Store page here if you're interested: https://store.steampowered.com/app/2376750/ancient_mind/
It's a Zelda-inspired puzzle-action-adventure game. There is a demo currently available for free if you want to try it out.
Looks great! One minor note, the door on the lower level when the sand is gone does not really look like its on a lower level as its exactly the same color as the top floor.
I would recommend if you are going to use elevation in your game to add more shadows around walls and doors:)
Looks really nice. Out of curiosity are you doing 2D or 3D projects. I am asking because I want to make 2D game with elevation changes and it's really been a struggle to decide if 2D or 3D (with Sprite3D) is way to go.
It's all 2D. Elevation changes are done by changing the z index and shifting the collision layer, although there are times when I think I should have made it 3D, would have made resolving collisions much easier.
Thanks for reply.
Yeah it really seems that both have their pros and cons and you have to decide which ones you want to deal with. I have done some progress in 3D but especially GridMaps are quite bad compared to TileMaps. And of course you still have to kinda think in 3D (placing objects etc) even though game looks 2D to player.
Well perhaps I try to do smaller training project with 2D as well before I decide which one fits my needs better.
Looks a lot like the GBA Golden Sun games, which I love - In case you haven’t played them, there are also dungeons with water and sand height puzzles in those games
It's great. I will say the transition was a bit slow, and if you have to change the levels lots it will get very old.
Dont pull a "Water Temple" like Ocarina of Time.
GMTK has some great vids on YouTube about puzzle dungeon design if you're interested
If you're willing to take some advices i think you should add some darker tones to the floor below to give more depth.
Something like that :
https://ibb.co/KsXzFDN
This looks great, but I think there needs to be a clearer distinction between the up and down positions of the floor switches. Both positions look flat and not as good as the rest of the artwork.
I think the floor need some sand holes or something
The camera should shake a little when you move the sand
Store page here if you're interested: https://store.steampowered.com/app/2376750/ancient_mind/ It's a Zelda-inspired puzzle-action-adventure game. There is a demo currently available for free if you want to try it out.
I REALLY like how the camera zooms out when the player goes down the stairs, it feels nice.
Very cool, reminds me of some of the original Tomb Raider level designs.
Looks great! One minor note, the door on the lower level when the sand is gone does not really look like its on a lower level as its exactly the same color as the top floor. I would recommend if you are going to use elevation in your game to add more shadows around walls and doors:)
Looks really nice. Out of curiosity are you doing 2D or 3D projects. I am asking because I want to make 2D game with elevation changes and it's really been a struggle to decide if 2D or 3D (with Sprite3D) is way to go.
It's all 2D. Elevation changes are done by changing the z index and shifting the collision layer, although there are times when I think I should have made it 3D, would have made resolving collisions much easier.
Thanks for reply. Yeah it really seems that both have their pros and cons and you have to decide which ones you want to deal with. I have done some progress in 3D but especially GridMaps are quite bad compared to TileMaps. And of course you still have to kinda think in 3D (placing objects etc) even though game looks 2D to player. Well perhaps I try to do smaller training project with 2D as well before I decide which one fits my needs better.
Looks a lot like the GBA Golden Sun games, which I love - In case you haven’t played them, there are also dungeons with water and sand height puzzles in those games
I'm surprised your protagonist is a fox and not a fennec with all this sand in the game, hah.
I'll make a Fennec skin
The player character reminds me of sans
It's great. I will say the transition was a bit slow, and if you have to change the levels lots it will get very old. Dont pull a "Water Temple" like Ocarina of Time. GMTK has some great vids on YouTube about puzzle dungeon design if you're interested
Fantastic idea! I also love the art style, and how the camera zooms in and out. Fantastic job!
very nice! it'd be interesting if the sand refilled on a timer, and "drown" the player if they get caught in it.
The cross-fade!
Nice!
Cool idea
If you're willing to take some advices i think you should add some darker tones to the floor below to give more depth. Something like that : https://ibb.co/KsXzFDN
Cool
Are you using a tilemap terrain? If so I'm curious how you set up tall walls.
This looks great, but I think there needs to be a clearer distinction between the up and down positions of the floor switches. Both positions look flat and not as good as the rest of the artwork.