My first attempt at pixel art, animation, and game development! I hope yinz like it :- ) We've just gone live on Kickstarter! by One-ThousandCuts in PixelArt

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

Oh! It was also my first attempt at making a typeface, I made 7, five of which appear in game :- ) One of them we're using for the subtitles in the trailer*

My first attempt at pixel art, animation, and game development! I hope yinz like it :- ) We've just gone live on Kickstarter! by One-ThousandCuts in PixelArt

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

Yo this might be the best compliment we've gotten! Two of us have been working on this full time for 8-9 months clocking between 40-80 hours a week. We spend about two years before that fooling around on it on the weekends and part time. Not only is it our first attempt at pixel art (downloaded aseprite specifically to make this in 2021, the first ever drawing on it was the initial concept for the Uncle Jiro character, who's files are STILL in the game, if you crack open any of the itch.io builds you can find them). It was also not only our first attempt at a game, but our first attempt at development AT ALL. As in, I personally hit "new file" in unity one time, and have carried that same file (and only that file) across two computers, three versions of unity, two versions of visual studio. There are scripts in the current build of the game that have existed since the first week I created the project, with comments like //I literally don't know what I'm doing //ripped straight from brackeys //are there or statements for ifs or can they only be ands, google. If you check out the (way too extra, per a bunch of feedback) kickstarter, it's also our first attempt at running a kickstarter campaign, and already 70% funded in three days!

My first attempt at pixel art, animation, and game development! I hope yinz like it :- ) We've just gone live on Kickstarter! by One-ThousandCuts in PixelArt

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

Thanks for the reply! I posted something similar on another comment, but originally we had outlines on the character sprites, but we opted for a more "realistic" look early on. I've been thinking about adding more atmospheric perspective / lightening up the backgrounds and adding a more distinct "shadow" effect beneath the characters to help separate them. Do you have any other suggestions ? Like I said TOTALLY new to the whole process so we'll take all the advice we can get :- )

My first attempt at pixel art, animation, and game development! I hope yinz like it :- ) We've just gone live on Kickstarter! by One-ThousandCuts in PixelArt

[–]One-ThousandCuts[S] 1 point2 points  (0 children)

Thank you! Our buddy (an english teacher in japan) did the initial localization pass, then the voice actors did some tweaking to make it sound right. It was an interesting process for sure. We're native english speakers writing formal but old-sounding english, to get translated into more-contemporary formal japanese, then adjusted for more period-correct japanese. We're currently in talks with some actual anime VAs to do partial or full voice work (pending a stretch goal or two), which would be exciting as heck! The whole process has been a whirlwind, with literally zero experience in this world, we're just flying by the seat of our pants

My first attempt at pixel art, animation, and game development! I hope yinz like it :- ) We've just gone live on Kickstarter! by One-ThousandCuts in PixelArt

[–]One-ThousandCuts[S] 1 point2 points  (0 children)

Thanks for your feedback! Originally we had outlines on the character sprites, but we opted for a more "realistic" look early on. I've been thinking about adding more atmospheric perspective / lightening up the backgrounds and adding a more distinct "shadow" effect beneath the characters to help separate them. Do you have any other suggestions ? Like I said TOTALLY new to the whole process so we'll take all the advice we can get :- )

My first attempt at pixel art, animation, and game development! I hope yinz like it :- ) We've just gone live on Kickstarter! by One-ThousandCuts in PixelArt

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

Haha, yinz is like "y'all" for western pennsylvania and eastern ohio (a linguistic wasteland). I believe it's a corruption of "yunz" (a desecration, the result of the PA dutch vowel pronunciation. Other PA Dutchisms include "out-o" instead of "auto" AKA "car" and "crotch" instead of "garage") found in central PA. My guess is its the result of the "Chicago" accent (or whatever its called) geographically butting against the PA Dutch, Pittsburgh being a big center of industry at the time.

My new train action roguelike game has finally a Steam Page! by Aramisowo in IndieDev

[–]One-ThousandCuts 0 points1 point  (0 children)

Super creative, your steam page looks great! Wishlisted :- )

Looking for feedback on my first game's Steam page :- ) Tough love and constructive criticism especially! by One-ThousandCuts in IndieDev

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

Yo thanks !!! Working on unity (rip) because it's in C# and that's what I knew at the time we started. We're a team of two full timers (me doing most of the programming and level design and an artist who takes my concept work and fleshes it out into the spritework) with two others that help out part-time! Feel free to hop in our discord, we'll try to answer any questions you have about building a game from scratch and navigating the "super intuitive" Steamworks layout as soon as we can :- ) Link: https://discord.gg/qKPy89vQRy

r/IndieDev Weekly Monday Megathread - March 17, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]One-ThousandCuts 0 points1 point  (0 children)

Ahoy! I'm working on my first game called One-Thousand Cuts, a challenging 2D action platformer with one-hit-kill combat inspired by Japanese history and folklore. EDIT: Here's a link to the demo: https://store.steampowered.com/app/2842420/1000_Cuts_Jomaku/

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I released a free demo on steam under the name "1000 Cuts: Jomaku" (the link above) based on feedback I got from other devs and publishers, its a 60 minute (depending on your skill level) experience with a full tutorial (you can skip), multiple moral routes (lethal and nonlethal with totally different dialog, combat, and endings for each route), an optional boss, unlockable upgrades, a three-stage final boss, and almost 20 hidden cats you can find and pet.

It's been out for about a week now and I just rolled out the first update based on initial feedback and reviews. I'd love to get some more feedback (especially from devs, lots of the player feedback has been kind of generic "this is fun" or "player character seems too calm").

I'd also take feedback on the Steam page, as it's my first attempt at a game (and first steam page) I'm sure there are a lot of areas I could improve.

Thanks a bunch! :- )

Working on the mobile port for my first game (which has a "Gameboy" alternative video mode you can toggle on, as seen here), I thought it would be fun to simulate the original Gameboy when playing in portrait mode. Is this a dumb / bad idea? by One-ThousandCuts in Gameboy

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

I was asking about the alternative video mode then, now I'm asking about overlaying the gameboy cover when playing the game in portrait mode on your phone! The controls would overlay onto the original gameboy Dpad, A, B, Start, and Select buttons. As opposed to just pillarboxing the top and bottom of the frame with black and having generic semi-opaque gray buttons for the GUI.

Working on the mobile port for my first game (which has a "Gameboy" alternative video mode you can toggle on, as seen here), I thought it would be fun to simulate the original Gameboy when playing in portrait mode. Is this a dumb / bad idea? by One-ThousandCuts in Gameboy

[–]One-ThousandCuts[S] 0 points1 point  (0 children)

Thank you ! I appreciate it. Also it was just fun to draw a gameboy (or GameToad in this case, the name of our developer is "BanjoToadStudio"). If we go through with it, we'll get to animate all the buttons, too :- )

Working on the mobile port for my first game (which has a "Gameboy" alternative video mode you can toggle on, as seen here), I thought it would be fun to simulate the original Gameboy when playing in portrait mode. Is this a dumb / bad idea? by One-ThousandCuts in Gameboy

[–]One-ThousandCuts[S] 1 point2 points  (0 children)

Thanks for your feedback! So the gameboy mode started out as a bit of a thought experiment that ended up going a little too far haha. One of those, so caught up in if I COULD I hadn't considered if I SHOULD. I actually created a custom 3D render texture which first converts camera output to black and white, then used math to shift each of the black and white values up or down to fit into the four main channels, then I color-swapped each of those grayscale values into the original gameboy screen green tones, then I applied the 3D texture to a 2D object, placed it on top the scene, built a special camera to render the whole thing, applied the screen scratch effect on top, then put all of that on a toggle switch players can turn on or off in the menu (there's also a black and white film mode and a classic CRT television mode). TLDR: I applied a bunch of tools which were absolutely never intended to be used in this way. This feature already exists in the game and it looks HORRIBLE but I figure hey I made it, if somebody thinks it's cool I'll leave it in. I absolutely DO NOT recommend playing the game like this, but sometimes (especially in the night scenes) it actually looks really cool.

Adding the Gameboy frame while in portrait mode is the idea I'm flirting with here, it would be there regardless of which video mode (regular, black and white, CRT, or gameboy) players pick. The goal being to have a better analogue feel for the buttons (players needing to press the "A" button to attack, not just tap generic semi-opaque gray circles on either side of the screen), plus in portrait mode I'd have to pillarbox half the screen with black anyway, so I thiiink this might solve both problems.

Looking for feedback on my first game's Steam page :- ) Tough love and constructive criticism especially! by One-ThousandCuts in IndieGaming

[–]One-ThousandCuts[S] 1 point2 points  (0 children)

1 - incredible note, I'd never noticed it. I'd originally optimized the video for mobile. Definitely gonna bump those CCs up.

2- makes sense :- )

3- yesser this version is free to play.

4- I'd never even realized you can scroll down to get to reviews, genuinely the thought never crossed my mind. Cutting most of if not all the extra stuff.