I Wasn't Too Much Of A Fan Of How The Problems Would Just Disappear Once You Defeated A Main Boss In
I wasn't too much of a fan of how the problems would just disappear once you defeated a main boss in tears of the kingdom. For example, having the blizzard stop would probably have been enough to save rito village, but they instead had all the snow melt in an instant.

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More Posts from Blackblooms
How's the worldbuilding? Setting? Underlying theme? Am curious.
The general concept behind Narkaas is that it's an aging fantasy world that manages to prevent its own destined doom and has continued to evolve/devolve until its current form which has this dystopian steampunk/western theme. The main story properly starts as the calamity is released from her bindings and resumes her quests to bring the world to an end, except this time, the world isn`t really capable/deserving of stopping her.
The story can be a bit unfocused, but it's generally an exploration of the nuances of morality and redemption. It especially focuses on the feeling of being trapped playing a certain role and thinking that it's too late to change. Anyway, that's the general plan of what I'm trying to write. We`ll see on release whether i`ve been successful.
welp, time to add this to the long list of reasons why Cathedral of the Deep is my favorite level in dark soul 3
How The Cathedral of The Deep uses Scale to Alienate You

The Cathedral of the Deep uses the scale of its structure and its individual elements to make the player character feel small and powerless


The player passes through many maze-like corridors that extend into long passages, increasing the feelings of claustrophobia and confusion from this restriction in movement


When the player character is in an open space, however, the surrounding magnified structures emphasises how small the player character is - whether it be the width and height of the interior spaces that take many minutes to traverse in, or the relative size of nearby objects such as the stairs of the massive altar in the cathedral

All these instances of powerlessness prepare the player for the final boss arena: The Deacons of the Deep, where Aldrich clerics reside.
The sheer collossal size of Aldritch’s sarcophagus, and the towering interior surrounding it with its endless windows emphasise its overwhelming scale - making the player feel smaller by comparison
Irredeamable seems neat, the art style kinda has a "an indie flash game that a lot of people fondly remember" look to it despite your warning I shall ask about the lore because I like hearing people vent about things I have no clue about, spin me a yarn!
Sure

Chapter 3: New Eden, city of thieves The so-called city of Dreams. New Eden is a dystopian city-state ruled by a select group of powerful families. Top, amongst them are the Valenharts who own the peacekeepers, the city's augmented police force. Their only opposition is a group of insurgents known as the Ironstrikers. These rebels and criminals live in the dark depths of the city slums and sewers, working to undermine the Valenharts regime and find the hidden hoard of the robber king to return its stolen wealth to the people.
I really like the art style you're going for with Irredeamable. Is it based on anything in particular?
Nah, it's just how I draw pixel art. As far as I can look back, all of my games pretty much look like this with incremental improvements in techniques and designs.





