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(+1)

Woow, polished submission. I loved the little juicy details you added in (like that zoom into the workbench was crisp). Gameplay was also fun, think I enjoyed tetrising my numbers the most. I think the whiteboard graphics are interesting, though some of the sprites, like the player, enemies, and workbench, seemed to be of different rasterizations. Like the line thickness and blurring was different for the player sprites and the background elements. Kind of wished you maintained consistency somehow between those elements. Honestly, that little graphic element is my only nitpick. Good stuff~!

(2 edits)

Thank you for your kind word <3


Do you have any suggestions on how I could fix the rasterization? I'm not really sure how to make them that consistent when all the art is just pictures from real white board (or at least will be when I  do post jam for the numbers).


Also here is the sprite sheet just because why not. (I have no idea why it has flipped upside down, something to do with converting to jpeg)


(2 edits)

Going to make an assumption on how you did assets so feel free to correct me if I'm wrong. It looks like you scaled your character assets down to fit within the constraints of the size you felt comfortable with for your character (like scaled it down to fit within the hitbox). When you scale down the assets, Godot or whatever you're using to render your assets into .pngs or .jpgs, is going to make assumptions about the pixels. So like, if you scale the guy down, they lose pixels (scale it up, makes guesses on where pixels should be to maintain the look of the image).

Going to take some math and guesstimation but I would figure out what size you need to draw the assets on your whiteboard to avoid scaling. It actually looks like you may have a size that could work for a character based on the guy in the background.


(+1)

ok, I'll definitely try, thanks for the help <3