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.
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!
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.
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.
Going from bright to dark also works ;)
That should help a lot! Thanks!
It's looking awesome!!
These new enemies look great. I imagine the spiders hatching will be a pain for the player.,
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!
Never heard of it, but I'll have to check it out for some inspiration! Thanks!
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.
Good idea!
@@KevynTheJar I got the idea from deadcells, also it's a pretty good thing to improve how the game looks.