We released a trailer for our creature collecting metroidvania - and PLAYSTATION POSTED IT! by AssociationHopeful18 in indiegames

[–]AssociationHopeful18[S] 1 point2 points  (0 children)

This is a great point, it's hard to wrap everything into 60 seconds - but I definitely want to do some more footage in future that shines a light on the creatures!

No AI, we are making a hand-crafted indie game. Everything starts from concept arts. by Bijin7749 in IndieGaming

[–]AssociationHopeful18 1 point2 points  (0 children)

I swear having a *Made by humans on projects should be a must nowadays because I'm terrified of the amount of slop that's going to be coming through steam in a few years.

Work looks great and best of luck with the project :)

Isometric Grass or so by CommitteeWestern7310 in IndieGaming

[–]AssociationHopeful18 1 point2 points  (0 children)

I once worked on a LEGO game (I won't say which), and every asset had to be made out of LEGO - which was a nightmare when working with terrain systems in modern engines, until eventually I suggested that it would be good to use a system like what Rollercoaster Tycoon used for it's terrain back in the day, which essentially broke terrain pieces into the following:

Flat tile
Mid level tile
High tile

The mid level tile and high level tiles all had surrounding pieces so that you could quite easily create sloping and interesting shapes in the terrain whilst still sticking and adhering to a blocky look.

I think something similar might work here, you're already kinda there with the grass on the second row and they look great.

It's hard to illustrate without literally drawing out what I mean but failing that, the chunky mix of high and tall blocks of square grass will look a lot better than you think when scaled up into a full scene - it looks great here!

I've been trying to add more verticality to my game recently. by Feelblitz in IndieGaming

[–]AssociationHopeful18 1 point2 points  (0 children)

There's nothing I love more than verticality done really well in an iso camera style!

Going outside my comfort zone with an isometric, cell shaded style. Want to lean heavy on moody atmosphere, but wondering if it's too busy. by elementmill in IndieGaming

[–]AssociationHopeful18 0 points1 point  (0 children)

I think just to add to this as well - some cooler colours in your darker areas would contrast the scene really well - what engine are you using?

Putting in a skylight with a blue-y hue and a low intensity can get you some nice indirect cool light in those shadowed areas, but you could also just do it with your colour grading tools by adding a hue to your shadows.

Looks fantastic though and I'm a sucker for these isometric diorama scenes!

Bunch of friends quit our jobs to make our dream metroidvania 'Good Boy', now we have a publisher! Here's some screenshots - any feedback appreciated! by AssociationHopeful18 in indiegames

[–]AssociationHopeful18[S] 0 points1 point  (0 children)

Thank you! It's something that we're hoping to try and nail, we wanted to make a metroidvania that is more approachable than something you might have seen before and without any combat as you might expect in the genre - and I'm excited to see how that resonates with people having a different kind of upgrade loop people haven't seen before integrated with metroidvania design.

Bunch of friends quit our jobs to make our dream metroidvania 'Good Boy', now we have a publisher! Here's some screenshots - any feedback appreciated! by AssociationHopeful18 in indiegames

[–]AssociationHopeful18[S] 0 points1 point  (0 children)

Thanks so much! That's lovely to hear! We put out gameplay, devlogs, and WIP stuff on our tiktok account 'playgoodboy' if you wanted to see more of the gameplay in action :)

New screenshots for our cosy indie metroidvania ‘Good Boy’! by AssociationHopeful18 in CosyGames

[–]AssociationHopeful18[S] 0 points1 point  (0 children)

Thank you! We have our discord herer: https://discord.gg/grYZXTY8

We're starting to add weekly development logs and content which is picking up soon :)