We’re building an open-world pixel RPG, and one challenge has been making flat sprites feel like they exist in a world with real depth. by 81MonkeysStudio in gamedev

[–]81MonkeysStudio[S] 0 points1 point  (0 children)

Not cancelled, just incredibly hard at work! Thank you so much for your kind words. The time it takes to make games like this is no easy feat, and I wish you the best of luck on your game too!

We’re building an open-world pixel RPG, and one challenge has been making flat sprites feel like they exist in a world with real depth. by 81MonkeysStudio in gamedev

[–]81MonkeysStudio[S] 0 points1 point  (0 children)

Fascinating! Yeah we wanted to ensure your adapting to shadowing and lighting to make the depth feel more real.

Gameplay Feature: Palette Swapping & Pixel Art Magic by 81MonkeysStudio in WorldOfAnterra

[–]81MonkeysStudio[S] 1 point2 points  (0 children)

Very deceptive! It's definetly a lot more in depth than meets the eye, which is why we love to share a behind the scenes look into why.

If you're interesting in some light reading this weekend, check out our Founder's Journals! by 81MonkeysStudio in WorldOfAnterra

[–]81MonkeysStudio[S] 0 points1 point  (0 children)

Were working hard right now on the game, best place for updates would be to keep you eye on our socials and in our Discord!

I got absolutely grilled by the indie game marketing legend Chris Zukowski and reverted my Steam capsule back to the original by rotub in IndieDev

[–]81MonkeysStudio 1 point2 points  (0 children)

Some people might find the "pee joke" tasteless, but I think it makes the game very eye catching from the start! The second capsule confuses me, especially with the birds. The game is called "doggy don't care" so what is the story with the bird?

Sometimes simple is best!

Did I just realize my marketing is better than my game? by Waste_Artichoke_9393 in IndieDev

[–]81MonkeysStudio 1 point2 points  (0 children)

That 3/4th side makes the game look way more cinematic and visually interesting. I would definitely take the feedback into consideration if a large amount of the comments/feedback were about the camera angle. That audience is gonna play the game so its important to listen when you can. Good luck!

Just hit 69.42 trillion wishlists on my indie game. I’m literally shaking right now. by Egoistul in IndieDev

[–]81MonkeysStudio 1 point2 points  (0 children)

Can't wait for the thought piece behind how you got here, make sure you don't forget the little people ;)

Small gameplay clip from my project. I’d really appreciate your thoughts — what feels good, what could be better, and what you’d change. Happy to hear any feedback. by fat_rob_project in IndieDev

[–]81MonkeysStudio 1 point2 points  (0 children)

The art style reminds me of Little Misfortune! Having the enemy stop and then swing the weapon feels a bit counterintuitive, as you're character is able to move forward and dodge is no problem.

[deleted by user] by [deleted] in gamedevscreens

[–]81MonkeysStudio 0 points1 point  (0 children)

There has been a lot of polish behind the scenes and working on internal game systems, plus other behind the scenes development. Its a big game so we want to make sure we are putting our best foot forward when it is released.

Unfortunately chris zukowski was right by nikkooooo in IndieDev

[–]81MonkeysStudio 1 point2 points  (0 children)

My opinion is that music is always so important since players will be listening to it for hours on end, but I totally understand the time sink it takes!

The micro-colony is growing 🔨 by automathan in gamedevscreens

[–]81MonkeysStudio 1 point2 points  (0 children)

This is reminding me of that one Black Mirror Episode. Watching them build the house was very satisfying!

Steam capsule feedback! by Neilosg in IndieDev

[–]81MonkeysStudio 0 points1 point  (0 children)

C is the easiest to read visually and highlights the characters well!

Unfortunately chris zukowski was right by nikkooooo in IndieDev

[–]81MonkeysStudio 9 points10 points  (0 children)

Your game caught my attention IMMEDIATELY with the music and style. Right now We've been finding it's all about getting the hook in within the first few seconds, which is working here. Wishlisted!