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Its wonderful to hear you liked the visuals I used a type of dithering called Surface-Stable Fractal Dithering created by runevision. It took me a while in the beginning to get an idea of the visuals but once I did it was fantastic but yah it took lots of time. I worked on the visuals for 65/96 of the hours and I still was not able to make some of the UI elements and had to go for boring squares. But yah part of the reason I was able to pull off so many models is that because it is black and white for the most part I only had to worry about the models I did not need textures or to properly UV unwrap a smart unwrap was good enough for the  Surface-Stable Fractal Dithering. Godot also helped in some aspects on speeding up the visuals having volumetric fog and performant real time lights made my life a lot easier I'm looking at you unity >:( but slower in others Godot's model importers suck. Its good to know that the enemies were hard to see I feel a flying sound or some type of bigger visual impact when they are further would have gone a long way. OH and the main shader is a hellish nightmare that I had to add so much to mid jam its a mess lmao. I could go on and on about visuals but ill stop here lol.

Thank you for replying! I definetely want to try this out as well eventually! Again, the game looks awesome for a 4-day game jam, I couldn't help but play it after seeing the screenshots. Well done!

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Yah its a great art style I would recommend. This style and PSX are the my favorite styles for game jams so far because you can do a lot more in less time. Thanks it makes all the time and effort worth it to hear people enjoying the visuals! :)