Don't forget to wear a mask too!
seen from United Kingdom

seen from Malaysia
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seen from Seychelles

seen from United States
seen from Germany
seen from Hong Kong SAR China
seen from China

seen from Malaysia

seen from Malaysia
seen from Hong Kong SAR China
seen from Singapore
seen from United States
seen from Poland

seen from United States

seen from Türkiye
seen from United States
seen from China
seen from China
seen from United States
Don't forget to wear a mask too!
shrug
Various animations used in gameplay. So far, over 350 unique drawings make up Kali's move set.
Jump climb run go!
Even though the platformer sprites have a chibi proportions and stylings, I kept the animation aesthetic weighted like classic cinematic platformer fashion. I wanted to give the impression that she’s powerful, wearing heavy travel garments and carrying equipment.
- Mike
We’re exploring different coloring styles for the game.
What do you think?
- Mike
Here's the collider blockout of the first dungeon, compared to to the in-game map.
Sort of like a subway map, some of the rooms are compressed & simplified, while others are drawn to detailed scale.
Yep.
- Mike
New character reveal!
Jarah is a swindler who provides Kali with a room to stay in in the monastery town.
I love getting sketches from Mike after coming up with inital character descriptions. Usually they inspire me to change characters a bit to better fit the personality of the drawings.
For example, Jarah was originally going to be a more awkward and uncomfortable character, but after seeing Mike’s art for him I felt like he should be a bit more snappy and direct.
-Trent
Here’s some new dialogue/VN stuff from the first time you enter the monastery town!
I love writing new characters and I’ve been having a great time exploring their personalities.
Daris is a Diogenes-esque unhoused man who can often be found roaming around town muttering philosophical quandaries to himself. He can appear brusque and mean but under the surface he has a heart of gold. You’ll see him a lot throughout the game and hopefully form a close friendship with him!
-Trent
Slowly piecing together the art for each of the areas in the vertical slice has been a huge challenge, but one that’s been satisfying to see come together.
Putting together Mike’s awesome art into scenes and setting up camera positions, special effects (like the water reflections in this video) and interactables is so creatively fulfilling.
A lot of it feels like directing a movie in slow motion, almost like arranging puppets in a scene and prettying them up on a moment-to-moment basis. It definitely scratches the perfectionist itch I’ve always had when trying to make movies that was just impossible to fulfill because a real set is so much more unpredictable than something like a game engine.
-Trent