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Could be, but Sonic being that bright blue lets him pop. Penny's color palette on the other hand is pretty muted which I think doesn't help. She'd benefit greatly from a bit more contrast. Though her design in general elicits a "meh" out of me. My interest in this game is purely on it's pedigree and that the gameplay looks good, if this was a game by unknown Dave I'd have 0 interest in it.As for the art-style, I'm pretty sure that they're trying to ape the sort of things you'd see in a lot of old Sonic promotional art:
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Will try out Sonic Superstars because it looks like more Mania and that's a good thing.or maybe you are talking about the new Sonic game? Well whatever, just wanted an excuse to harp a bit more on Penny's aesthetics. I have 0 faith on the new Sonic till I get word of mouth.
Is this their channel? If so, looks like they're not done uploading clips as of yet.Wish I had found this thread sooner, but the game was recently demoed at Jirard's Indieland event: https://www.twitch.tv/videos/1963513046?t=7h47m9s
Hopefully it gets uploaded to YT later.
This game was a total disaster. I'm actually glad it wasn't the Sonic Mania devs that wasted their time making this. They probably turned Sega down when they told them it was going to be an Epic Games exclusive with Denuvo included.Will try out Sonic Superstars because it looks like more Mania and that's a good thing.
The movement options alone are gonna make me pick this up, but everything else about it seems good too.Sorry for the delay. Here is the gameplay reveal for Penny's Big Breakaway. Starts at 1:30 and it looks like they've fixed the look of the game by giving the graphics a bit more contrast.
https://youtube.com/watch?v=IyMdFnv-ifo
You can only stun them by pushing them away to prevent them from swarming you. Akin to Dead Rising's or Left 4 Dead's zombies that you can never exterminate completely. Their goal is to push the player forward by not allowing him to have safe areas within the map.I just want to kill penguins.
The problem is that doing something like Killer7 requires an art director with actual skill to determine what models have what lighting, what polys have the gradient shader applied, etc. while artstyles like this game has are just a matter of "draw flat tone textures maybe with detail layers and let the lighting/bloom handle it".Why penguins?
I think it looks pretty good, though I agree with others that the "single-color light pastel" aesthetic isn't the best. I feel like if you wanna do the mono-color look, you should go full cel-shaded like Killer7. A lot of indie games nowadays seem to just slap on colors instead of textures and call it a day.
No, there is a coherent style. It's just not consistently applied probably due to engine or time limitations because this is built on the Mania team's new engine. The textures are definitely not flat. A lot of them have some gorgeous gradients that give them some fun colors.while artstyles like this game has are just a matter of "draw flat tone textures maybe with detail layers and let the lighting/bloom handle it".
The problem is inconsistency. I'm sure the artists tried their damnedest to make the game look like it does but they should've let the graphics cook in the oven a bit more.The problem is that doing something like Killer7 requires an art director with actual skill to determine what models have what lighting, what polys have the gradient shader applied, etc.
That's not even a joke BTW. I was studying the first level of killer7 to try and pick up the "rules" of the style for shits and giggles and you'll quickly notice that it gets complicated with how parts of the geomety flip the gradient direction to keep everything readable and rooms have to picking their wall colours very carefully for readability.The problem is that doing something like Killer7 requires an art director with actual skill to determine what models have what lighting, what polys have the gradient shader applied, etc. while artstyles like this game has are just a matter of "draw flat tone textures maybe with detail layers and let the lighting/bloom handle it".
Killer7 was a AAA game developed by one of Capcom's main studios and this is the debut release of an indie studio. Your comparison is not entirely accurate.That's not even a joke BTW. I was studying the first level of killer7 to try and pick up the "rules" of the style for shits and giggles and you'll quickly notice that it gets complicated with how parts of the geomety flip the gradient direction to keep everything readable and rooms have to picking their wall colours very carefully for readability.
That shadow-drop saved the shitty Direct for me.Penny's Big Breakaway is now available
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https://twitter.com/EveningStarStdo/status/1760303368730218621
Will give this a shot over the weekend, I need a new platformer and this looks like the elusive, non-pozzed type of quirky.