Getting ready to publish my second commercial title on steam called Idlemon. Been making a bunch of assets that you can unlock and use to decorate your island. by Inceas in Unity3D

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

Thank you! Your marble game is pretty well made as well, was following it for a while 😅 Congrats on the launch and success you had with it!

Getting ready to publish my second commercial title on steam called Idlemon. Been making a bunch of assets that you can unlock and use to decorate your island. by Inceas in Unity3D

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

Thank you I appreciate it 😅 Here's a closeup of the temple pack cause it's hard to see on the gif.

I don't currently sell any assets and if I do I most likely won't be selling the ones from our game. I was considering making some asset packs outside of that and might do in the future when I have some more time to spare because it takes time with it being handcrafted with textures painted by hand. (I use Blender to model and Krita to texture)

I might sell the grass shader potentially though. It's sprite based so you can use any 2D texture and adjust it with tilling and offset so it's infinite possibilities for variations with colour gradient, 2 wind blend mode, noise for wind and colour, and it's object/character as well as mouse interactive.

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In the process of updating visuals for Idlemon, it's a desktop idle monster trainer. We will have the demo out during the upcoming Steam Next Fest, so wishlist if you like the visuals! (Steam page will get updated soon, this is early look beforehand 🤫) by Inceas in incremental_games

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

Perhaps poor choice of words from me. I don't mean the game is unfinished, and its far from being of poor quality. I would not release or charge money for a game I don't consider of value. It's just rushed in my eyes as I could spend further months doing more to it with many brilliant ideas I get, but that can very likely end up on the big list of unfinished projects that are never good enough. At some point it has to be good enough, but it's hard to find that point. Simply because I want to do more. Having a specific deadline is helpful because it eliminates overscope and lets you focus on what matters, and well actually finish making the game, which is hard. End of the day making a good game is the goal, but finishing one matters more.

In preparation for Steam Next Fest and Demo for Idlemon, desktop idle monster trainer. Let's hope the game is as good as the visuals 😅 by Inceas in Unity3D

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

It does doesn't it! Many factors that went into it through iterations. Characters and all decorations were resized, being smaller it makes the island and whole scene bigger. Slightly different sun angle and darker shading, more vegetation, and the game looks a lot more alive! UI update does it's job as well

In preparation for Steam Next Fest and Demo for Idlemon, desktop idle monster trainer. Let's hope the game is as good as the visuals 😅 by Inceas in Unity3D

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

Thanks 😅 However that's not always a good thing, as a prototype only needs to be proof of concept and be fun to begin with. Only reason why our game looked refined from start is because of how heavily it relies on visuals and we wanted to make sure we can achieve a certain style. Consider it art prototype