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oleogustus.itch.io
game dev alt of @posshydra.com https://oleogustus.itch.io join the discord! https://discord.gg/Gn6K4BYqba
43 posts 89 followers 41 following
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very clever
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this comment has helped me mentally. thank you
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one of my biggest pixel art inspirations when i was a kid
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your game IS the feature creep and its very fun
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the first statue will be repurposed as background decor
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you're not kidding this is crazy
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you should make a mechanic that makes the player's hitbox get larger, so that they can't go through any spaces. imagine the possibilities
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balatro is a huge inspiration! I love the aesthetic of that game and how fine-tuned the mechanics are. it's one of the few games that made me want to be a game developer
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there were days i believed it was impossible
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this 97 year old diner still serves their Coke the old-fashioned way
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if there is no natural way to guide the player to a destination in your game, it's a sign of a bigger problem. the non-interactive areas should be less detailed to reduce visual clutter, otherwise players have to work harder to ignore the white noise of the environment bsky.app/profile/oleo...
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you joke but this is the biggest flaw of all dramatic story games ever. invisible rules that prevent player agency for no reason other than "its a game, it cant possibly let the player do that" you start to push against the glass walls of the box youre confined in and immersion is broken permanently
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when you see the stark contrast between Balatro and the other GOTY contenders, Balatro sticks out with its bright, simplistic color scheme. The intentionally minimal graphics is a positive that enables every single element in Balatro to convey genuine, interactive, valuable information.
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the yellow paint "virus" is actually more similar to a strong antibiotic. its the nuclear option for conveying information. the real infection is the lack of clarity that pervades all modern, high resolution games that pretend to be anything more than a visual spectacle or poorly-written movie.
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a world where everything is painstakingly modeled, textured, oriented and dynamically lit needs to also be dynamically interactive for the player. if not, it gives the player a frustrating disconnect between what is "real" in the game and what is simply decorative.
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yellow paint is a great example of this. it exists because of the skyrocketing potential for graphic quality in video games across all platforms. high resolutions beg for detailed textures and geometry, but the games that are being created aren't built for this new influx of pointless information.