Very cool demo Jason, and I'm looking forward to playing the full release version. Love the concept and aesthetic, the whole mood of the place, it all fits together well. It seems like it's very well thought out. Especially given how, the setting you designed looks great in every possible set of color schemes.
I'm struggling a bit on that personally on my upcoming 'Miniature Multiverse' game, adjusting all the puzzles and story to both 'belong' seamlessly in the world, as there are some sections where either the imagery or a puzzle idea is kind of dominant, and my game at times feels a little bit like a widely variable set of interesting interconnected vignettes... not a cohesive, fully unified thing (choice of using panoramic photography inside detailed O scale miniature models for every world aside).
What was your design process like for this - how did you plan things out when developing Discolored? What inspired this, and how did you go about expanding on that first initial idea? Moreover, what sort of tools did you use to make this once the core design was figured out?
You don't have to answer but I always like hearing about the creative process on things like this.