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Comment History
Mode4
Mode4 - - 5 comments @ Crafting the rooms and levels of Bombslinger

Thanks! It's kind of hard to shake the feeling that we should try this and that but we feel that even pushing the procgen more would not benefit the game that much.
There's much work still left to be done on the overall pacing (item distribution, progression, etc.) to keep us busy until the release in the next few months ^^

Good karma+1 vote
Mode4
Mode4 - - 5 comments @ How our love for 2D+3D art backfired on us

Thanks! I don't know if we handled it as well as we could have...but
I have to say that finding that asset pack on the Unity store was a blessing. We could have done it with cubes but that helped us get to "the feel" quite fast, which was especially important to get outside feedback (we observed that most people can't really see past the prototype-looking assets).

Funny story: for a while we had testers struggle with the main goal of the game ("where do I need to go", "what do I need to do", etc.).
At one point we added a very basic intro (just because it was cool, no real purpose) showing a burning house and the Bombslinger coming out of it with his dead wife. Unexpectedly, that helped people understand that they needed to fight for revenge and we never heard of that issue again!

Good karma+1 vote
Mode4
Mode4 - - 5 comments @ How our love for 2D+3D art backfired on us

Thanks!
It's kind of tricky though as many games from that time don't hold out really well. Some of them do, like FF Tactics or Breath of Fire IV because of their timeless art direction.
So I guess that the best approach is making the actual look of your game correspond to the memory that you have of that era.

OR just go total hardcore and do texture distortions like in those days :-D

Good karma+2 votes