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This is very impressive. A technical marvel in every way.


I only notice that some of the parallax backgrounds are a bit repetitive. The water / sunset background, for example. It almost looks like a singular water or sunset that is repeated twice.


It might be helpful to 'break up' that background with more organic land interaction with the water.

Or just not use that 'two-tone' style too much. [It honestly looks somewhat as if the background is 'tiling' vertically.]


I am not criticizing the game, just offering a little suggestion.

The day-night cycle, integrated into the parallax background, is very nice. For a game that runs on these specs, it is a stunning demonstration of programming elegance.

(+1)

Thank you very much. 🩷

I see what you mean about the background. Since i will be putting so much stuff into the playfield and need the complete palette for tiles and actors I’m limited to sprite parallax and not dual playfield. So the background needs to be repeated patterns of 32px. It could be bumped up to 64 but then I loose a pair of sprites I’m using for other stuff in game.

So yeah - it’s a struggle. But I’ll definitely keep your feedback in mind. I am having great progress on the game and have made quite a few improvements on the tiles which will in them self make the game look less repetitive. I think I’ll do another look at the parallax when the first world is finished and I have a realistic benchmark.

And yeah - the game runs even more smooth now than in the prototype. I’ve done a lot of improvements in the engine since the prototype. I think I’ll give an update in about a week. Thanks for following! 🙂

I agree with your solutions - it's a balancing act. 

I don't see a need for major changes.

Having some more 'forest' backdrops, maybe some 'icebergs,' 'stars' as well, with wild, random, organic elements [even if they repeat] in other levels would probably help with the issue of the 'two-tone' looking backgrounds. I'm sure it will all fall together nicely when more levels are complete.