Love this pixel dungeon crawler style! I do have some feedback about the store page: all of the screenshots look almost identical, which I appreciate is kinda inevitable because of the game's visual style, but maybe trying to get a couple of different scenes interspersed between the walls-and-monster shots would go a long way toward capturing people's attention. Also, the trailer is similarly repetitive, so could possibly be shorter to avoid repeating too many similar scenes, as it makes the game look more boring - and I'm sure it's not! The music is also oddly cheerful, despite the game having more dark visuals. Perhaps some more tense/battle style music would be better (I'm a composer and can help with this if needed).
That being said, don't be discouraged, as I like these kinds of games, and it looks nice!
Actually, that's just about it. The game is just short and I can only show limited screens, so i opted to show the monsters. For the music, I unfortunately didn't search hard enough for something more appropriate. I fully agree with your points, and I'll do my best to keep them in mind for my next game. Thank you for checking it out!
My first game as a solo developer
https://hatinbaba.itch.io/streetbazaar-solodev
Visit the project page: https://emaroma88.itch.io/caracol
Working on a life sim for a DJ/Streamer - now working on refining the graphics and replacing placeholders with hand crafted images and balancing the gameplay loop :)
https://grind613.itch.io/thursday-grind-the-video-game
https://bloofbloof.itch.io/oomys-quest-pre-alpha-demo (obviously still in development)
Caverns and Dryads https://louis-dubois.itch.io/caverns-and-dryads
Too Toxic Frogs - 2 Player Game : https://non-normal.itch.io/too-toxic-frogs
oh. Post Processing took good effect.
Massive worlds require Nanite, which is not in Unity.
So maybe Unity is very modular, but making things big world require more work than Unreal Engine.
I found Unreal Engine 5 automatically hides the objects inside buildings by Nanite, which doesn't requires manual process. I was pretty surprised. So for me, I need Unreal Engine 5.
You're correct. I wouldn't consider the lighting in this game to be true to life, its more of a clever play on colors, gradients and indeed post-processing. A drawback of this approach is that it doesn't look good in every scenario. This picture is a good angle, but from many other angles the game will look off. For example, real-time shadows are not rendered beyond 200m and the game does not have baked shadowmaps which leads to abrupt cutoffs.
The main reason I haven't tried out UE5 so far is that I'm not good at visual scripting nor C++. That said, Nanite looks incredible
I wasn't good at C++ either. Actually this one is not very easy :)
Since you know how to do C#, C++ can become easier. The biggest change happened for the C# to C++ is - use of dots '.' Most of the time, there is dot based OOP. But you can also use these two symbols - '->' and '::'. And instead of writting 'using Math;', you use '#include FMath.h'.
Now I am very comfortable with C++ by almost a year :)
Stock Market Simulator - https://common47.itch.io/stock-market-simulator-demo
Beneath The Tyrant by Hodslate https://share.google/LjHa1ZTfibFQJlsJN