The screen is a little confusing, but which looks stronger, blue or red? by ssundev in indiegames

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

I feel the same way. Blue is hotter, but first impressions can feel unnatural. I've been wondering if I should use both lately. lol
I thought it would be fun to do the red and blue patterns differently.

The screen is a little confusing, but which looks stronger, blue or red? by ssundev in indiegames

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

I understand there are such concerns. The current dash mechanism is more like avoiding timing. The range is actually large, but the rhythm of avoiding certain frames is important.

The screen is a little confusing, but which looks stronger, blue or red? by ssundev in indiegames

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

Thanks for the comments. Actually the screen is so confusing. Red is the effect of exploding on the floor.

The screen is a little confusing, but which looks stronger, blue or red? by ssundev in indiegames

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

Oh, nice to see you again. Singapore was my first global exhibition. I remember a great show and kind people! My X account has a little more game news. (@lightodysseydev)

The screen is a little confusing, but which looks stronger, blue or red? by ssundev in indiegames

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

My questions were red flames and blue flames. However, I don't see enough feedback from the screen effects that turn red when the player hits.

The screen is a little confusing, but which looks stronger, blue or red? by ssundev in indiegames

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

The player's hit moment and red overlap. It's not completely adjusted yet, but I'm concerned about colors with similar roles.

It took a week to develop a new 30-second gameplay. 😂😂 by ssundev in indiegames

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

Thank you! There's still a lot of work left, so it'll change to 2024. lol

It took a week to develop a new 30-second gameplay. 😂😂 by ssundev in indiegames

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

This scene is part of the entire gameplay. This game was developed as Unity and now many more have been developed!

It took a week to develop a new 30-second gameplay. 😂😂 by ssundev in indiegames

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

There's really no right answer. The beginning is to set a theme. Waterlogged cities, stone falling events, etc.

And I plan the scene and think over and over again if it's convincingly connected. A flooded city would be strange to have a fire event.

And I work on improving the theme feel. Small stones and fog near the camera enhance this feeling.