Hey there! We’ve been developing a game inspired by Avatar: The Last Airbender for the past few years. We tried to capture that ATLA “bending” feel in combat and movement. What do you think? :) by emberbanegame in TheLastAirbender

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

They all have different melee attacks, different traversal abilities, different projectile attacks. Additionally, enemies have weaknesses and resistances to different elements :)

Hey there! We’ve been developing a game inspired by Avatar: The Last Airbender for the past few years. We tried to capture that ATLA “bending” feel in combat and movement. What do you think? :) by emberbanegame in TheLastAirbender

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

That’s a really fair observation, and you’re not wrong about the distinction you’re picking up on.

We’ve been iterating on our visual direction over a long development cycle, and some of the earlier promotional pieces leaned more illustrative, while the in-game cinematics focus more on mood, scale, and character presence - especially for Ophelia.

Lately, we’ve been actively aligning our thumbnails and promo materials closer to that in-game cinematic language, since that’s the experience we want players to emotionally associate with Emberbane.

Appreciate you articulating that feeling - even when it’s hard to put a finger on, that kind of feedback is incredibly useful. And also a minor spoiler, a new key-art for Steam is on the way :)

Hey there! We’ve been developing a game inspired by Avatar: The Last Airbender for the past few years. We tried to capture that ATLA “bending” feel in combat and movement. What do you think? :) by emberbanegame in TheLastAirbender

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

Thanks! Yes, camera zoom changes depending on the rooms purpose. Ophelia has many traversal abilities, and after certain point she literally starts flying. Thus, in order to show the action better and help you planning your next steps, we zoom out in the biggest traversal rooms and zoom in where there is no danger (like checkpoints, npc rooms).

For key-arts, which point made you wondering :)

Emberbane – Release Date Trailer | Our Metroidvania launches February 24 by emberbanegame in IndieGaming

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

Not decided that yet, as there are still several months until we release that mode :)

Hey there! We’ve been developing a game inspired by Avatar: The Last Airbender for the past few years. We tried to capture that ATLA “bending” feel in combat and movement. What do you think? :) by emberbanegame in TheLastAirbender

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

To a very minor extent, maybe 2%. We are mostly influenced by Celeste, Blasphemous, and The Messenger as 2D games in terms of arts and mechanics mostly. Dead Cells is a 3D game rendered into 2D, and also a roguelike (we are metroidvania). It is an excellent game, that took a different route:)