Willsaber wrote:
These graphics are painful to look at.
This is something I could definitely work toward.
Willsaber wrote:
That's all well and good, but there's no excuse for the aesthetics or engine to be downright bad. Finding backgrounds, tiles, and sprites that mesh decently well together is not that hard. And for a game which aims to have level design be its strong suit, the level design in the screenshots and videos sure is plain.
Well, it is my first attempt at an engine, but I can see where you're coming from. As for the level design, I will freely admit that the first two levels are very straightforward, but I intended for them to be easy and sort of condition the player into the groove of the pacing, which isn't necessarily like Mario's, Wario Land's, Yoshi's, but as its own standalone thing. Boo can dash and speedrun through the level, so I just wanted to stretch some of the design out to cater to that.
[quote="Willsaber"]These graphics are painful to look at.[/quote]
This is something I could definitely work toward.
[quote="Willsaber"]That's all well and good, but there's no excuse for the aesthetics or engine to be downright bad. Finding backgrounds, tiles, and sprites that mesh decently well together is not that hard. And for a game which aims to have level design be its strong suit, the level design in the screenshots and videos sure is plain.[/quote]
Well, it is my first attempt at an engine, but I can see where you're coming from. As for the level design, I will freely admit that the first two levels are very straightforward, but I intended for them to be easy and sort of condition the player into the groove of the pacing, which isn't necessarily like Mario's, Wario Land's, Yoshi's, but as its own standalone thing. Boo can dash and speedrun through the level, so I just wanted to stretch some of the design out to cater to that.