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Thanks dude! I used low-res assets for the textures but I didn't use any premade 3D assets. I made the player's arm in Blockbench (forgot to credit that actually, oops) but all other geometry was done in TrenchBroom. Maybe not the smartest way to make the more complex models (like that skull in the dungeon) but I got into a decent workflow. No pixelation shader lol the game is just rendered at 256 x 224 resolution and then scaled up.

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Yeah i was expecting you made them, was just wondering what is behind. thanks for the explanations. the scaling trick sounds interesting! I know there is also a Blender Plugin to use Aseprite with Blender to get similar results. But Blockbench or TrenchBroom for this sort of assets is def. faster and easier to use.

I know I should probably learn to use blender at some point but I've just found it super overwhelming every time I've tried lol. Since I've only been using Godot for about a year I figure it's best to stick to learning one highly complex program at a time. But eventually I'll get around to it.

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Agree, Blender has lots of things you do not need and it can be confusing. BlockBench is really great for getting something simple and fast. And actually for graphics like this I don’t feel Blender would be faster, more over slower. BlockBench and Trenchbroom are very optimized for this use case.