Adding procedurally generated puzzles and more enemies | Even Heroes Die Devlog #2

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  • Опубликовано: 7 янв 2025

Комментарии • 11

  • @Anerisian
    @Anerisian 3 года назад +4

    To separate backgrounds and foregrounds, consider to make the foreground high contrast (as is) and the further back you go, the backgrounds less contrast and going brighter the farther away. Also mix in some “fog/haze” colour as move to tge background.

    • @Anerisian
      @Anerisian 3 года назад +1

      Going from bright to dark also works ;)

    • @KevynTheJar
      @KevynTheJar  3 года назад +1

      That should help a lot! Thanks!

  • @andrebertier
    @andrebertier 3 года назад +1

    It's looking awesome!!

  • @Jaiboue
    @Jaiboue 3 года назад +2

    i dont know if you go on and mention this later but have you heard of the game Unexplored, it's a great example of a zeldalike roguelike game, with randomly generated puzzles and backtracking that emulates that semi metroidvania like design, since you might need to go to multiple levels for a "key" to keep going forward. great luck with the development though!

    • @KevynTheJar
      @KevynTheJar  3 года назад

      Never heard of it, but I'll have to check it out for some inspiration! Thanks!

  • @Skeffles
    @Skeffles 3 года назад +2

    These new enemies look great. I imagine the spiders hatching will be a pain for the player.,

  • @mrfrog0913
    @mrfrog0913 Год назад

    You should add an optinal outline feature so coulourblind people/people who cant see certain things because the coulour pallete can see the characters better.

    • @KevynTheJar
      @KevynTheJar  Год назад

      Good idea!

    • @mrfrog0913
      @mrfrog0913 Год назад

      @@KevynTheJar I got the idea from deadcells, also it's a pretty good thing to improve how the game looks.