Used tools: C++, Allegro5, Godot, Aseprite
Paraimalia was meant to be many things... some sort of Cave Story + Undertale + generic Metroidvania. Never saw the daylight.
Early 2016... It was a typical case of no planned development like Blindrl once again. I called it "blindshooter", following the same reasons of blindrl ("blind" when looking at the scope of it).
My only regret today is that I did'nt gave up on it earlier. Should have focused more on learning the most I could, learning the things you can't show off to your friends, specially if I wasn't using a game engine at first (started with C++/Allegro5).
I still had too much to learn of overall game development.
Barely knew how the compiling+linking stages goes, just prayed every time I pressed that godamn Compile+Run button from Code::blocks.
Never spent time to make proper tools.
Never used git(☠️!).
Never used a debug breakpoint(!☠️☠️!).
I was just throwing game data into plain C++ code(!!☠️☠️☠️!!).
I have reworked on it from zero 2 times. Except for the last buildings, since I wasn't using git, couldn't recover many .zipped versions I had. Luckily I found some GIFs laying around my drive.
Ugh. First time trying pixel art ever.
Reworking from zero after a couple weeks.
This was my first time ever with Godot! I got the grasp of it very early tho! I also remade the few assets I had. I can remember being very proud of it... now I'd give it a solid 6/10. Static environment was not bad, but had problems with palettes and lazy animations.
Had planned a lot about a story! This scene was surprisingly funny. I was very inspired with Undertale's kind of humour and some unexpected gameplays.
I don't remember why I wanted to rework everything once again so badly. Ugly mistake with color palettes this time. Have improved on animations though. Was very inspired by Momodora this time.
After a couple weeks, finally I gave up on it! Screw everyone who wasked about it, I'm not a dedicated game artist after all! Although I would have failed once again by starting a project that would require a dedicated game artist...