Hideousarmor
@hideousarmor.bsky.social
Manu / DuermeDuerme / HideousArmor Gamedev, noise artist and illustrator.
Shalott, my short comic inspired by Alfred Tennyson's poem, is now available to buy digitally in English and in both digital and physical formats in Spanish 🌙🍂 You might enjoy this if you like Arthuriana, Pre-Raphaelite art and classic shoujo manga. And it's only 1$! ko-fi.com/skogs_dotter...
Salgo por aquí con mi hideous face hablando del juego :,) Todo un honor rodeado de tan grandes juegos y gracias al trabajazo del Mesón!!!
¡MUY BUENAS! Nuestro reportaje integral de @guadalindie.bsky.social ya está disponible. Doce (12) entrevistas con las que intentamos ofreceros una ventana a grandísimos proyectos e iniciativas, directamente de la mano de quienes las están cocinando. www.youtube.com/watch?v=DTTX...
This past weekend at the event I noticed some misunderstanding that I've been developing my game for around 8 years lol
Ya de vuelta en casa post Guadalindie, puedo decir que otro año más que se sobrepasaron mis expectativas con la cantidad de amor que recibió el juego!!
((People are calling it "more Dark Souls 2 than Dark Souls 2"))
Fully agree with Melos here! Imo action games (specially souls) have been leaning way too much into quick reaction timing to animation tells and it's all becoming a bit dull to me.
Wrote a Anti-"Animation Action" / Pro-Environmental Action Manifesto for manifesto jam! Against action games leaning too much into animation. Let's start some Discourse! han-tani.itch.io/anti-animact...
March - May BathHouse-war-Dolls + Scolopendra knight 🧵
Spent a couple of days working on a tool to help record a trailer for my game and ended up fixing a ton of things that have been broken for years and I was putting off... Including: - NPC path finding animations - Adaptative audio - Faulty post processing - Idle animation transitions Im happy!
I wish the souls community would stop hyperanalyzing every bit of lore in the game and instead shifted their attention to overarching themes/concepts It gets to a point where ppl are doing backflips to justify something clearly re-writen half way through dev that doesnt stand at all on solid ground
I think Vermis 3 is my fave in the trilogy! It feels more disjointed and has odd jump cuts at times (maybe this is more of an open world type of adventure?) But the dungeon crawling concepts are some of Plasti's best work, specially on the 2nd half.
Y otro por acá para esta gente malísima que está haciendo el primer soulslike que me interesa en no sé cuánto tiempo, guapísimo bsky.app/profile/hide...
Also I guess Im formally announcing the game is called "Piteous Metals"! Nowhere near finished, but I might upload a more polished demo later this year.
Shoutout a @hideousarmor.bsky.social, su juego era una carta de amor a los soulslike y a los juegos de PS2, una auténtica barbaridad. Encima siguió alimentando mi (Malsana) obsesión con Plastiboo. Aprovechad para mirar su perfil porque sus ilustraciones son para perder la cabeza.
Also I guess Im formally announcing the game is called "Piteous Metals"! Nowhere near finished, but I might upload a more polished demo later this year.
Si me tuviera que quedar con una sola demo de todo el evento sería esta <3 Si vais mañana no os la perdáis.
Will be at @guadalindie.bsky.social showing my game! Come say Hi/Play the demo
This year I challenged myself with creating bigger illustrations, focusing more on character interactions and scenes, rather than just them standing around. I've made like 8 pieces that fit that criteria, so Its a nice start, but I need to continue at it. I also want to start coloring my art...
One of my biggest issues with modern souls combat is how often, rolling against an enemy is the best option to avoid damage + continue attacking right after. Once you have mastered an encounter, the focus turns to reaction timing and the entire 3D space becomes a bit meaningless