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(+1)

1) Congrats on nailing the audio and visual aesthetic of this gameplay era.

2) I similarly struggled with figuring out what was going on, and had to rely on external documentation more than necessary. A few ideas, off the cuff, that might help with that:

  • Make the apple and cherry pies visually unique when thrown.
  • Color code, or otherwise add a constant visual identifier/ character trait to the rodents that indicate their preference.
  • Communicate hitting with wrong pie more clearly as wrong pie some how.
  • Maybe a missed opportunity to utilize pie flavors that correspond with B and A button names? A for Apple; B for... Blueberry? Blackberry? Berry? Bumbleberry? Banana Cream? (none are as iconic as cherry though)... (this is literally the only time I've envied a 3-button Genesis controller)

Anyway, *very* much enjoyed it!

(+1)

Glad you liked it!

Regarding the pointers you made, a couple of those were already attempted, namely with the rodent visual identifiers (yellow = rats = apple, etc.). As for things like making the pies more unique, that might be a little tricky given how palettes are currently being done, but will see can can be done. Many thanks!

I totally understand how restrictive the palettes can be.  I'll pitch some ideas on how to handle that in #graphics-workshop. 🥧