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The FOV distortion was definitely something I wasn't sure about adding but decided to in the end to make the gameplay feel more dynamic and fast. Greatly reduced it now (basically only starts to warp a bit when dashing and quickfalling) and also added some new content if you want to check it out 

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sure, I'll try it out tonight! Also- my game has a decent amount of FOV distortion as well, but it's a slow slow throb that kinda just barely adds to the feeling of discomfort. When thinking of camera shake, FOV change, and post-process effects, I've adopted a "less is more" mentality with it. Going overboard with either of those 3 things could easily make your game disorienting and unpleasant to look at. I usually start with a small amount that is barely noticeable and tweak it right up to the point where the player may not notice it, but it still adds to the effect of whatever you're trying to sell in your game- so if absurdity is something you want to sell, then an absurd amount of camera shake is warranted!

On this, I did notice your camera shake, and I did appreciate the subtlety of it!