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Honestly, it felt pretty crowded with all the assets.  One has to constantly shift the camera angles.  However, the assets used were very nice and colorful.  The story was engaging, and you have lots of neat ideas to enhance the gameplay.

(2 edits) (+1)

Thanks Kuma for the kind words.
I'm working on solutions for the camera sihifting, after seeing Ash's video it kinda bugged me how much roation to see paths and such was needed by the player.. some gamers don't l,ike a lot of camera fighting and some don't mind it so trying to find a balance is quite tricky. So ideas for it so far i've thought of is..

1. Enlarging maps to make areas bigger to give more space (but this would take me ages to change) but i'm not too sure if i want to enlarge maps as it's only a small few areas that have close crowded things and besides.. SGB has issues with pretty decorated maps if they are too large
2. Maybe having an auto camera where the camera will automatically rotate to an angle better suited for exploration so the player don't have to rotate the camera themselves in crowded areas and lock the player from rotating the camera themselves, kinda like how Resident Evil does camera angling in certain areas. I do actually make use of it at some places already.. such as the two tower staircase areas in the Orphanage, some single room treasure caves, and even the Rogue(like) Insta-Death type dungeon.
3. I was looking into raycasting in Unity for my gme so when players go behind trees they become transparent but im 95% sure it probably wouldnt work, so tried other workaround iwthin SGB itself also.. transparent trees in SGB dont look great..Image
SO scrapped that idea, then tested a different type of thing that I had an idea for and well, its a solution but I dont like it, it looks cheap so decided against not using that idea either, as you can see the results in my YT video here..  
https://youtu.be/cM_uarmAI6U   

So as you can see i'm trying out solutions for the camera/view issue. My main concern really is the forest path area near beginning of game, where the lumber yard is,  the trees there do block visability quite a bit.. so maybe I need to cut the trees back there a little to give more visibility..?? I dunno, i'll get around to solving the issue.. so glad you brought up the crowded thing.

My aim really for maps was/is to immitate real life, villages can be crowded, winding close house street alleys in Egypt, forests can be dense, bushy, and overly fauna & flora'd. I tend to really over think my maps when creating then for realismn (probably why they look so pretty at times) but I guess sometimes it just don't work depending on the camera. Any hows, thanks for the observation and I am working on looking at solutions for the player camera interaction to cut it down a bit.