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

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  • เผยแพร่เมื่อ 27 พ.ย. 2024

ความคิดเห็น • 11

  • @Anerisian
    @Anerisian 3 ปีที่แล้ว +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 ปีที่แล้ว +1

      Going from bright to dark also works ;)

    • @KevynTheJar
      @KevynTheJar  3 ปีที่แล้ว +1

      That should help a lot! Thanks!

  • @andrebertier
    @andrebertier 2 ปีที่แล้ว +1

    It's looking awesome!!

  • @Skeffles
    @Skeffles 3 ปีที่แล้ว +2

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

  • @Jaiboue
    @Jaiboue 3 ปีที่แล้ว +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 ปีที่แล้ว

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

  • @mrfrog0913
    @mrfrog0913 ปีที่แล้ว

    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  ปีที่แล้ว

      Good idea!

    • @mrfrog0913
      @mrfrog0913 ปีที่แล้ว

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