my programmer art. When people glance at this game on Steam or social media, I want its visuals to pop. (2/10)
Dear artists, my game's art sucks and I want to raise it to a quality worthy of Steam. I could use some advice (see thread) #gameart#pixelart#gamedev#indiegames (1/10)