pocchi

@pocchistudio.com

pixel artist / composer / game dev I'm working on #FalsePrincessIruruu, a Sekiro-like pixel-art game. Wishlist: https://store.steampowered.com/app/3704290 the other place → https://twitter.com/poohcom1

hi-res pixel art study is that the correct term for this? whatever its called, now that I'm trying it it's super fun. I get to draw larger characters without getting hung up on minor details like you do with normal digital art.

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just found out today that aseprite has a thing called reference layers where you can superimpose images without it being pixelated this works so much better than just resizing hand-drawn sketches in aseprite where you lose a lot of small details

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ok so first i got the dumb idea to have my metroivania locks-and-keys™ be firecracker bombs because i like explosions and then i got the funny idea to make the explosion actually have a hitbox

I'm re-introducing platforming as an exploration mechanic. I've gone back and forth in the past whether or not to do platforming, but after implementing wall-jump and ledge climb, I think it's worth another shot

feels weird when your regression tests actually catch a real bug instead of randomly shitting the bed like it usually does every other week.

wasnt gonna implement breakable props as I thought it'd be too much effort to draw individual shards for every single props, but turned out generating them from an atlas of the base sprite programmatically doesn't look half bad

here's the real reason I added guard counters: element catching (I need a better name) attacks with elemental/status damage that would otherwise chip and proc can be 'caught' with a guard counter and imbued into your sword, which protects you from further status damage.

been spending some time creating drafts of the next area to see what i like ...I say "draft" but they'll probably remain in this state for the next year and a half xD

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after lots of playtesting I realize why Sekiro and AC6 put posture in the middle, as high-pressure combat really doesn't let you peel your eyes from the fight for even a second. it's even more important now that I've added the disarm mechanic. BUT a centered UI element looks weird in a 2D game

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