State of the Art – February 2018

Welcome to State Of The Art, February 2018 edition! This monthly* progress report is written by Frank DiCola and is focused entirely on how the game’s visuals have improved in the past month. If you are one of our beta testers, you’ve probably already seen this artwork firsthand. (Looking to sign up? Email me at contact@GameRevenant.com if you’re on iOS, or just go here to download if you’re on Android)

(*It’s been a while since I did one of these! We got so caught up in a bunch of year-end stuff with MAGFest 2018, I decided to wait until February to discuss the state of the game’s aesthetics. The good news is, this is a double helping of art updates!)

Without further excuses, let’s explore the major leaps forward we took since December!

 


 

 

Header-Forest

The Forest is Now Polished

Polish is a strange thing. You’re never really finished – you just keep making smaller and smaller increments towards perfection, never quite reaching it. Eventually you hit a point where the small changes aren’t worth it because they take too long and have very little payoff.

Check out this video of me walking through the game’s prologue:

The Forest is polished to the point where it’s worth polishing it! I only say that because there is an entire game still left to finish, so we can’t spend forever on the first few Levels. I will say though, I paid particular attention to these Levels because they are the first morsels of gameplay people will experience with Where Shadows Slumber. Leaving a bad impression here can permanently color people’s mental model of the game in a negative way, so it’s important to get it right.

 


 

 

Header-Jail

The Jail is Now Really Different

The next World in our “first time user experience” is a scary, lava filled jail where Obe has been taken prisoner. As he makes his escape, we teach the player about lights and the way they interact with shadows.

This World was quite difficult to get right. I still think some of it needs to be changed, but here’s where it’s at right now:

If you remember the blog post where I showed off the Jail World last time, you might be shocked to see that a lot has changed. I never liked the boxy, protruding walls I created for this World. It made it impossible to define complex shapes, and it cost a lot of polygons. As we polish the game, we also seek to optimize it, and that means giving your phones less information to compute each frame. Now the walls are much simpler, but still have a brutal “government building” quality to them.

Hopefully you support this drastic change! It’s the only World that’s undergoing such a dramatic shift, but I think it’s for the best.

 


 

 

Header-City

The City is Still Unfinished

To my great shame, the City World is still not polished. Some Levels (one in particular) don’t even look passable. That’s a problem I’ll try to rectify immediately, as the World is already late, even by our newly revised schedule.

What I can show you are two Levels still in polish-development, because I would like feedback from the general Game Revenant fanbase! Here’s the first City Level, called “Slum”, which got a big overhaul:

City-Slum.JPG

And below is Level four in the City, called “Fountain”, which I don’t think I ever showed because it wasn’t in great shape. It’s still missing two key components that require very specific artwork: plants and statues for the fountain. Right now it looks very sterile, but this is supposed to be a luxury fountain / garden fit for a king! Check it out:

City-Fountain.JPG

This red color is a deep callback only diehard WSS fans will recognize [ ^_^]!

Comment below this post about these changes, please! This World needed a lot removed from it in order to look good. It had way too many colors before, as well as misleading stuff on the screen. It’s not done just yet, as I said, but it’s in way better shape.

 

Header-Spoilers.JPG

Spoilers Ahead

As we near the completion of the final game, I’m going to get a bit more secretive with these updates. I realize now that although some sections of the game look awesome, players may want to experience them for the first time inside the game instead of in a blog post. That doesn’t mean I’ll stop posting, but it does mean you can expect to see spoiler tags in these art posts from now on. I’m waiving that this time around since most of the updates are in the first 10 minutes of gameplay, but be warned!

In the future, read on at your own peril…

 

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

We hope you enjoyed this update about the game’s artwork. Have a question about aesthetics that wasn’t mentioned here? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

 

 

State of the Art – November 2017

Welcome to State Of The Art, November 2017 edition! This monthly progress report is written by Frank DiCola and is focused entirely on how the game’s visuals have improved in the past month.

<Don’t forget to add in some lame excuse about Thanksgiving before you post this>

Without further excuses, let’s explore the major leaps forward we took in November!

 

0-1-Header

The Game’s First Level, “Fallen”

It took me a while to get around to doing this Level, because there’s a bunch of triggers I had to animate and I didn’t feel like doing those. For the longest time, Level 0-2 has been our de facto “first level.”

Dec-5-Blog-Forest

But the game really begins here, along this spooky Forest path, where Obe first encounters the Lantern. You can watch the entire Level in the video below, since it’s so short. (Just ignore the missing sound effects and animation polish, all of that comes later.) Jack and I have a rigid philosophical stance when it comes to game design: we don’t like using text to tell players what to do. That’s annoying! So this Level is designed so that people can learn how to walk. It’s impossible to avoid picking up Obe’s lantern because he automatically does that when you walk on the first open space in the clearing.

This Level didn’t take too long once I actually sat down and did it. Since Obe can only walk around the center of the Level, and his light radius is quite small, there’s a lot of art I can intentionally ignore. This may seem lazy, but there have been times in the past where the opposite has occurred! I’ve done beautiful artwork around the edges of the Level only to be dismayed to find the light never reaches there, and players will never see it. But I still see it. In my dreams.

 

Dec-5-Blog-City-Header

Level 4-3, “Ramparts”

One of the most ambitious Levels we planned for the game has you scaling the ramparts of a city wall as you climb to the palace on top. It’s a transition Level, which makes it super important for the story. The first two Levels in this World take place in the slums, and the final two Levels in this World take place in beautiful palace gardens. We need a bridge in between those two, otherwise the jump from one to the other will be too abrupt for the audience.

Enter Level 4-3, “Ramparts,” a vertical bridge between two different worlds separated by economic class and power. It’s easier to show you than tell you! We begin on the street, with the dogs.*

Dec-5-Blog-City-A.png

*Dogs not included

Then there’s the middle section:

Dec-5-Blog-City-B.png

On top, we can see the palace architecture more clearly:

Dec-5-Blog-City-C

This Level took forever for Jack to make and for me to decorate. Even now, it still needs an extra coat of paint! The puzzle isn’t difficult, but the vertical nature of it means we need to cover up a lot of the screen. I want to put more plants closer to the top, which I didn’t really have time to do yet. Plant life would indicate that even in this barren desert, the wealthy King who lives in the castle gets to be surrounded by beautiful foliage.

 

Dec-5-Blog-Paradise-Header.PNG

Paradise Begun

The game’s final World is a beautiful island paradise floating in the sky. This is somewhat of a story spoiler, but we’ve blogged about it before so I’m not too concerned. Read on at your own peril, I guess?

It’s taken me a while to return to this beautiful setting. Anything that comes last in a video game usually gets the least attention. It’s regrettable, but understandable. After all, if you see a movie in theatres, you often see 100% of it.  Unless you leave in the middle for some reason, you’ll experience the beginning, middle, and ending. But video games are different. Only a fraction of players make it to the end of the game, but by definition anyone who plays a game experiences the first 5 minutes. That’s why those first 5 minutes are so crucial and get so much special treatment.

I’d like to break the chain, if I can. I want people to feel rewarded for getting to the end of this difficult puzzle experience. Here’s the current progress on World 7, which I just started last week. They’re in rough shape at this stage, but you can get a sense of where I’m going with these.

Dec-5-Blog-Paradise-A.png

Level 7-1, “Ladder” is all about compiling a ladder from a bunch of broken pieces. The ladder comes together using the shadows from that conveniently specific rotating object. It’s harder than it looks! I designed this one and I forgot how to solve it. Good luck!

On the first landing, we get a chance to show off that majestic Bermudian inspired architecture I love so much. If I have time, I’ll even include a cool dude relaxing on a chair just to show how far removed this World is from everything below.

Dec-5-Blog-Paradise-B.png

Level 7-2, “Pond” is due for somewhat of a re-do. The major thing I forgot to include here was a pond in the center where that button is. We want some kind of a sacred grove with a sacred button because that’s how you solve this Level – you need to use the center piece in order to drag boxes around and cast the shadows you need to fix the ending staircase.

This is where design and aesthetics conflict. The pathways we need are very specific and jagged, but the “look and feel” we want is uniform and symmetrical. It’s a tough compromise. I’ll return to this one and remove that weird green rock path (a placeholder) and try to do something closer to my original “Toolkit” Level I posted so long ago:

World-7-Paradise

(This isn’t a Level in the game, but rather spec work I did a few months ago when I was beginning each World’s “Toolkit.” But that center pond is making a comeback, just wait for it!)

Dec-5-Blog-Paradise-C.png

Level 7-3, “Tower” isn’t very far along, but it’s such a cool design I thought I would tease it here. You need to see a video of it in action to really grasp what’s going on, so no more for you just yet! Be patient [ ^_^]!

 

UI-Header.PNG

User Interface Sketches

Generally I prefer not to show off drawings that are not part of the game. But Jack and I just started on the user interface design, so it can’t hurt to show you a tiny bit of what I’m working on…

 

It may seem late in the game to handle this, but we decided long ago that we don’t want a complicated user interface. Above, you can see that our Levels contain all the features that a Main Menu would normally have. We don’t really like having a separate menu detached from the game, so you can access all the key stuff just by “pausing” the game.

Note: this is just a Photoshop design. We haven’t coded this in yet, and not all of the buckets you see above are necessarily being included in the final game. For example, being able to take a picture of the Level is an important social feature, but it’s not essential for the game’s launch and may fall by the wayside.

Interacting with phone features is a big pain and it’s one of the toughest things about game development. Making your game work on every single tablet, flip-phone, e-reader and seashell Kindle out there is a nightmare. Maybe we’ll write a blog about that topic once we get more into the weeds of cross-platform development…

 

christmas2012_alternative_santa_onlycoke_flexible

See You Next Year!

The next time you read this particular blog series, it will be 2018 and I’ll be recapping December. Man, where does the time go? This year has gone blazing by!

This month, I hope to finish World 7 and move on to polishing up each Level. That work is highly specific, which is why it was left until the end.

Polishing the Levels will intersect with working on the game’s cutscenes. That’s because some of these Levels have animated characters in them. I’d like to be sure that the animated characters I create work well in both settings, to save myself time later. So don’t be surprised if next month’s update is a bit of a mixed bag. That’s the way it’s going to be from now until the game launches!

 

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

We hope you enjoyed this update about the game’s artwork. Have a question about aesthetics that wasn’t mentioned here? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Our Demo: 1 Year Anniversary

One year ago, on November 1st 2016, we released a free Demo build of Where Shadows Slumber to the world. This marketing build has just 10 Levels and a cutscene at the end, yet it’s been downloaded hundreds of thousands of times by gamers all over the globe. We don’t get a chance to talk data often, but this post is dedicated entirely to discussing the performance metrics of our Demo. Towards the end, we’ll answer the burning question on your mind: was it worth it?

 


 

 

google-play-logo-2016

Google Play Lifetime Stats

The Demo performed the best on the Google Play store. I have a feeling that’s because the Demo is free, and people on the Google Play store tend to be younger / less willing to pay for games. When they see a free game that looks beautiful, of course they’re going to download it! Let’s dive into the Google Play Console and check out some of our stats…

GP-Installs.PNG

Left: the chart of app installs. Right: the chart of app uninstalls.

Installs and Uninstalls

First, the obvious: we’re two no-name developers living in Hoboken, New Jersey and 250,000 PEOPLE DOWNLOADED OUR GAME ON ANDROID!!!

\[ 0_0]/

*Ahem*

The lifetime chart of the Demo on Android shows that it went live in November and hit its peak in December, probably due to the Christmas holiday. I think it’s interesting to note that the first two months an app is live appears to be “prime-time.” Look at all those downloads!

Yet, even though we hit our lowest point (since the November we launched) in May 2017, we’ve consistently gotten more downloads every month after that. Rather than plateau, the app continues to outdo itself month after month. That’s crazy. I’m proud of that, and I hope this month’s downloads eclipse October’s, which is 26, 467. That’s pretty tough to beat!

Of course, the downside is that nearly everyone who installed the app promptly uninstalled it, most likely after completing it. I’m not shocked by that. This is just a demo. People want to play it and then get rid of it – it doesn’t really deserve to stay on their phone. I expect this behavior will continue with the final game, save for a few thousand people who feel sentimental and can’t bring themselves to delete it. I’m pretty ruthless when it comes to clearing space on my phone’s hard drive, so I don’t blame people for not sticking around. You might say our “retention” is terribly low. But I also don’t think it matters for Premium games the same way it does for Free games.

 

GP-RatingsAmalgamation

Top: Our rating. Left: A chart of our rating over time. Right: A sample review.

Ratings and Reviews

As you can see in the charts above, our lifetime rating is quite high and we’ve received thousands of ratings. People have responded very positively to the Demo! The majority of our ratings are 5 Stars (4,149) with only a sliver of negative 1 and 2 Star reviews.

The graph of our rating is interesting. Starting with a perfect 5 Star rating at launch, we slowly drip down to a 4.6 (the bottom of the graph is 4.6, not zero!) by May 2017. Then, as indicated, the build adding a finale cutscene goes live. From there, our ratings steadily increase to the point we’re at now.

This is a really important moment in time, because Jack and I were nervous about how the story would be received. It’s a bit off – not quite what you’d expect from a puzzle game made in the image of Monument Valley. We expected more negative reviews. Instead, they’ve been largely positive. We kind of left people on a cliffhanger and they’re eager to find out just what the heck is going on.

At right, you’ll see a common review. Most of them are like this: people love the game, say they’ll buy it, but are disappointed that this is just a Demo. Truly, I have no idea how people missed this! The title of the app is Where Shadows Slumber Demo (Beta). There’s two keywords in that title that would tell you this is not a finished thing! But you can file that under “nothing is too simple for people.”

If you want to read more reviews, go to our Demo’s Google Play app page and flip through them. I could read them all day, but it would make my head get too big.

 

GP-World.PNG

The top 5 countries that downloaded our Demo.

Who Is Playing?

The top five countries that downloaded our game are South Korea, India, the U.S., France, and Mexico in that order. France and Mexico are nearly tied, and the U.S. isn’t too far ahead of them. But India has double our installs, and South Korea blows everyone out of the water. What the heck is going on?

It’s important to note that Jack and I went through the arduous process of paying for 14 languages of translated text and put them into the Demo. That means Indian players see the game’s app page in Hindi, as well as the in-game text. That’s a big deal. It means we’re meeting people where they are across a global market. We didn’t translate the game into any African languages, so it’s no wonder that entire continent is grey except Egypt. (We did translate the game into Arabic…)

Free games are really popular in Asia. To the extent that this Demo is a “free game,” that explains its success in South Korea and India. After all, it is a game that costs no money. So it is technically a free game! I do not expect this same success once the game costs $0.01 or more. We’re going to have to target the Asian market with a lower price than normal, or perhaps even a try-before-you-buy method where the first half of the game is free. Don’t get me wrong, I’m happy that these people downloaded our game and clearly loved it. But when the business model flips and we ask for their cash up front, I don’t expect to see South Korea or India to even make it into the top 10 list.

 


 

 

applestore20copy

App Store Performance

The App Store’s analytics aren’t quite as easy to decipher as Google Play’s… also, our performance on Google Play dwarfed the App Store in every possible way!

Apple-AppUnits.PNG

From iTunes Connect – a chart of our App Units.

App Units vs. Impressions

Our performance on Apple makes more sense to me. We only “sold” 32,285 app units. We got over 200,000 lifetime impressions, but I don’t know what that means! That may just be when someone sees the game but doesn’t necessarily act upon that.

The chart of our downloads follows a pretty standard “flash-in-the-pan” trajectory. This may be partly because we were never able to upload our language translations to the App Store. I’ll discuss that a bit more when we get to my conclusions, but that’s my guess as to why we plateaued in May and never really rebounded.

It should be stated that App Store customers are the polar opposite of Android people – App Store customers probably want paid games and see “Free” as a mark of low quality. I expect these numbers to swap when the final game is released.

 

Apple-Review

Our dashboard for monitoring reviews. Note the total in grey on the right.

Ratings and Reviews

We didn’t get nearly as many reviews on the App Store – just 26 in one year. That’s probably all an indie developer can expect, but it doesn’t explain the disparity between this and Android. The reviewers were quite kind, and we have a 4.9 out of 5.0. However, with such a small sample size, that’s not as impressive.

 

Apple-World.PNG

Who Is Playing?

Surprisingly, China is our top country on the App Store. I didn’t even know we had access to the Chinese App Store! I don’t know if we can trust those numbers. In second place we have the United States, and then Russia, Japan, and South Korea. These numbers are too small to really tell us anything meaningful, except that we should focus our efforts on China for the iOS release of this game!

 


 

 

amazon_appstore_logos

Amazon App Store Performance

The Amazon version of our Demo went up earlier this year, but there’s no way to really see how much traffic it has gotten. My guess is that no one besides Jack and I have seen it, since the only review is one that I left on the company account.

AmazonLOL.PNG

My very serious review

If you have a Kindle or a Fire, please check out the Demo there! We’re doing a lot by trying to be on as many platforms as possible, and we could use the testing feedback.

I hope things will be better in the future with Amazon, but this isn’t promising. The company has gifted us four mobile devices to use for testing, as well as a guaranteed spot on the Amazon App Store feature banner at a time of our choosing. Let’s hope they have the install base to make it worth our time! We will not be coming to Windows Phone since those devices have been discontinued – I hope the same fate does not befall Amazon.

 


 

 

WorthIt

Retrospective: Was It Worth It?

After having our Demo available for free all this time, people often ask us “was it worth it?” What’s the point of releasing a demo so far in advance of the actual game? Don’t you want those people to pay for the real version? Won’t they forget about your game by the time it launches? Does anyone even make demos anymore?

That’s true – mobile gamers who stumbled upon our Demo a few months ago probably already forgot about us. They’re not eagerly anticipating the release of the final game. It probably isn’t even on their phone anymore! Just because this game is the center of our world, that doesn’t mean we can expect the same loyalty from some people who played a 15 minute trial. (Shout out to everyone reading this blog, because the previous paragraph clearly does not apply to you!)

It’s fine though, because none of that was ever the intended purpose of the Demo. All we needed were the following things:

  • A proof of concept that shows we can actually make something great
  • Something that claims the name Where Shadows Slumber before anyone else
  • quickly deployable version of the game to showcase at events
  • An easily submittable build that we can send to judges for contest submissions
  • Something that gives us experience dealing with the App Store and Xcode.

By these metrics, the Demo was a whopping success!

We proved to ourselves and our fans (and shadowy unnamed figures who can’t be named) that we can put together an awesome small indie game. Making something a little larger would take more time, but we already had the talent and the drive.

Judging by a Google search of “Where Shadows Slumber”, no one else has been able to claim that digital territory except for an old song from 2007. We’ve been in Google’s search algorithm for over a year, which can only help us in the long run when people try to find us online.

“The Demo has given us an air of legitimacy that many indie developers never consider when releasing their game into the wild.”

Any time we go to an event and the current build of the game isn’t ready to show real people, we just default to the Demo and it’s no problem! In fact, those events go even smoother than when we try to show off the development build. As for contests, having a no-strings-attached build out in the wild makes online applications a breeze. I’ve already got a folder filled with screenshots, videos, and a recent .APK that I can throw in there. I don’t know how many festivals want to feature our Demo, but at least they’ll remember us when we return next year with a finished game.

The App Store is an odd one. Technically, our Demo shouldn’t even be on there because Apple forbids you from submitting them. We slipped through the cracks five times! I don’t think that’s an endorsement of our talent, but rather an indictment of Apple’s system of judging builds. Perhaps we’re on borrowed time, and they’ll delete it any day now. Who knows? It doesn’t matter – between our Demo and the previously released SkyRunner, we’ll be Xcode pros by the time we jump in there a third time for the final release of Where Shadows Slumber.

In the end, it was definitely worth it to produce our Demo. Yes, it’s maddening to watch our game grow better every day knowing that people’s only conception of it is a year-old marketing build. But it will all be worth it in the end when we get to show the world what we’re working on! The Demo has given us an air of legitimacy that many indie developers never consider when releasing their game into the wild.

In the meantime… (I’ll have to train myself to not say this automatically, because I’m so used to it by now) …download our Demo. It’s free!

 

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

Thanks for reading this long-form business analytics update. If you came here from Reddit, please be kind! You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

State Of The Art – October 2017

Welcome to State Of The Art, October 2017 edition! This monthly progress report is written by Frank DiCola and is focused entirely on how the game’s visuals have improved in the past month.

Sadly, I was out of town for most of October on business trips to Texas, Los Angeles, and Seattle. Although I got a lot out of them, I did not get a chance to do as much artwork as I would have liked. Sorry that I don’t have more to show you!

Without further excuses, let’s explore the major leaps forward we took in October!

 

Header5.PNG

World 5, The Hills

Cold, abandoned tombstones. Whining wrought iron fences, covered in moss. An abandoned log cabin, now in ruins. Suddenly, a chill in the air – snow begins to fall.

The Hills represents a turning point in our game, which is represented by the change in weather halfway through. I really love this setting and the mood it conveys, and I’m proud of how the artwork for this World came out. Every Level in the game will need to be “polished” before the artwork can be considered finished, and World 5 is no exception. But I think you’ll agree that these Levels are already looking pretty awesome!

5-1

5-1, “Cemetery” – I can’t wait to change the temporary Phantom model [ v_v]

5-2

5-2, “Family” – Not too much changed since last time, since this Level is so solid.

5-3

5-3, “Ray” – I love how the log cabin came out here.

5-4

5-4, “Drop” – This Level should look snowier, that’s coming later!

5-5

5-5, “Rest” – Ignore the large A’s on this Level, they’ll be replaced!

My favorite little aesthetic touch in this World has to be the stone pathways. It took forever to get those right. I started with massive stone slabs, but it felt too video game-y. Then I went with smaller and smaller pieces until I decided to basically do a mosaic of little flat rocks. Let me know what you think in the comments!

Note: I’m going to change 5-4 to make it snowier. It’s odd that we jump directly to snow, and that was never the intention. I’m just not sure what to do to make it seem like it’s only snowing a little bit.

 

Header

World 6, The Summit

Obe ascends the snow covered steps to the Summit. Darkness falls and his lantern dims in the wintry air. Shivering, he makes his way toward the castle at the peak of the mountain. The journey will be over soon.

I’m so excited to show you World 6, the Summit. Inspired by snowy game-ending mountains like the one in Journey and the recent Tomb Raider reboot, the Summit World is a snowy mountain peak with an abandoned castle at the top. It’s just getting started, so these Levels are a little rougher all around. Essential polish things, like actual snow falling from the sky, are unfortunately still on the back burner! Check out what I have so far:

Level 6-1, “Pass” shows off the unique way World 6 works. There’s a hidden shadow world that occupies the same space as the ‘real’ world! Use your shadows to uncover hidden dudes like this walking guy, who can press Buttons for you. It’s one of the coolest things we do in the game with shadows, in my opinion!

6-2

6-2, “Blind” – This Level is all about the secret World waiting for you in the shadows…

6-3

6-3, “Chains” – I may end up moving the gateway toward the center and rotating it.

6-4

6-4, “Watchman” – Finally, inside the Castle! Snow pours in through decrepit, broken windows…

There’s one more Level I can’t show just yet (6-5), because it’s a super work in progress right now and I don’t think you’d be able to see what’s going on. But this is World 6 so far!

What do you think?

 

HeaderUnfinished.PNG

November – Returning To Skipped Levels

Observant readers of this monthly blog will notice that sometimes I skip a Level and never return to it. Those Levels haven’t been cut from the game! They just posed a significant challenge for one reason or another, and I couldn’t find time to dedicate to them.

The theme of November is going to be “returning to skipped Levels.” I won’t spend all month on that of course, but expect to see an assorted, seemingly random collection of Levels in next month’s blog post. It’s all part of putting everything together, which is more important now that we’re getting close to finishing the game.

 

FakinIt

This is the kind of face that makes you want to say “That guy? That guy kind of sucks.”

Please, Criticize Me In The Comments

I don’t normally do this, but this is a call for comments! WordPress lets you leave a remark under each blog post. Please take a look at this artwork and give me some critical feedback. I always listen to it and it will really help to have a third, fourth and fifth set of eyes on my work.

You can tell me how much you love it if you really feel like it, but I’m mostly looking for ways to improve. Stuff like “this part looks a bit off” or “this color stands out in a bad way” or “this section looks unfinished.” That’s what I need to hear! Constructive criticism is welcome and encouraged.

I look forward to hearing from you below, and I’ll try to respond faster than I normally do. Cheers!

 

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

We hope you enjoyed this update about the game’s artwork. Have a question about aesthetics that wasn’t mentioned here? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.