Used tools: Godot Engine, Aseprite
TNBD is an acronymous for "Totally not Bravely Default", a game totally not inspired on the Square Enix's famous 3DS game.
Never released any demo or so. I was feature-creeping it for long ~5 months. It was meant to be just a short-cycled roguelite with turn-based fights. I think the idea was simply bad though, haven't came up with a solid plan already. I remember wishing that someone could help me with game design decisions or graphical assets, while I could focus on programming things.
At this moment, I was struggling with creating the pixel art assets. While I was very satisfied with my own art, I was digesting the idea that it solely was just TOO much work as well... have thought about reducing sprites resolution, would be neccessary to refactor some others things. Tried it:
Was naive to think that merely reducing resolutions would help: it isn't how pixel art works... of course there is less squares to paint, but also more work to decide where to put those remaining ones. At this point I gave up and decided that I won't ever try again to make a game that requires a considerably amount of graphical assets (pixel art or not) alone.