Profile avatar
simkaart.co
Creating pixel art, interfaces and identity systems for apps and games. Now working on tower defense adventure Rift Riff (coming April 2025). https://store.steampowered.com/app/2800900/Rift_Riff/
136 posts 722 followers 42 following
Regular Contributor
Active Commenter
comment in response to post
Haha ok. Well it’s exactly the kind of weird we aspire to make things for, I guess 🤓
comment in response to post
Hey! I see you really liked our game when I compare the playtime to the others you’ve tried. We’re finding SNF doesn’t connect us very well to people like you. Do you know any other person with an audience who’d love Rift Riff? 🙏
comment in response to post
[~52 mins] A very brainy tower defense game that has the juice in more ways than one. I almost missed my stop on the train home! 👍 store.steampowered.com/app/2800900/...
comment in response to post
Internet 101: don’t click on the pretty girl
comment in response to post
Oh how smart this V in your wordmark. Graphic designer making games? 😁
comment in response to post
Intriguing. Love the basic shapes of the left house. And how the light flows over the whole. I’m not familiar with your work: what is this top layer of scratches over the surface. Is it there to connect the layers? Or is it there to disconnect the viewer from the collage?
comment in response to post
Yea. Makes sense!
comment in response to post
Yeah and you don’t have to stick with black and white to get the same efficiency effect. You can switch to purple and yellow of that better fits the feeling of your scene, for example.
comment in response to post
here's a close up in #aseprite
comment in response to post
Are you in the discord? We’re keeping everyone up to date there :) discord.gg/bf6pxpWC
comment in response to post
Hey! Thanks for asking. The demo and our playtest build are seperate. We are still inviting rounds of playtesters to play our newest content. And we will continue to do so for the coming weeks/(months?). Since a ton of people signed up, we invite in batches. You’ll get the invite someday soon :)
comment in response to post
I will keep posting updates on our progress. Thanks for checking it out!
comment in response to post
And this tower selection part is also a really fun part of the entire experience. A little brainer before the action starts.
comment in response to post
Some sick AOE towers we're adding atm
comment in response to post
Monsters don't stick to predefined paths, but instead find their way organically towards their targets.
comment in response to post
#pixelart #indiegame #godot
comment in response to post
"More stuff my kids won't recognise." :D
comment in response to post
Eric
comment in response to post
And eventually recolouring to something more vibrant
comment in response to post
Testing
comment in response to post
Drawing shadows with polygons
comment in response to post
Setting up collision
comment in response to post
Rough sketch to play over and get a feel for sizes and distances
comment in response to post
First outline for game design
comment in response to post
Overview of the map
comment in response to post
Ouch. Good point.
comment in response to post
After which I came to the realisation that I don't need to repeat the shape so many times to tell the story, and can instead spread it out over the level more naturally.. #pixelart #pixelthought
comment in response to post
And finally one with something that resembles ruins a bit more..
comment in response to post
And one with..golden nuggets??
comment in response to post
And a slighlty dimmed version....
comment in response to post
And here's another one...
comment in response to post
so i then went through a fuckton of iterations for this landmark :P
comment in response to post
I then laid the groundwork for the entire level without 'landmark' and was pretty happy with it. it didn't require more detail, because the colors and small object we're already satisfying enough for my taste, but it lacked the light story telling i wanted to achieve with this map.
comment in response to post
Here's the first sketch where i wanted to integrate another sketch for remains of a large man-made structure i had already made.
comment in response to post
Actually, it should use a pivot that is 1 unit below to make it pop in front*
comment in response to post
Furthermore, ‘stacking’ objects only works when the top objects use the same pivot as the base ‘plate’ of the bottom object. That took a little for me to figure out 😄 #godot #pixelart #storting
comment in response to post
@adriaan.games helped me figure out that you have to imagine the base ‘plate’ of an object that touches the surface the player walks on. Also, avoid diagonal objects, since they have 2 different y coordinates that the player can walk around, making one faulty.
comment in response to post
💙? :)
comment in response to post
proof of the y-sorting-masterpiece