gaziter.bsky.social
Game artist & character designer~ Made the art for Wildfrost ❄️
Currently working on: ???
(No commissions)
372 posts
55,953 followers
275 following
Regular Contributor
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Send a compliment to this mysterious skunk friend then!
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lmaooo that's pretty good
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so cool axe... I looped it like 10 times already, the sound effects are so satisfying to listen to!
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For sure, I love Hades but it didn’t have the same grip as Isaac had on me… Isaac is a prime example of synergy and variety done well (but honestly at this point it’s unfair to compare it to other roguelikes because it had so much time to cook with updates and DLCs it’s such a massive game now 😂)
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And you nailed it! Starvaders is awesome 🙏 got some of the most varied synergy opportunities I’ve seen in a while
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Haven’t played it! Not quite my type of game but it looks really good, I appreciate any game trying something wildly different and unique in the genre
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I love roguelikes, it's such a fun and diverse genre that I feel could still evolve into many more exciting places, but it's rare for me to find games that *really* get it right. and I think these "RL modes" often miss what makes a good roguelike, which ends up just making players be tired of it.
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side rant: I dislike most % upgrades in games, I think players are inherently bad at evaluating % effects so I try to avoid them as much as possible. seeing a +5% increase on a stat never excites me, its such a small increase it might as well be 0%...
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this doesn't create synergy, its just a stat upgrade. none of these made me play the game in any different manner or make meaningful decisions, they all just boil down to "you do a bit more damage" which is boring.
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synergy: combining your abilities/upgrades in ways that make you feel like you created a unique combo that does more then the sum of it's building blocks.
Often these "RL modes" feature very little variety + upgrades like "your attacks have a 10% to crit" and "your burn effect does +10% damage",
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For me, part of what makes a great roguelike is about variety: randomizing the runs enough so each one feels unique while still working on top of the same underlying systems you can master over time, and
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Careful, she can bite
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Thank you!!
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Thanks!
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No name 🙃 just a one-off character design
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Got a few more animals sketched to maybe turn these into a little design series 👀 mostly using it as a shape design practice for myself without the pressure of it needing to belong to a world or become a project 😌
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thanks!
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i never played it 🫥 looks cool though...
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Love the stylization! Looks awesome
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She’s so real for that
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Thank you 🙌💛
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I’m rewatching the full show for the second time now and I can’t recommend it enough!! it starts weird and silly and evolves to so much more as it continues, one of my all time favs 🙏
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I attempted learning grease pencil last year (and while I ended up moving to Toonboom..) it’s still a very powerful tool. but since there aren’t too many good tuts for it yet I highly recommend this playlist: he shows off tools that I couldn’t find anyone else teaching!
youtube.com/playlist?lis...
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While a recent prototype already felt fun after like 2 weeks of work? It’s really important to recognize that one isn’t necessarily better than the other, it’s just different types of games! With the system heavy ones requiring a lot more planning but especially *trust in the vision* of the idea.
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I’ve been thinking about this too lately while prototyping new ideas… Wildfrost took almost till the end of development for me to get to the point of thinking “oh maybe we’re actually cooking something fun here” because so many systems had to fit in place for the magic to come out.
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wait this is awesome
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So cute!! I love it ❤️
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Haha this is cute <:
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I could barely even tell before it started moving! you did a fantastic job recreating the design in 3D, makes me want to see it in a game now! so cool <3
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I take a bite
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like a piñata
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Let’s feed Em with candy today
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Boon my king 🧎
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Thanks! It’s meant to represent the character’s footsteps 😊