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this is a really fine looking map. I don't think I ever made a scene in unity with such nice lighting. At some point I guess I really have to look into Unreal. The flying statues casting their (real-time) shadows on the playing field was a nice touch.

I do think however, that using such high-quality assets (made by someone else) is a bit of a double-edged sword. sure, your game looks really impressive, but now that it does, you might have to build the rest of the game around the 3D assets - you know what I mean? Like, you can't just decide: "ok, let's have the other dimension be a warped, slimey nightmare version of this bazaar town" because you are dependent on the assets that you already have.

I do love the puzzle-between-two-dimension idea a lot, but it feels way less developed than the graphics.

sorry for the rambling, it (being: the proper use of store-bought assets) actually is something I keep thinking about myself and your game brought it out ;-)


Thanks for your comments Kindman. I do agree with you in terms of the second dimension and assets that I used, though due to the hard work on c++ codes and trying to make them optimized as possible I had a little time to work on those issues. Thank you again for the time you spent on playin the game :D .