Thanks for all the comments, it feels good to finally show some of this stuff and start a devlog, I got excited and had to answer some of the questions :
Looks super nice, although when the player goes up ladders it looks like he has a small Vlambeeresque face on the back of his head. Will there be reasons for the player to turn out the lights?
Thanks! Other people pointed out the face thingy too, I'm planning on redoing this climb animation. Other animation sequence are missing too, like the transition from ladder to the ledge and stuff like that. The reason to turn on the light will be to change the monsters to objects that have different mechanic at the right time/place, there will be combination of mechanics also. The gif is really a simple example, might be too simple, I will post more soon.
Also like the shadow creature, would definitely like to see their existing aniamtions smoothed out even more.
Silhouettes are fun to animate get right in there. <3
Yes Id like the animation to be smooth, but with low frame rate, I'm kinda new at doing pixel art animation, so I'm doing the simple stuff first, then plan on revisiting the one I think are less good later.
The character's shadow when he is in light is a particularly nice detail !
Thanks! The environment is actually optimized voxels, so the lighting and shadows in the scene is all real time, I'm planning to do some levels with the realtime lighting interaction.
Looks nice art wise. But that's all I can say because similar shadow/light mechanics have been used before. Hoping to see some cool gameplay elements.
Also, why is the guy an astronaut? Does the place not have oxygen?
Thanks! I have some fun idea for mechanics/puzzle, but I'm not really trying to make something never seen before. This being my first project, I'm trying to do something simple and fun, with nice visual. About the astronaut suit, it is part of the story, the character will change suits. Think of it like when kids like to dress up.
I really like the artistic approach. The only think I'd alter is when he jumps into the water he stops right at his buoyancy equilibrium. It would look way better if he first went below the surface and then up. Right now it's like he's jumping onto an invisible floor in the water. Really cool though.
You'r right, the player is actually just colliding right under the water. Making him go below first would be nicer.