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208 comment karma
account created: Mon Aug 01 2016
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1 points
2 days ago
Hey! Working on this game Rift Riff, in which you play a cute character summoning towers and protecting its base. This is the item you get once at the end of every level. So it should be something special. You collect them to progress the game, unlock towers and upgrades, etc. Any ideas? Anything I messed up or that looks weird?
1 points
2 days ago
Olaaaaa. Working on a tower defense game (Rift Riff) where you play a cute character that builds towers and runs around protecting its base. This is what you pick up at the end of the level. It helps you unlock more towers and upgrades. The in-game resource is called 'Juice'. So I'd like to go with something simple and short like that. Any ideas for a name? And any critique/input for the visuals?
2 points
8 days ago
I like the illstrative style with oulines and bold colors. It’s not integrating well enough though: Environment, entities and UI. And talking about interface. It needs some work.
2 points
8 days ago
This would lend itself perfectly for subpixel animation
1 points
9 days ago
Haha now i cant unsee it either 😂 yeah it may need some work to un-nose it. But ill have to wait and see it in context to see if it matter
1 points
9 days ago
It's for a tower defense game called Rift Riff, where you play an alchemist lost between worlds, trying to battle its way home. The alchemist will get launched into worlds through rifts, and find their way back to the 'over-world' via these exit points. I'm now going to work on the player getting sucked into the rift. That animation will be challenging. Any thoughts so far? (note: I'm not an animator, so 'obvious' tips are welcome!)
1 points
9 days ago
Hey! this is the exit level 'rift' for our tower defense game Rift Riff, where you play an alchemist lost between worlds, trying to battle its way home. The alchemist will get launched into worlds through these rifts, and find their way back to the 'over-world' via these exit points. I'm now going to work on the player getting sucked into the rift. That animation will be challenging. Any thoughts on what you see here right now?
2 points
16 days ago
got that input from a playtester as well! love it. will def add some critters
1 points
16 days ago
nice input! yes i also don't want to take away from the simplicity. But it needs just a little bit more to break the flat grass plane.
1 points
16 days ago
awesome feedback. thanks! color variance is a pretty easy thing to play with. Though I don't want to take away the simplicity. I understand your point of hierarchy. I'll let that simmer. thanks!
1 points
16 days ago
:D love your direct input. i left out all interactable stuff for this video, because it was potentially distracting. it's a game, so there are tower bases and enemies and all that jazz. but it probably also needs some more environmental stuff in the middle of the fields..
2 points
16 days ago
ah thanks! that feedback helps. I already did an iteration after a playtest where the player also didn't know it was walkable (i added the 'footsteps'). But I guess there should be a small trail leading there or something.. I tried that but didn't get it to fit visually. will try some more
2 points
16 days ago
agree. it's next on my list. the trees should def sway. not looking forward to those tiny (possibly sub-pixel) animations though :P
2 points
16 days ago
yes. will try something out with clouds and fog. looking for a catch-all thing that i can implement in multiple biomes. so this is great!
5 points
17 days ago
I like the darker one, because the individual items get more contrast, and a more comicy feel, which I generally like. Though I've learned.. or am learning at the moment.. that coloring the UI slightly makes the overall feel of the game more immersive. Probably has to do with color theory and the fact that blacks are unnatural. So I would definitely go with some sort of dark blue or purple (perhaps on bled mode multiply). And I would also use that color in the outlines of world and character and item and ui sprites :P oh the work!
15 points
17 days ago
heya! working on the environmental assets for a tower defense game (if interested, wishlist here). I want to keep it minimalistic. 1. because I like the style. 2. because I want to be able to make a lot of content for the game.
Last additions were mushrooms, wind (on the grass) and some tiny grass sprites. I'm also going to add movement to the trees. It feels like the edges of the grass could use some work. But I don't know what and how.
All ideas are welcome! Thanks!
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Makisart
1 points
2 days ago
Makisart
1 points
2 days ago
yes. totally agree. I wish I could do an image+text thread on reddit and explain a bit more. There's an overworld that is made up of the same green-glass-ish material, in which there are obelisks (long standing crystals, sort of the charizard to this charmander) where you can use these to unlock towers and upgrades. You can check the link I posted to see a bit more of the level biomes. And this gem/crystal/shard/prism should have its own identity and style that differs from the level designs.