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>>147816
>1
In later levels, there could be more challenging stuff and weirder enemies (I'm typing this in case you only saw early videos in that playthrough playlist).
But some people already try to get used to the gameplay, even if I wanted to make the game a bit more accessible (Hence the tutorials, 2 videos and the option to play as the kid).
There's even 2 levels where you have a second companion and unlike the main kid, you can't play as them (Though at least one doesn't need to climb nor does she lose health).
>2
I'm still not too proud of the visuals and in the next game, I want to try a different style (There's still art using the ugly Nortubel style but the actual gameplay/levels should look different).
But at some point, I want to have other artists help me in that area.
Though with the characters having the same "templates", it's because I have lots of characters but they're different in other areas (Mainly because of the "fake crossover" aspect) and also based on specific preferences.
Even if I get better art, I'd still want to have some rules followed just because.
But since I want to make a variety based series, there's different art styles probably worth trying.
>3
There's no underage romance, outside of the wedding images but those are contextualized as dreams.
Not like I care what Tumblrettes, self-hating nerds and groomed zoomers think.
Shit, the same people calling that Chibi guy a pedo didn't say anything about a hacker that put actual CP on his account.
None of these used condoms get to act like they have any principles.
>4
Being the ideas guy I am, I have ideas for FPS games and 3D related projects, but I'm treating my gamedev "career" as a "step by step" thing where I feel like treating certain genres or whatever as "phases".
Also, even my Doom mapping area is limited.
I finished like 5 vanilla maps and made an ambitious GZDoom map for MetaDoom, that still had Kinsie actually make it playable because I ignored a very important step about PK3 formatting.