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TIGSource ForumsCommunityDevLogsINZANE - 2D atmospheric cinematic side-scroller
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Author Topic: INZANE - 2D atmospheric cinematic side-scroller  (Read 6802 times)
dobbey
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« on: August 18, 2017, 09:20:07 AM »

Who are you?

We are dobbey. An independent game studio founded by two persons in their mid twenties, based in Germany.
Graphic design and developing apps and games has been our hobby for years, so we first worked on some small projects just for fun. After we have acquired the necessary knowledge, we started to develop our first complex project.
Today we call it INZANE. We are working on this game since summer 2015. We are proud to have come this far and we are
happy to introduce our game to you.


What inspired you?

The style of the game is inspired by Limbo and Inside. But we were also inspired by Jump 'n' Run games and some movies. Of course, we have our own elements like an inventory system, butterfly effect and the Inzane effect.


Which program do you use to develop the game?

We are programming with unity. In our opinion, it is the best program for indie games. And of course we're working with Photoshop to create the graphics.


What platform will Insane be available on?

PC.
We also will try some other platforms like Xbox, PS, Switch, iOS and Android.


When will it be released?

Possibly late 2021 / early 2022.


What is the expected price?

Not more than 15€/15$


What languages will be included?

English and german for sure.



I don't understand the logo. What does it mean?

Smiley




How can I support you?

Twitter:       https://bit.ly/30XVPbR  
YouTube:       https://bit.ly/2rLXoM0
Instagram:     https://bit.ly/2qwU2bl
Facebook:      https://bit.ly/2p3nwRQ
Website:       https://bit.ly/2ZdPkkV




Here you can see some of our screenshots.












What do you think about it?
« Last Edit: December 11, 2020, 01:01:28 AM by dobbey » Logged
PlatinumLifeOW
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« Reply #1 on: August 18, 2017, 09:53:28 AM »

Oh this looks creepy!  Who, Me? When will you be launching this?
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dobbey
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« Reply #2 on: August 18, 2017, 10:12:31 AM »

Thank you!

We are still in the beginning, so we don't have an exact date yet.

If you wanna be up to date, you can follow us on Twitter, we really appreciate it.
« Last Edit: April 07, 2019, 05:45:49 AM by dobbey » Logged
imHrvaT
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« Reply #3 on: August 18, 2017, 03:16:55 PM »

Thats looks interesting Smiley just followed you on Twitter Coffee
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dobbey
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« Reply #4 on: August 20, 2017, 09:06:44 AM »

Thats looks interesting Smiley just followed you on Twitter Coffee

Thank you!
« Last Edit: April 07, 2019, 05:50:11 AM by dobbey » Logged
LyricalReverie
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« Reply #5 on: August 20, 2017, 11:46:37 AM »

Oh, that looks cool. There aren't enough good looking indie horror titles out there.

Good luck, I will keep an eye on this thread.

Edit. Just followed you on twitter as well (@reilanimu).
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thefoolishbrave
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« Reply #6 on: August 20, 2017, 02:39:24 PM »

Getting some Limbo vibes here! Was that the inspiration perhaps?
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dobbey
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« Reply #7 on: August 21, 2017, 05:36:56 AM »

Oh, that looks cool. There aren't enough good looking indie horror titles out there.

Good luck, I will keep an eye on this thread.

Edit. Just followed you on twitter as well (@reilanimu).


Thank you for this nice words and also thank you for following on Twitter, this means a lot to us.  Smiley
« Last Edit: April 07, 2019, 05:46:01 AM by dobbey » Logged
dobbey
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« Reply #8 on: August 21, 2017, 05:38:10 AM »

Getting some Limbo vibes here! Was that the inspiration perhaps?

Yes, Limbo was one of our inspirations. Smiley
« Last Edit: April 07, 2019, 05:46:10 AM by dobbey » Logged
sidbarnhoorn
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« Reply #9 on: June 12, 2018, 08:59:28 AM »

This looks gorgeous! I love the atmosphere you're creating here. Smiley
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Siddhartha Barnhoorn
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Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

Website:
http://www.sidbarnhoorn.com
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https://siddharthabarnhoorn.bandcamp.com
Twitter:
https://twitter.com/SidBarnhoorn
Tattomoosa
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« Reply #10 on: June 12, 2018, 10:50:33 AM »

The environments are gorgeous, but the player character seems a little out of place. Not that it needs to have a realistic player character, but have you thought about shading them a bit or giving them more realistic proportions?

Does the corn sway? Would love to see this in motion.
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dobbey
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« Reply #11 on: June 13, 2018, 07:21:15 AM »

This looks gorgeous! I love the atmosphere you're creating here. Smiley

Thank you! Smiley
« Last Edit: April 07, 2019, 05:47:40 AM by dobbey » Logged
dobbey
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« Reply #12 on: June 13, 2018, 08:58:20 AM »

The environments are gorgeous, but the player character seems a little out of place. Not that it needs to have a realistic player character, but have you thought about shading them a bit or giving them more realistic proportions?

Does the corn sway? Would love to see this in motion.



Thanks for your feedback.

Regarding to the character: we also noticed it and we want to work on it.

The corn in the forground will be sway, but the corn in the background won't, cause we don't want to impair the performance.
We also don't want the background to attract attention.

« Last Edit: February 11, 2020, 09:55:26 AM by dobbey » Logged
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« Reply #13 on: July 02, 2018, 12:34:00 PM »

Moving away from Limbo's grayscale palette leads to a more distinct artstyle without hiding the obvious inspiration. The new deer scene looks good! Smiley Hand Thumbs Up Right

P.S.: The hair(?) of the protagonist is not very readable, in my eyes.
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dobbey
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« Reply #14 on: July 06, 2018, 07:29:10 AM »

Moving away from Limbo's grayscale palette leads to a more distinct artstyle without hiding the obvious inspiration. The new deer scene looks good! Smiley Hand Thumbs Up Right

P.S.: The hair(?) of the protagonist is not very readable, in my eyes.


Thanks for your feedback.
We will work on our character.
« Last Edit: April 07, 2019, 05:48:19 AM by dobbey » Logged
dobbey
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« Reply #15 on: March 24, 2019, 07:38:43 AM »

2D cinematic platformer with horror elements. A consistently dark and fascinating atmosphere with many details is accompanied by paranoia, traps, puzzles and the butterfly effect.




Click here for video with sound.
« Last Edit: April 07, 2019, 05:48:40 AM by dobbey » Logged
dobbey
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« Reply #16 on: March 31, 2019, 08:38:14 AM »



« Last Edit: February 11, 2020, 10:03:06 AM by dobbey » Logged
LunaticDancer
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« Reply #17 on: March 31, 2019, 01:51:40 PM »

This takes me waaaay back, into the times before I was a dev. One of my first game ideas was also called Insane, and it would be about an asylum patient stalked by a slowly creeping, shapeshifting creature made of white ooze, that only he can see. I remember the whole game supposedly being about escaping, knowing that touching it meant a horrible fate, and that it would end with the character hanging himself and finding out in his last moments, that death won't set him free from the monster, it will only make things worse in fact. I was like 14 back then and it's great to reminisce how far I've come.

As for your game, the name is a bit too generic Durr...?
I like how the game's gained an aesthetic identity of it's own over the span of this thread, the first screen looked way too much like Limbo rips with an out of place character added on top of that, but now it starts to look better and better.
Greatest of luck to you!
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Zorg
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« Reply #18 on: April 02, 2019, 11:57:46 AM »

I agree. The last scenes look really nice, i like the blue hues. I'd really like to know how the first scenes look like now, after some iterations. I'm still wondering about the character design, is he wearing a bandage around his head, or is it partially colored in white/gray?

Edit: By the way, is there a hidden message in the logo, i'm not getting? Why is the first letter an L?
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dobbey
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« Reply #19 on: April 07, 2019, 06:16:12 AM »

This takes me waaaay back, into the times before I was a dev. One of my first game ideas was also called Insane, and it would be about an asylum patient stalked by a slowly creeping, shapeshifting creature made of white ooze, that only he can see. I remember the whole game supposedly being about escaping, knowing that touching it meant a horrible fate, and that it would end with the character hanging himself and finding out in his last moments, that death won't set him free from the monster, it will only make things worse in fact. I was like 14 back then and it's great to reminisce how far I've come.

As for your game, the name is a bit too generic Durr...?
I like how the game's gained an aesthetic identity of it's own over the span of this thread, the first screen looked way too much like Limbo rips with an out of place character added on top of that, but now it starts to look better and better.
Greatest of luck to you!


Interesting story  Grin
And thanks for your feedback  Smiley

You´re right, the first versions of our game looked very similar to Limbo. But we really wanted an own and unique style of the game so we changed it over the time.
The name is generic, but it fits to the game and the logo of our game.
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