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Posted

Noticed the willow tree at the end makes me feel closer to home and makes me wonder if in the future we will get more plants and animals for proper swamplands added into the world generation soon, hopefully sometime around the time we get proper rivers added.

Posted
11 hours ago, MKMoose said:

1.22 still feels kind of unfinished for me, though maybe that's just a matter of mismatched expectations

I mean, it is kind of unfinished, after a fashion, in the procedural dungeons only shipped with one general type, and a few of the berry bushes(like the kumquat) seem to have been pushed back. Which is understandable--the devs packed a LOT into 1.22, complete with a lot of restructuring, and at some point one has to say enough's enough and just get what's there polished and shipped so players can play with the new toys and get used to the changes. At that point you can take a break as needed before working on the next update.

 

11 hours ago, MKMoose said:

I, for one, somewhat worry about the survival aspects becoming a lower and lower priority in favor of the adventure, story and combat

I'd be surprised if we didn't get more survival challenges in addition to the combat; I'm guessing that the status effect system might be added alongside the combat changes, which should put more pressure on the player across various areas of the game and not just in the combat scenarios. Survival isn't so easy if you can catch a cold because you decided to work in the rain, or broke your leg because you decided to jump off the roof instead of using the ladder, especially if such afflictions actually take a bit of time and effort to fully heal.

 

7 hours ago, Slam said:

I don’t like the gray of the alpha designs

In fairness, I think the alpha designs are done in grayscale on purpose, in order to focus more on the contrast and design without getting distracted by the colors. Light and shadow can make or break a design, and drawing the image in grayscale first can help you get the balance correct before adding color. Keeping teal for the temporal elements also helps isolate them from the rest of the design, so it's easier to tell at a glance which parts of the design are supposed to really pop versus which don't need to draw as much attention. Jumping right to colors is also possible, but doing so can make it a little harder to spot certain issues with a design.

Posted

Greetings Tyron, I highly recommend hiring a professional Steam capsule logo creator to create your logo/font/variants. The price you will pay will make up easily for the amount of many people that will buy the game that are on the fence about it because it will look professional. There are 8.3 billion people on Earth. You will only pay about 40 games worth to get a real professional logo that will help push up to 8.3 billion people over the edge to buy the game because the logo doesn't look cheap. I don't mean this as an insult at all. I'm trying to help your game earn way more money with proper marketing techniques (I have a minor degree in marketing), which means you can hire a bigger team, and become a global brand faster. 

Let me know if you need help finding a professional game logo artist, I will be glad to point you in the right direction.

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