@@Marv_0815 no You’re the minority hell Nobody cares about the skin color of the caracther you are playing are you here for the gameplay or not ? The creator can do what they want
Are you here for the race of the caracther or for the game itself? "Majority of players are males whites" sources? As a blacks male I don’t even see why y’all are so obsessed with iy
Thanks for watching my trailer. I'm sorry to hear that the art style doesn't resonate with you. Can I ask -- for one person indie developers like myself, what kind of art style would you prefer?
I'm finding the retro 3D style revival of late to be a nice change of visuals. Still can be pulled off fairly easily by one-person developers, but offers something that stands out more from the norm right now in indie world. BTW, my irritation with the trend isn't directed at you personally. It's just a trend I see from everyone these days and it gets old. It's hard for me to get excited for a new indie game when nearly every single one is stuck in two dimensions with relatively the same art style. It all starts to blend together after awhile. All that bitching of mine aside.... I love point-and-click adventure games, and I'm sure I will love this one once I get the stamina to jump into it. Wishlisted! :) I just can't promise I'll play it immediately upon release, but I'll definitely pick it up and put it in my backlog.
@@Progger11 That's great. I completely respect that point of view. I really enjoy creating 2D artwork and I think that's why I tend to want to create it for my games. I also play a lot of 2D games. But I play a lot of 3D games too! So, I completely understand where you are coming from and I appreciate you taking the time to let me know how you feel. Because if that's how you feel, certainly other people feel the same way! To be honest, I've been thinking about going "Retro 3D" for one of my next games. I like that retro 3D has more of an evergreen look to it than, say, a realistic 3D look. Anyways, thanks again and I hope you get a chance to check it my game! All the best.
For a minute I thought this was an ad for a game from about 30 years ago that I'd never played. Reminds me of stuff like broken sword and the original Leisure Suit Larry games in the early days like love for sale. I miss those kind of games from people like al low. Simple point and click puzzle games with little animated story scenes here and there you think with today's graphics that they could kind of bridge the gap to do a point and click but in modern Graphics. Makes me think of overcomplicating the plumbing clogs the toilet quicker. One thing that makes me giggle is this is available on Apple. Always kind of felt like Apple is excluded from almost everything. You'd think after all these years Apple could figure their s*** out and actually be compatible like IBM did
@@dexterteamgames Hard to believe this was done with a Mac. If you're familiar with video games there are very few video games that run on a Mac. It's kind of been a long running gag ever since I was a kid a boat stuff like that not running on a Mac and I date back to the Apple2e back in the 1980s. I've tried using newer Macintosh computers in the last few years and it's almost like giving somebody something that came off of an alien ship. There's just so many things that are totally backwards and confuse the hell out of me like they deliberately tried to overcomplicate it and then again I have the same opinion of Linux LOL. I played a lot of point and click games as a teenager. Hyper man, several of the Leisure Suit Larry games, most of the broken sword games as another example. I got through part of light of the Amazon queen copy I had was defective and I never got a functioning copy. Always wanted to play Monkey Island series and never got around to those as well. What I ran into with Monkey Island was I ended up going from using computer to using video game consoles. I had several computers crash and completely screw the operating system over trying to install a game that was supposed to be compatible and it was around that time I switched over to a console cuz I got fed up with this won't work on that and vice versa. Basically you had to have three and four computers just to run one game which wouldn't run on another computer and so on I had like 50 or 100 computer games that I hear your machine was too new or too old or you were running the wrong Ram or some other foolishness I just got ridiculous some of them didn't like certain versions of Windows as an example. I'm also familiar with games like missed and Riven hopefully I pronouncing the name of the second game right. There's a lot of point and click games that I played that I can't even remember the name of because I'm getting old. There's something to be said about a game that requires you to think a little bit like a lunatic LOL. That's why I like the games done by Ale low. The Leisure Suit Larry games really made you think. Probably why I like stuff like Dino Crisis and the Resident Evil games. There's nothing wrong with modern games but you think they'd still be putting more focus on making something that's both visually striking and also requires different levels of thinking. I love the aesthetic of this not just because it looks from back in the 90s but the imagery gives you the impression that it has substance to it and a story and you don't just play through it in a couple hours shooting at stuff. That's part of why I like Grand Theft Auto and the Saints Row games there was stuff you had to sit down and think about it wasn't all just Mindless. It's nice to see you there's still a market for this kind of game where it's actually you think your way through it
@@peterparker6584 Haha. Believe it! Macs are actually pretty great now. Since I'm not developing a AAA game with super graphics, my Mac is more than adequate. I hope you get a chance to play all those great point and clicks, and I hope you give mine a try as well! Thanks for the comment.
Looks really cool. Found the vector parts of the ui a bit jarring in the middle of the beautiful pixel art though, for my taste full pixel would feel better. Will probably still try it out.
Thanks for your comment! The HD UI came as a mid-development change. Retro games used to be made for one screen-size, so everything could be specific to that aspect ratio. While I started out with all pixel art, I started to optimize for different aspect ratios 16:9, 16:10, 19:9, and 4:3. I started to realize that the pixel art UI was actually too big for some of the aspect ratios. The pixel art UI was taking up a large portion of the screen and even obscuring some puzzles. So, instead of having visibly inconsistent pixel sizes (just shrinking the pixel art UI, which doesn't look good), I decided to go with the HD UI laid on top of pixel art; A retro game with a modern UI. Additionally, this makes localizing the game into 10 different languages easier, since it's difficult, to near impossible, to find pixel art fonts for all of those languages; fonts that actually match the style of the game art. I hope that clears things up and I hope you give it a try!
@@dexterteamgames I've had good success with getting AI to redesign pixelart icons/UI element (well, in my case mostly icons) for different resolutions/sizes, maybe give that a try? At some point in the future I mean.
@@ArthurWolf Thanks for that suggestion. It's actually not a matter of creating the artwork. I do all of the artwork myself. So, I don't need an AI to do that for me. It's more a matter of dynamically switching between different aspect ratios from one single build of the game. Since I'm a solo developer, it only makes sense to design one UI; especially since there are almost 100 different menu canvases in the game. So, creating one UI to dynamically change to the aspect size of the target platform is key. (PC = 16:9, Steam deck 16:10, mobile phones can be anywhere between 16:9 and 19:9, and then iPads are 4:3).
@@dexterteamgames I'll test the game anyway, but I'm sure i'm not the only one to think the UI to be a bit jarring / clash with how beautiful it otherwise is. You got two things to consider, aspect ratio, and resolution. I was thinking your main issue was resolution (which for pixel art typically requires creating multiple versions of each element at different resolutions to look nice, thus the ai suggestion considering how much work it can be), but resolution is pretty easily fixed by having it fixed/relatively fixed/scaled (look at other games like FTL). Once resolution is fixed, your only issue is aspect ratio, but that doesn't require changing any of the icons/elements, just to make them position in a "fluid"/reactive manner (*mostly* stick to corners) which doesn't sound like a lot of trouble. But I do UI work not video game work, I'm sure you've worked on this a lot, and you have a lot of other stuff to battle with. I'll be curious to see where you landed at when I test the game out. Good luck on everything. Cheers.
@@ArthurWolf For sure. I gotcha. It actually ended up being a combination of resolution and aspect ratio issues. It worked perfectly in my mind at first, since I started with a pixel perfect UI. But then, about half way through, I was like... wait a second this doesn't work on certain devices. So, what we have here is actually a compromise. I feel like I'm in good company though. Games like Celeste have an HD UI and HD dialogue boxes but with pixel perfect game art. It's been done before! We'll see if I've succeeded as well. I very much appreciate the comments, good wishes, and the thought!
Is it a horror game? Like is that other character chasing her? (It looks good, I just don't wanna play it around my fam if there's pixel blood; the little-little ones still freak out about that stuff)
Oh no! Not at all. My 3 year old is constantly climbing all over me while I develop my games. So, I don't put anything in my games that I wouldn't have her see. Let me know if you have any other questions.
Thanks! I spoke with my publisher a few days ago, and it looks like he wants to delay the launch a bit to the end of summer. Sorry about the delay, but it will be coming out soon!