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(1 edit)

I LOVE the art style, really sent me back in the day playing vector games like Star Wars and Tempest.  It was a little unclear what was traversable terrain (a natural challenge to convey when using this art style, but one I feel is worth overcoming to keep this art style intact!).

And don't sweat the halfway marker thing, we all forgot one or more things we accidentally left on for testing when we upload it and that's hardly a game breaking bug, just helps out those of us who couldn't finish the first half on our first try!

P.S. FORG HYPE FORGS FORG FORGS

(+1)

In retrospect, I probably should have paid it more attention when that was the complaint shared between the buddies I threw the game at for playtests. Certainly going by all these comments about it, anyway :) I'd banned myself early on from filling in polygons to maintain the faux vector display art style, but I should have come up with something.

I'm sure you'll come up with something. Maybe there's a certain color, or jagged lines, or something that'll stand out to players as non-traversible. Could also have a mostly safe 'starting area' with mixtures of the two types of boundaries before you get to the water where players can learn what is and isn't a crossable line before they get to the waters edge. Either way its a very minor issue and something that the classic vector games struggled with anyways.