Kobold mining!

Little bit of a personal piece, because I wanted to draw more kobolds and dungeons/caves (generally darkness)

Character study of my own character.

Honestly not 100% happy with it, but it's still good. Do need to improve though.

Was going for a Rayman style character, because heck, I played The Great Escape a lot.

So, thought a bit and like some feedback.
Would people be interested in commissioning this kind of banner/landscape retro game style art?

Idea is that you can have up to 3 characters in it.
Decide what theme the environment should be,

It'll be $10 for all,
Extra $5 if you want it animated.
Every 2 characters extra will be additional $1.

Depending on complexity I also might charge extra.

Characters will be in an 8x8 stylized format.

Also no NSFW themes please

OK, made some example of animated YCH witch pixel icons!

Each one will be $3 and you get an animated and still icon. They will be 16x16 and upscaled to fit for services.

Please only furry characters.

Animated examples below

Base for the YCH
Animations will vary slightly. The item, you can choose (nothing complex please).
I require a ref sheet. Colors can vary from those refs, as I work with a palette.

Today's work:
Miniaturizing the tileset from yesterday and adding to it. Stuff is now 8x8 and I made a complete game mockup to see how colors work and also do some spacing work, etc
Not 100% sure how to progress from here, as I can do several things. We'll see

So, done some prototyping. Good thing I have older games, I can just adapt to new concepts (sometimes).
This is Amoozed, but I use a copy of it for prototyping.
I picked that game, because it's a sort of maze solver game and mazes are the base for this new game.

Difference is though, I don't want dead ends. So I played around with what I can do.

Looks like, simply removing dead ends (connect them to the maze) is pretty effective actually.
Here are some examples

Update on it, because I felt like it.

Stylized the unbroken head more and added darkness effects to it.
This way, both heads look more similar.

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Decided to do some art again. Was going to do a loading screen or something, but ended making a cover for it. Also decided on a name.

Name will be "Ember", but it transforms into "Ender" and I like it, as it shows the direction I like to go with this game.

Really like this character, @ulvra drew.

We decided to make them kinda like an undead mecha dragon

Their thing will be nasty AoEs, but they're stationary.

Kinda huge mech, that broke, but their fight didn't break and they're still a massive threat and now they're also angry.
They're doomed anyway, so they won't hold back on you, at all.

Got some very nice update on my ref sheet from @ulvra 💜

Left is original ref sheet, right is mooday present ref sheet
The art is wonderful, like always. I also am surprised how good I'm looking with a binder, honestly

Another day, more progress. Also I didn't ate while working on this for 5h, whoops....

Anyway, stuff to mention:
- mines won't be the only enemies, there will be more
- other means of interactions will be added
- more to explore and what those nodes mean!

So, did a bunch of work today, you can (somewhat) see here.
Mostly rooms have types now, also enemies. The mechanic for enemies don't work yet.
The filled room, is the boss arena. There is a healing spot planned before (think Moonlighter)

Think of them as a way to locate the boss chamber, but also to get some healing.

The nodes, you see in the middle of a room, will have special purposes

Other enemy types and battle mechanics will follow soon

So, some update again. I changed a bunch in the meantime!
Movement is now smoother and allows for more action.
Doors are removed and replaced with beams.
Not sure about combat, but I have some plans!

Beams are supposed to lock you into rooms.

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