I've simplified the visual fidelity of the game fairly significantly since the last post. The reason is purely that level generation of the previous art style was extremely time consuming, and it proved what it set out to do (to figure out if webgl can handle a decent level of visuals).
While I tune and add new features, I'm going to keep the art pretty basic from here on out so I can focus on the design of the game itself without being bogged down on making it too 'pretty'.
I've only had two hours to spend on this since the last post so this one is a bit leaner than usual
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