
u/Prinx4llife

The Lamb and the Wolves
Here is a pixel art study. I did based on 'Agnus' by Konstantin Korobov.
I spent hours manually translating his painting into pixel art, mapping the colors, creating the pixel clusters, and translating the painted textures by hand as a art study.
Please note: This is a derivative work. I do not own the rights to the original composition. This is not CC0 and cannot be used commercially. All credit for the original concept and composition goes to Korobov. Please support the original artist.
Because it is a study, I cannot release it as CC0.
The Lamb and the Wolves
Here is a pixel art study. I did based on 'Agnus' by Konstantin Korobov.
I spent hours manually translating his painting into pixel art, mapping the colors, creating the pixel clusters, and translating the painted textures by hand as a art study.
Please note: This is a derivative work. I do not own the rights to the original composition. This is not CC0 and cannot be used commercially. All credit for the original concept and composition goes to Korobov. Please support the original artist.
Because it is a study, I cannot release it as CC0.
Boot screen and Main menu for my psychological RPG, Sunday Country.
(WIP / Placeholder Text)
Well, redditor how about an apple juice.
Johan - fan art.
Marking this as CC0 / Free to use, feel free to grab, crop, and use it as your.
Download link: https://files.catbox.moe/e7fhtu.png
I have been learning pixel art, so I made sekiro for PFP.
Hey guys! Made this Sekiro piece in Aseprite.
Marking this as CC0 / free to use. feel free to crop it and use it as your profile pic.
PFP Download link: catbox.moe
Testing Niko's walking animation, collision hitboxes, and z-sorting in GDevelop. How does it look??
I have been learning pixel art, so I made the Hunter.
[CC] Looking for feedback on zoning, palette balance, and asset readability.
Hey everyone!
I'm working on a cozy, pastel, retro-style room for my game and just finished redrawing the bedroom area from scratch in Aseprite.
Before I lock in the tilemap and collision, I'd love to get some feedback on the map design!
(Ik the carpet is cut off, I will flx.)
I have been learning pixel art, so I made Sword Saint Isshin Ashina
I have been learning pixel art, so I made Great Shinobi Owl.
[CC] [Feedback] Looking for feedback on zoning, palette balance, and asset readability.
Hey everynion!
I’m working on a cozy, pastel retro room layout for my game and recently finished redrawing the kitchen section from scratch in Aseprite.
Before I finalize the tilemap and collision setup, I’d love to get some feedback from a map design!
Need feedback: Does adding drop shadows makes the scene look good or make it feel cluttered?
[Feedback Requested] The story outline for my psychological game "Sunday Country".
Hey everyone! I’m working on a psychological story game that contrasts a bright,world with a dark, reality-based one.
I'd love your honest critique on the narrative outline below.
The story of Sunday Country is a psychological journey between two worlds: the Sunday Country and the Bright World.
Act 1: Sunshine and Rainbows (Niko's Perspective
The game begins in Niko's bedroom, a space filled with pink morning rays, a music box, and a clock that tells "good time" instead of telling the time. Niko is a cheerful "slime-like" creature who works for the Suffering Remover Organisation.
During his morning routine, he interacts with several objects:
The Talking Plant: Niko greets his plant, which responds by telling him to "DON'T HAVE A GOOD DAY. HAVE A GREAT DAY!"
Niko then goes to the Suffering Remover Organisation, where his Boss assigns him Case 17: Hana, a girl in the Bright World with a high suffering priority of 8. Before leaving, Niko must collect specific "helping tools":
Magical Stars: Obtained by helping a child. that grant toys if one believes hard enough.
Jar of Good-Dream Smell: Collected from a talking pillow that complains about the Boss's snoring.
The Cube: Assembled from four fragments, it is designated as a "last resort" tool.
Act 2: "God Please Don't Let Go of My Hand" (Hana's Perspective)
The story shifts to Hana, whose morning routine mirrors Niko's but in a dark, depressing tone. She wakes up into a "nightmare," avoids her mother in the kitchen, and eats a cold pancake alone. At school, she is relentlessly bullied by a group of girls led by her ex-friend, Rie.
After a particularly brutal day of bullying, Niko appears in Hana's room to offer help. He explains the tools, describing the Cube simply as a device that "removes suffering" by being turned 90 degrees. Desperate after a severe classroom incident, Hana uses the Cube on Rie. The next day Rie's desk is empty and a classmate reveals that Rie has taken her own life. While Hana is initially excited that her "problem" is gone, Niko warns her about The Ledger, which will take something precious from her in exchange for using the Cube.
Act 3: The Blood Maze
Hana finds herself in a surreal "Blood Maze" navigating distorted hallways of her own memories. She encounters "blackout" versions of her past.
Rie: Memories of their happy childhood friendship and racing to the library.
Father: A memory of a family dinner before her father left,
where he calls her by her "Poki".
The maze culminates in a church where Hana faces "Rie: The Vacuous Angel," an eldritch horror representing Rie's eternal suffering outside of time. Rather than defeating her through combat, the player can use the TALK action. This restores Rie's humanity, allowing her to pass away peacefully after saying, "I wish we could have been friends for a little longer".
Act 4: "Let Go of My Hand!"
Hana wakes up again in a timeline where the nightmare seems like a distant dream. On her way to school, she finds a dying dog and must choose whether to use the Cube to end its pain. After missing her bus, she returns home to a heated argument with her mother, who cruelly blames Hana for her father leaving.
In a moment of impulsive rage, Hana uses the Cube on her mother. Horrified by the immediate erasure, she begs Niko to fix it. Niko reveals he is the host of the Cube and sacrifices his soul to the Ledger to undo the "shade". He places Hana back into a morning timeline where her mother is safe, but he is gone forever, leaving only the Cube behind.
The Three Endings
Hana's journey concludes with one of three choices based on her actions:
A Town Without Me, the time without me is not my loss it's my treasure: Hana accepts her own absence as a "treasure" rather than a loss.
sea of sorrow:Hana becomes a nihilist erasing others, line: its all right you don't need to suffer anymore.
Path of pain: Hana chooses human connection over supernatural solutions, finally attempting to speak with her mother.
Very early demo of the demo gameplay video of my demo game
Very very very early in development 😸
Any ideas for what I could add to this room? Also, how can I make the shading less flat?
I’m making a room for my game and I feel like it looks a little too empty and flat right now. I’m probably going to add a window beside the wardrobe, but I’m not sure what else I should put around the room.
I also want to improve the shading. Right now everything feels like it has the same lighting and the room doesn't have much depth. I’m still learning pixel art, so I’d really appreciate your help.
I’m going for a cozy, cute bedroom rather than making it super cluttered. Any suggestions for furniture, decorations, small details, or lighting/shading techniques would be really helpful
I'm making a game called SUNDAY COUNTRY. A story about suffering, imagination, and trying to help someone
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Hi! I'm Prinx, and I've been working on my first game project called SUNDAY COUNTRY (サンデーカントリー).
The game is a story-driven, with two separate worlds. "The Sunday Country", a colorful and dreamlike world, and "The Bright World", the real world where hana lives.
The main characters are Niko and Hana. Niko works for an organization called the Suffering Remover Organisation in Sunday Country. The organization receives case files about people in the Bright World who are suffering, with each case being given a suffering priority.
One of the things I really want to explore is the idea of giving the player something that LOOKS like the obvious solution to someone's suffering and then making them question whether using it is actually the right thing to do.
I'm currently working on Act 1: sunshine and rainbows.
>!There's also going to be a surreal section later involving a strange blood maze where Hana hears whispers and encounters fragments of conversations from her past.!<
>!Visually, Sunday Country is going for a colorful pastel/pixel-art aesthetic, while the Bright World will have a much duller and more realistic feeling(still pixel art).!<
I'm currently making the demo and creating the artwork myself.
I'm still pretty early in development, but I'm really excited about where this is going.
I'd love to hear what you think about the concept, the visual direction, or the story so far!
Thankyou.
I made a browser version of Gerg’s "CHEGG" minigame so you can play it on go.
I watched Gerg's video a while back showing off CHEGG
https://youtu.be/ciZCvS2PKNA?si=tEYVIuDP2Wu69Mgq
(the Chess + Spawn Egg strategy game) and thought the concept was amazing. The only issue is that it’s kind of a pain to set up a custom map or get a friend online every time you just want to play a quick match. So, I decided to build a web version from scratch. I wanted to keep it super lightweight but fully playable, so it's coded entirely into a single HTML file. Originally I made it so that I can play with my friends but after making it I remember I have no friends so I'm making it public.
Play Here : https://confidential-blush-cmshwt5c.edgeone.dev/
Minecraft should bring back Sword blocking and add a perfect PARRY system.
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I think combat in Minecraft relies too much on simply tanking damage with armor or holding a shield. I think there is room for a more skill-based defensive mechanic while also bringing back an old feature.
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Mojang should bring back sword blocking but rework it into a perfect parry system.
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Here is the idea.
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Sword Blocking
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Holding right click with a sword puts the player into a defensive stance.
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- Reduces incoming damage
- Slight movement slowdown while blocking
- Similar to old Minecraft sword blocking
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Perfect Parry
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If the player blocks at the exact moment before an attack lands, it triggers a perfect parry.
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A successful parry would:
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- Negate all damage
- Knock back the attacker
- Play a unique sound and particle effect
- Reward timing instead of just relying on armor
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The main rule:
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If a shield can block it, a sword should be able to parry it.
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This means players could parry what shield can block:
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- Melee attacks
- Arrows
- Tridents
- Creeper explosions
- TNT blast damage
- Ghast fireballs
- Other attacks that shields already negate
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X Balancing
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To prevent spam:
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- Successful parries cost extra sword durability
- Short cooldown after each successful parry
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X Shield Balance
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Players cannot sword block or parry while holding a shield.
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This creates an actual choice.
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Shield = safer and reliable defense
Sword = risky defense that rewards skillful timing
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Right now Minecraft combat is mostly about armor and trading hits.
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This would make combat more engaging without making it overly complicated.
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What do you guys think?