Hey guys,
So obviously there are some parts that are incomplete and not worth commenting on:
1. Stuff behind the main room area (except the starfields, which are good to go).
2. Interface stuff.
And then it also seems like folks are happy with the monsters.
But I've noticed some commentary about being in the "uncanny valley" with the actual room graphics themselves. Are we talking about the walls here, or the objects in the room, or what? Personally I'm really happy with the walls in particular (though they are glitchy right now and showing a bunch of extra walls in some cases, so that might be coloring your experience), but I'm not real thrilled with the chests yet.
How are you finding the item graphics (aside from the money, keycards, and health, which I already know folks want changed, and will be).
Someone mentioned wanting shadows, which I'm not sure exactly what that means -- shadows where, and from what? In Binding of Isaac, for instance, I know that they do have shadows, but there is also a concept of height there that does not exist here. That game is using a bit of a fudged perspective like older Zelda games do. We use that perspective on the walls because we can't avoid it, but everything else is straight top-down for us. Like most SHMUPs and other 2D shooters. That's not something we can change, because the ships require rotation and so on in order to work properly.
When it comes to the paneling and so forth in the rooms, right now it's a bit bland because we wanted the most bland version first, to establish kind of a baseline style that would let the enemies and players really pop against it. And then the starfields are a great example of what we're trying to do with making the backgrounds really pop behind all of that. Badland is a good example of that sort of aesthetic in action,a lthough we're not doing silhouettes in the foreground or quite as extreme of backgrounds. So we're kind of in the middle.