It's been a while. What happened since last post:
I took 2 weeks vacation before new year and I have been back to work after that. Since the beginning of the year I've been working on new monsters and mechanics, refactored some code, added a system to handle animation cut scenes and started working on UI stuff.
I really have no idea how to deal with UI, I did some basic test and I think it work. Here is an example of the pause menu in action:
I like the blur/zoom out effect. I think maybe the menu should "unblur" also when pausing, but after trying easy way to do it, I realized that the easy way would take time. So I'll leave it like that for the time being.
Trailer is coming soon, again, I'm just waiting for something related to the music rights.
So this is not a big post, but I thought I should check in, since it's been a while since I posted anything, but don't worry, I've been plenty busy working on the game!
That lighting is perfect! Good work! Love the way it shines on the tiles too. It's up there with fez as some of my favorite pixel art
Thanks, this means a lot to me. I'm trying to make the game as polished as possible!
Game looks cool; super atmospheric. Posting to follow. You mentioned there won't be many puzzles, so I take it there won't there be much of any other gameplay other than running around and exploring the environment? It kind of reminds me of Fez in that respect, especially considering the way it looks.
There will be "lots" of puzzles, shadow creatures will be everywhere, but I don't want to make promise yet on quantity. It's not really about quantity, but maybe difficulty. I don't want the puzzle to be too challenging, but it will get more difficult the more you progress. There is some mechanics that will give some "replayability" in the way of going back to levels you'be been to accomplish things you couldn't before.
I guess it could be some sort of metroidvania kinda style, but maybe more like toki tori 2 sorts of things. I'm kinda playing around those lines.