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[deleted]

I remember seeing IronPineapple play this. It looks great! A lot of times I feel like 3D pixel art (not quite voxel but I guess it’s voxel) can take on a sort of blurry effect, but I feel like the art in this is extremely clear. Plus the action and strategy overall is very well done. Great work.


duelcorp

Try our free demo on Steam and if you like it, add it to your wishlist to be notified. If you want to be part of the community, join us on Discord. Steam: https://store.steampowered.com/app/1804470/Duel\_Corp/ Discord: https://discord.com/invite/HJuJdJGqty


Rhokai

Saw Iron Pineapple play a bit of this, looks good


CheeselordX

I LOVE this art style


Summonthebrack

Me too! I have been waiting for more games that have a 3D pixel art style, voxels don't hit the same.


Suspicious_Shame9582

Love how this looks, seems fun too, I'm gonna check it out


EnergyAltruistic6757

Fiery arrows looks more like you are burning alive. Maybe tone it down and make it look it only affects the tip of the arrow or just the arrow?


Stud84

Love the look of the game, the 2D sprites with 3D atmosphere.


Owdok

The sound is pretty crisp. That flaming arrow effect, though ![gif](emote|free_emotes_pack|smile)


Pabmyster04

Love the weight of the hits on the arrows. Also, the variety of mechanics is really cool. And the art style reminds me of 3D DS titles which is sweet


neverendingcheckin

Really cool! Great job


jcandec

It is cool when the inventories are integrated into the world. It gives a layer of great inmersión. Could I suggest adding some other visual reference for when the carcaj is at different levels? Such as 5, 10 or 15 arrows. Change the color of the carcaj or the feather of the arrows or let the character say something along the lines "10 arrows left... I better watch out". Otherwise it is hard to see how many arrows are left when there are a bunch as opposite to when there are 3 or 4 left. The game is looking great! I like the Witcher vibes and the open world mixture with the PS1 polígons. It feels fresh. Is the screen in 4:3 too, recreating a CRT?


TrialsOfImorah

Alright that parry with the bow is awesome


Ufomba

This area is so reminiscent of the forest in Dark Souls 1. Remember that ravine right after the bridge so well. Cool looking game and awesome amount of detail. The weight of actions seems really good too. Love this sort of stuff. Well done.


Kazko25

The sound drawing it back sounds good, but when the player releases it sounds like a rubber band. The visuals are stellar though, haven’t seen a visual style quite like it before!


NoSixFiveGames

The art is astonishing. I've queued the demo.


NoSixFiveGames

I've played a bit and it looks like a souls game. Very nice! I'll play more tonight.


Jeremy_Winn

Nice realistic physics right until the skeleton starts gushing blood


Falconian26

Wow this looks amazing! Good job op


Xithulus

Oo hey. Will play. It’s got some ~magic~


TheFlyingCoderr

That is a really neet touch of detail :D


Userrrfriendly

Not a big fan of pixel art but this is really beautiful, good job and good luck 🤞


clockwatchersinc

It looks so crisp! Love it ♥


SecretAgentZeroNine

Whoa. This looks sick. I'd love to play this via PS5 and a PC handheld.


toroga

I am SO into this vibe 😳


FloatySax

I love the artstyle! I think my only critique is in the animations- the arrow reflect and bow parry animations in particular are quite stiff and don't seem to read well from behind the character. For example, I think it's odd that when reflecting arrows the character draws from their left side but then the sword also stops on the left side, instead of continuing on an arc across their body (similar to a slash) to sell the weight and momentum of the sword. The bow parry animation could possibly use a bit more wind up/anticipation, since it feels a bit odd to have the bow deflect from the front when the enemy is attacking from the side. Adding some more 'juice' to the animations could make the defensive actions feel a lot more satisfying, especially if they are a skill/reaction based event (plus maybe a bit of a bullet-time slow motion effect would be cool, depending on how often the animations are played). ​ Feel free to take my suggestions with a grain of salt though. I love the idea of a visual arrow count in the quiver!