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A member registered Sep 14, 2016

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I have a few suggestions.

  • Consider turning roughness up and metalness (or whatever Unity's PBR texturing system uses) down on most materials, with metalness at almost nothing for most materials, at the maximum value for metallic surfaces, and somewhere inbetween for rusted surfaces. As it stands, a huge amount of your materials look way too smooth and shiny for the surfaces they're supposed to represent, which gives them this overly glossy, fake feeling.
  • Tying into this is the glow from Time Square's house windows. It's frankly way too strong, and having all these shiny stone and brick surfaces near them makes them stand out even more.
  • Sometimes the scale of levels and trash is off. Deja Vu Canals' first level particularly stand out here, as there's walls that formerly towered over Blinx but now look as though they'd be quickly scaled if only you could stack trash more reliably. This part could be just my imagination, might not be, but perhaps you should look into some existing Blinx model extractors and try to compare their output with your work.
  • Finally, I really liked touches like bells ringing when you shoot them, but some world elements are frankly too animated. Giant clocks, lamps, and the like sway wildly and dramatically in a way that makes them look arbitrary and weightless. Toning this down or limiting it only to very light objects would make the game world feel a lot more solid and make the animated parts stand out in a good way.

    I hope this isn't taken as me being too harsh. You're definitely on the right track, and I'd encourage you to continue working on this. The short version for most of this (outside scale issues) is that I think a little visual restraint and some simple tweaks would go a long ways towards making this look way, way better, if that makes any sense.