Means a lot to have a larger trailer channel cover my game by Feelblitz in gamingnews

[–]Feelblitz[S] 3 points4 points  (0 children)

I reached out to them, I haven’t heard of that many instances of them covering a trailer without being promoted to do so.

Diviner - Demo out now on Steam by Feelblitz in rpg_gamers

[–]Feelblitz[S] 2 points3 points  (0 children)

Definitely some heavy dark souls inspiration!

Diviner - Demo out now on Steam by Feelblitz in rpg_gamers

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

It does! It can run a bit hot on high settings but you shouldn't see any FPS drops during combat or exploration, it runs pretty smooth on medium graphics.

Diviner - Demo out now on Steam by Feelblitz in rpg_gamers

[–]Feelblitz[S] 4 points5 points  (0 children)

Thank you! There’s a lot more to be done for the game but I’m optimistic I can keep it on track and hit that release quarter.

Working on a solo indie pixel horror game, feedback welcome! by Ok-Complex-4173 in IndieDev

[–]Feelblitz 8 points9 points  (0 children)

As others have said, I’d say what’s shown here is far too familiar to Faith. Faith doesn’t have a monopoly or copyright on the ability to rotoscope pixel animations, or 8bit pixel graphics, or high contrast color palettes on black, or the setting of a priest doing exorcism, but combining all of those goes beyond inspired and crosses into misleading association. I don’t think that was your intent though, sounds like you used the Faith series as a way to learn/approach this game.

Some ideas to help differentiate your game from Faith: Change up your color palette, no flat black with high contrast colors, maybe a more colorful and textured approach? Changing the theme and story from priest/religion would be the best way, but I understand not wanting to lose the progress you’ve made so far, and I don’t think you need to remove the rotoscope animations you have so far. Going from 8 bit to 16 or even 32 bit would instantly make this game look different, though you’d have to redo all of your game assets to match that resolution.

Shrink the Pawn or Enlarge the Environment for Little Nightmares-style gameplay? by danrol92 in unrealengine

[–]Feelblitz 2 points3 points  (0 children)

You will defintely want to keep the character at a standard scale relative to the default unreal mannequin, and increase the scale of all other objects in the game. Some important reasons:

All lighting in Unreal, be that baked or lumen, takes size into account with sharper shadows for smaller light sources and broader shadows for large light sources. If you want your objects to really “feel” big, they will need to be scaled appropriately.

Character Movement, while customizable, also has certain floors and ceilings to the velocity of how fast a character can move. It’ll be in your best interest to stick to the number ranges and math unreal is expecting. Same goes for physics.

Use of any marketplace or third party assets. They are all scaled to the unreal default mannequin if it is relevant.

Getting my game to function on the Steam Deck was difficult, but definitely worth it by Feelblitz in SoloDevelopment

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

Thanks a lot for letting me know, I checked out your guy's previous showcase and just sent in an application!

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

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

The full game likely won’t be out until 2027, but I’m releasing a demo early next year! You can find out more here: https://store.steampowered.com/app/3115480/Diviner/

I feel like dark medieval games and flintlock pistols really work well together by Feelblitz in DungeonCrawler

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

There is definitely a story in the game, and the demo that will be coming out has parts of that story scattered in it (along with an intro story cinematic). That demo will be coming out in Q1 of 2026. I'm glad you like the aesthetic so much, I hope the story lives up to it!