No art style dies, it just passes into the hall of fame. After time it comes back because it gets discovered again, and the great from that period get studied. An idea of something new would be pixel with cel shading. Like pixel with 3D. Everyone doing the same thing is boring, and that can be the reason why people don't care anymore. That is why I don't play any shooter games, they all feel the same, call of duty is one of them. But if you put the hero who is native american, stranded on an alien planet with mercenaries and has to shoot dinosaurs to survive, you get turok. The name grabs you, and having a giant lizard chasing you is scary but trilling. Doom eternal is one great example of a blue ocean. As an artist one should always create a blue ocean. The studio should also be a lab of experimentation.
Exactly. The pixel art style graphics were emerged in the 80's and 90's as a necessity, but even after many and many decades they're still used. Nowadays, pixel art is a graphical choice for games, the same way RPG, Adventure and Horror are game genre choices. It's also essential for developers who want a unique atmosphere for their game. You can have a 2D game with 3D graphics, a 3D game with 2D graphics, and vice versa, it's many possibilities, it depends on inventiviness and how you use your creativity to shape it into something fantastic and unique.
Doom Eternal is far from 'blue ocean', it's just another FPS game in a saturated genre, heavily leaning on the Doom franchise and its fan base, it's nothing new or original.
I'm making a pixel art indie game right now and honestly, I don't care if anyone plays it or not. That's not why I do this. I want to make something that I love.
I think these days people new to art who want to make games look at pixel art and think it'll be easier than a vector or high res style, and then try to learn that without learning any traditional art or animation skills. Then we get a lot of very amateur looking stuff. You can't make a game that looks like owlboy or hyper light drifter without art fundamentals.
5:25 Well since you're wondering, here's why I'm spending my precious time watching your video: I like videos where I don't have to look at the screen. I walk a lot, and like listening to people talk about interesting stuff while I walk, preferably not looking at the screen at all. I subscribed after the last video because it was like that. I'm looking forward to your next one like this, but I'll probably watch some of the next devlog too.
another contributing factor to pixel art games being seen as cheap is that on today's screens, pixel art doesn't scale as well as other mediums: you want to scale pixel art only in 100% increments because otherwise you get some unevenly sized pixels or blurry pixel transitions. other mediums might still have artifacts when scaled in smaller increments than 100%, but they are often hard or impossible to notice. games find scalability important so that they look good at any arbitrary size (like in windowed mode). some pixel art games prevent the scaling artifacts by scaling the game screen down to the next lowest 100% increment and filling the rest of the window with black, but some people find this pillowboxing just as annoying as the artifacts it prevents.
Another gem of a video. This was really well crafted and I'm a big fan of your subtle yet impactful style. Will definitely come back to this in the future for some food for thought
Just look at Minecraft. Probably the most successful indie game of all time. I remember playing it when it was still in alpha bc it was fun as fuck and people were roasting me bc "OMG the graphics suck"
I laughed when i saw the title. I see hundreds of recently made pixel art games every day. (I even make some of them.) I respect your opinion, but pixel art majors like minecraft and terraria and many others are dominating the industry. yes, most pixel art games don't make it big, but that goes for non-pixel art ones too. Edit: Stardew valley is another pixel are hugie too.
I don't really agree with your point that being derivative is tied to being somehow "bad" or low-effort. On the "how derivative it is" spectrum, you can crank derivativeness to the max and still find games like Doki Doki or Undertale which are anything but low-effort, and were able to be hugely successful even without the big gaming crowds even knowing that they exist. I think at the end of the day, it's just a matter of finding your audience and accepting what your audience might look like, even in terms of numbers/financial success. Some people buy *only* pixel-art games. If you're making a pixel-art game you need to get it in front of those people. I can't help but get the feeling that you've been really inspired to get into gamedev by huge AAA games and you've set this goal for yourself where you won't feel accomplished unless you make it as big as the big games you love (I remember you've cited Dark Souls on this regard in a previous video), otherwise it'd feel like "nobody cared" and that you'd release it "into the void". These are really relatable feelings and "going big" is a completely fair and legit goal to have imho, I'm just thinking... is the indie path really the right one for you? Which is to say, how would you feel about applying and starting to work in a AAA studio instead? Idk, just some thoughts. Really cool video tho, and I agree with most of the points you make. Cheers!
I agree with you on the derivative point because there isnt a such thing as a new idea, everything is derivative. my point is a lot of indie games relys on people playing a different game first and a lot of people just write off the entire group. sort of like how people hate "superhero movies" now because a handful of marvel films gave the genre a terrible perception. If you want to make a movie about [insert obscure superhero] a large group will write it off as another "superhero movie". not fair but its something you have to be aware of. And i totally get how i come off as bigger = better, not my intent. happy = better. ill try and be more careful with my wording. thanks for the honest feedback!
@@TheGameCourier Hmm I understand where you're coming from with this, thank you for expanding on that. However, I still feel like games like Hollow Knight don't actually "rely" on you having played super metroid, or any other metroidvania really. You can find some of it more tasteful perhaps, or it can play to nostalgia, but a lot of (good) indies are actually really approachable and thoroughly understandable and enjoyable without prior genre experience. On the other hand, I'd say that games like GoW Ragnarok *do* rely more on you to have played previous titles (GoW 2018 in my example), in a similar way to how a minor marvel movie might sound uninteresting to someone who isn't invested in the MCU as a whole, and thus has none of the context that would make that single movie much more meaningful and engaging to watch. It *is* true that many people write off indies as a whole, but I feel like there's other, much bigger and more influencing factors/prejudices weighting in on that compared to the mere "you can't capitalize on nostalgia if I'm too young to be nostalgic about it" thing.
You make a coherent case but i gotta disagree with this. If pixel art games have blown up in number it's because there is a fanbase "market" to support it. Yes some are cheap generic bad games, just like any other style or type, but the demand for a good pixel art game is still there. The red ocean - blue ocean concept sounds great, go find your niche idea in the blue ocean...that's still a huge risk. You hear about success stories like goat simulator, but that doesn't mean your oddball niche idea is gonna get popular. More likely it won't catch on at all. The red ocean isn't as cutthroat as you make it sound. You don't need to out-compete AAA quality to make it. Just clone a gameplay type and try to make the graphics look good in whatever style you choose. And then most importantly, make sure the game FEELS fun to play and control. The controls have to feel proper and decent. IMO it is far less risky to clone a popular game type like Halo or top down RPG stuff, whether it's pixel art or not, than to risk a brand new concept. This is what the professional industry has done since "the beginning", as well as many indie games. And i know ppl hate that fundamentally...cloning a game, more generic shovelware saturating the market...yeah. Well i have the same hatred of it. But look around, look at all the generic 3D graphics games that all look the same. These are getting pumped out far faster than pixel art. Are 3D games dying? No ofc not because there is still demand in the market for GOOD 3D games. Also i just wanna shoutout this irony: Triple A companies with millions or billions don't wanna take any risks, but solo indie devs with zero budget are willing to risk it all on their ideas lol. I was actually really glad to hear that AAA companies have had some huge HUGE flops lately, it's better for the competition then it's better for the whole market.
I think the issue is just that pixel has been so over used, to the point that it has become a cliche. When people see a game wth this style, they think "oh, ANOTHER indie game with a cute pixel-art style, how original". And, quite frankly, i kinda of agree. I think people sould look try to explore different art syles more, heck, i would love if somebody gets inspired to make an "ugly" game, maybe in the style of Klasky-Csupo or Ed, Edd n Eddy. Pixel-art, like any other artstyle when done well, can be beautiful, but it doesn't need to be the default style.
Watched all your videos cause they are super intelligent essays more than devlogs. And you have a keen eye for things that are hard to achieve and that modern games, be it indie or classic industry products, struggle with on a regular basis. I wish you good luck on your journey! Game development is one hell of a ride. With that out of the way - pixel art games of course won't die. ; ) But they have that bad reputation for a reason. Pixel art is by no means easier to handle than 3D art. It looks best on low resolution crt tvs or monitors and to even achieve a graphical quality like your standard old snes game, e.g. Terranigma, Harvest Moon, Micky's Magical Quest, and so on... you need to be a really good artist and put endless hours in pixeling tiles and animations. And even then. You can't just throw pixelart on a modern screen and expect it to look 'right' and the game to feel 'right'. Octopath Travelers more experimental style is a good example with artists try to find a solution for this, though high-level like, problem. (Others would say 'subjective')
I really appreciate this comment. While i enjoy pixel art im just trying to shake the nostalgia out of peoples eyes with that design choice. If anyone is doing pixel art you still have to make good art, its no longer a get out of jail free card anymore
Great video, definitely some very good points here! I still love pixel art, The Last Night looks absolutely amazing. I think they can still succeed for sure, just have to have a great mechanic mixed with a great art direction. The issue with them being derivative is that the developers just want to capture their childhood again, and not everyone is wearing their same rose coloured glasses.
As much as I hate to admit it, You are totally right. Your channel actually led me down a whole game dev rabbit hole (as someone who has been working on tabletop games) and this feels like a great capstone to that journey. I was considering a transition into pixel art games, but I think finding that blue ocean is much more important. Thank you.
A different perspective could also be that the clarity to most games that draw with a mind of replicating an older time tend to have the emphasis on actual pixels and it looks absolutely awful a lot of the time. I don't want to actually see the pixels for goodness sake. Games doing this are ugly games because the artform has been forgotten or instead these devs or artists actually think these new games look good. I would put this partly down to the normalizing of blocks from Minecraft but that's a phenomenon of it's own and artists shouldn't be borrowing aesthetics unless that's the look they in fact want. Artists are under the impression that people like the graphics this way and they really do not especially when they see what this art style is supposed to mimick
A high quality pixel art game will always do better than a low-quality high-res 3D game. But you're right in a sense that an original concept (a "blue ocean" idea) is more important than making a derivative game, because only the best of the best in any given genre will be successful and as an indie developer your odds of making it to the top are very slim. So it's better to pioneer a new genre or game concept, however difficult it is to come up with something completely new.
Love your analytical mindset! I think hand-drawn pixel art really exploded when it was the cheapest way to make a good-looking game. The economics have changed though, and games like Dead Cells and Rogue Legacy 2 have shown other possible ways to affordably make animations with lots of weapons and clothing variations. In a perfect world, I'd love to use a similar 3D -> 2D asset pipeline but I think for now I will hire an illustrator to hand-draw my assets - then apply a shader. But it just goes to show that it's getting easier and easier to affordably make a game look good!
Ive been working on my pixel art game for about 2 months. I chose pixel art because I thought it would be a bit easier but that couldnt be farther truth. Pixel art I find much harder then just a straight 2D style hand drawn art. And in that struggle I found a deep appreciation to really push my art. But I agree with you video in someways. Maybe pixel art is just in a new era. Ill be honest I still love it and i love pushing myself to get better
Interesting video but I'm not sure I agree with the premise. There's a lot of low effort 3D games out there too (in fact, most of them are 3D.) But no one assumes 3D games are going out of style. Bad art comes in every form.
Loving the channel, one thing I did want to mention with what you were saying in the begining where Indies don't have an exit plan. Some that may be true but if an indie is working with a publisher 9 times out of 10 the contract they sign will pay the indies upfront until X income has been made off the game before they earn anything, this come with an upfront payment to the indie to finish the game for the publisher. Good indies while development is finishing on that game will be pitching for the next funding on a new prototype, that way they can get the upfront again to make that project and still be able to pay workers. Any money then made or not made from the game is a loss to the publisher :). Just something I feel like a lot of people don't know about publishing contracts and honestly that is the real cause of indies failing that month or two wait before that income is hit. Either way great stuff hope that informs people too.
I laughed at this because here you have a video giving their opinion of why pixel art indie games are dying and then you have videos, blogs, and the like complaining about how indie games use too much pixel art.
a problem im having here is you label pixel art games as low effort in the eyes of the average gamer because most low effort games are pixel art based , but you never define what it means to be "low effort" nor do you give any examples , and no rpg maker doesn't count.... to me high graphical fidelity games like elden ring or tears of the kingdom are low effort games , where as i would consider every pixel art game you've shown in this video as a "high effort" game , even for the ones i don't like such as hollow knight.....
Interesting video... I would not use FF as an example though. Your statement about how they always envisioned FF as an action game over a turn based game is definitely not true. You got to remember Square was a completely different company back then and after the merger with Enix took a lot of IP's and changed the direction of them. Also most fans hate most if the more action oriented FF games, myself included.
Fair point. I actually dislike a lot of the newer FF games for this exact reason. I just wanted to point out how they adapted their ideas to fit modern expectations.
No art style dies, it just passes into the hall of fame. After time it comes back because it gets discovered again, and the great from that period get studied. An idea of something new would be pixel with cel shading. Like pixel with 3D. Everyone doing the same thing is boring, and that can be the reason why people don't care anymore. That is why I don't play any shooter games, they all feel the same, call of duty is one of them. But if you put the hero who is native american, stranded on an alien planet with mercenaries and has to shoot dinosaurs to survive, you get turok. The name grabs you, and having a giant lizard chasing you is scary but trilling. Doom eternal is one great example of a blue ocean. As an artist one should always create a blue ocean. The studio should also be a lab of experimentation.
Exactly. The pixel art style graphics were emerged in the 80's and 90's as a necessity, but even after many and many decades they're still used. Nowadays, pixel art is a graphical choice for games, the same way RPG, Adventure and Horror are game genre choices. It's also essential for developers who want a unique atmosphere for their game. You can have a 2D game with 3D graphics, a 3D game with 2D graphics, and vice versa, it's many possibilities, it depends on inventiviness and how you use your creativity to shape it into something fantastic and unique.
3d pixel art is already a thing tho and its looking awesome, check out t3ssel8r or John Lin on youtube
i beg to differ , i don't think early 90s cgi is coming back anytime soon or ever again....
Doom Eternal is far from 'blue ocean', it's just another FPS game in a saturated genre, heavily leaning on the Doom franchise and its fan base, it's nothing new or original.
I'm making a pixel art indie game right now and honestly, I don't care if anyone plays it or not. That's not why I do this. I want to make something that I love.
yes , thankyou , this is the correct way to think about things
And that my friend is the best way to create something great, good luck with your project.
How original
@@Radu-dh9tb like I said it's for me lol
I think these days people new to art who want to make games look at pixel art and think it'll be easier than a vector or high res style, and then try to learn that without learning any traditional art or animation skills. Then we get a lot of very amateur looking stuff. You can't make a game that looks like owlboy or hyper light drifter without art fundamentals.
I agree. This is part of the reason why some people associate the art style with lower quality.
5:25
Well since you're wondering, here's why I'm spending my precious time watching your video: I like videos where I don't have to look at the screen. I walk a lot, and like listening to people talk about interesting stuff while I walk, preferably not looking at the screen at all. I subscribed after the last video because it was like that. I'm looking forward to your next one like this, but I'll probably watch some of the next devlog too.
it all boils down to game feel graphics is not a determining factor for a good game
another contributing factor to pixel art games being seen as cheap is that on today's screens, pixel art doesn't scale as well as other mediums:
you want to scale pixel art only in 100% increments
because otherwise you get some unevenly sized pixels or blurry pixel transitions.
other mediums might still have artifacts when scaled in smaller increments than 100%, but they are often hard or impossible to notice.
games find scalability important so that they look good at any arbitrary size (like in windowed mode).
some pixel art games prevent the scaling artifacts by scaling the game screen down to the next lowest 100% increment and filling the rest of the window with black,
but some people find this pillowboxing just as annoying as the artifacts it prevents.
I agree with you. Too many pixel games emerge... creating the "bowl of Oatmeal dilemma" Everything is beginning to look the same...
Another gem of a video. This was really well crafted and I'm a big fan of your subtle yet impactful style. Will definitely come back to this in the future for some food for thought
Just look at Minecraft. Probably the most successful indie game of all time. I remember playing it when it was still in alpha bc it was fun as fuck and people were roasting me bc "OMG the graphics suck"
Yup! Ive heard that before
I laughed when i saw the title. I see hundreds of recently made pixel art games every day. (I even make some of them.) I respect your opinion, but pixel art majors like minecraft and terraria and many others are dominating the industry. yes, most pixel art games don't make it big, but that goes for non-pixel art ones too.
Edit: Stardew valley is another pixel are hugie too.
I don't really agree with your point that being derivative is tied to being somehow "bad" or low-effort. On the "how derivative it is" spectrum, you can crank derivativeness to the max and still find games like Doki Doki or Undertale which are anything but low-effort, and were able to be hugely successful even without the big gaming crowds even knowing that they exist.
I think at the end of the day, it's just a matter of finding your audience and accepting what your audience might look like, even in terms of numbers/financial success. Some people buy *only* pixel-art games. If you're making a pixel-art game you need to get it in front of those people.
I can't help but get the feeling that you've been really inspired to get into gamedev by huge AAA games and you've set this goal for yourself where you won't feel accomplished unless you make it as big as the big games you love (I remember you've cited Dark Souls on this regard in a previous video), otherwise it'd feel like "nobody cared" and that you'd release it "into the void".
These are really relatable feelings and "going big" is a completely fair and legit goal to have imho, I'm just thinking... is the indie path really the right one for you? Which is to say, how would you feel about applying and starting to work in a AAA studio instead?
Idk, just some thoughts. Really cool video tho, and I agree with most of the points you make. Cheers!
I agree with you on the derivative point because there isnt a such thing as a new idea, everything is derivative. my point is a lot of indie games relys on people playing a different game first and a lot of people just write off the entire group. sort of like how people hate "superhero movies" now because a handful of marvel films gave the genre a terrible perception. If you want to make a movie about [insert obscure superhero] a large group will write it off as another "superhero movie". not fair but its something you have to be aware of.
And i totally get how i come off as bigger = better, not my intent. happy = better. ill try and be more careful with my wording.
thanks for the honest feedback!
@@TheGameCourier Hmm I understand where you're coming from with this, thank you for expanding on that.
However, I still feel like games like Hollow Knight don't actually "rely" on you having played super metroid, or any other metroidvania really. You can find some of it more tasteful perhaps, or it can play to nostalgia, but a lot of (good) indies are actually really approachable and thoroughly understandable and enjoyable without prior genre experience.
On the other hand, I'd say that games like GoW Ragnarok *do* rely more on you to have played previous titles (GoW 2018 in my example), in a similar way to how a minor marvel movie might sound uninteresting to someone who isn't invested in the MCU as a whole, and thus has none of the context that would make that single movie much more meaningful and engaging to watch.
It *is* true that many people write off indies as a whole, but I feel like there's other, much bigger and more influencing factors/prejudices weighting in on that compared to the mere "you can't capitalize on nostalgia if I'm too young to be nostalgic about it" thing.
You make a coherent case but i gotta disagree with this. If pixel art games have blown up in number it's because there is a fanbase "market" to support it. Yes some are cheap generic bad games, just like any other style or type, but the demand for a good pixel art game is still there.
The red ocean - blue ocean concept sounds great, go find your niche idea in the blue ocean...that's still a huge risk. You hear about success stories like goat simulator, but that doesn't mean your oddball niche idea is gonna get popular. More likely it won't catch on at all.
The red ocean isn't as cutthroat as you make it sound. You don't need to out-compete AAA quality to make it. Just clone a gameplay type and try to make the graphics look good in whatever style you choose. And then most importantly, make sure the game FEELS fun to play and control. The controls have to feel proper and decent. IMO it is far less risky to clone a popular game type like Halo or top down RPG stuff, whether it's pixel art or not, than to risk a brand new concept. This is what the professional industry has done since "the beginning", as well as many indie games.
And i know ppl hate that fundamentally...cloning a game, more generic shovelware saturating the market...yeah. Well i have the same hatred of it. But look around, look at all the generic 3D graphics games that all look the same. These are getting pumped out far faster than pixel art. Are 3D games dying? No ofc not because there is still demand in the market for GOOD 3D games.
Also i just wanna shoutout this irony: Triple A companies with millions or billions don't wanna take any risks, but solo indie devs with zero budget are willing to risk it all on their ideas lol. I was actually really glad to hear that AAA companies have had some huge HUGE flops lately, it's better for the competition then it's better for the whole market.
I think the issue is just that pixel has been so over used, to the point that it has become a cliche. When people see a game wth this style, they think "oh, ANOTHER indie game with a cute pixel-art style, how original". And, quite frankly, i kinda of agree. I think people sould look try to explore different art syles more, heck, i would love if somebody gets inspired to make an "ugly" game, maybe in the style of Klasky-Csupo or Ed, Edd n Eddy. Pixel-art, like any other artstyle when done well, can be beautiful, but it doesn't need to be the default style.
Something like Pizza Tower?
@@tech6hutch Yeah, absolutely.
Watched all your videos cause they are super intelligent essays more than devlogs. And you have a keen eye for things that are hard to achieve and that modern games, be it indie or classic industry products, struggle with on a regular basis. I wish you good luck on your journey! Game development is one hell of a ride.
With that out of the way - pixel art games of course won't die. ; ) But they have that bad reputation for a reason. Pixel art is by no means easier to handle than 3D art. It looks best on low resolution crt tvs or monitors and to even achieve a graphical quality like your standard old snes game, e.g. Terranigma, Harvest Moon, Micky's Magical Quest, and so on... you need to be a really good artist and put endless hours in pixeling tiles and animations.
And even then. You can't just throw pixelart on a modern screen and expect it to look 'right' and the game to feel 'right'. Octopath Travelers more experimental style is a good example with artists try to find a solution for this, though high-level like, problem. (Others would say 'subjective')
I really appreciate this comment. While i enjoy pixel art im just trying to shake the nostalgia out of peoples eyes with that design choice. If anyone is doing pixel art you still have to make good art, its no longer a get out of jail free card anymore
Great video, definitely some very good points here! I still love pixel art, The Last Night looks absolutely amazing. I think they can still succeed for sure, just have to have a great mechanic mixed with a great art direction. The issue with them being derivative is that the developers just want to capture their childhood again, and not everyone is wearing their same rose coloured glasses.
As much as I hate to admit it, You are totally right. Your channel actually led me down a whole game dev rabbit hole (as someone who has been working on tabletop games) and this feels like a great capstone to that journey. I was considering a transition into pixel art games, but I think finding that blue ocean is much more important. Thank you.
Already loving the video and then my favorite bald Canadian made an appearance... Nice.
A different perspective could also be that the clarity to most games that draw with a mind of replicating an older time tend to have the emphasis on actual pixels and it looks absolutely awful a lot of the time. I don't want to actually see the pixels for goodness sake. Games doing this are ugly games because the artform has been forgotten or instead these devs or artists actually think these new games look good. I would put this partly down to the normalizing of blocks from Minecraft but that's a phenomenon of it's own and artists shouldn't be borrowing aesthetics unless that's the look they in fact want. Artists are under the impression that people like the graphics this way and they really do not especially when they see what this art style is supposed to mimick
A high quality pixel art game will always do better than a low-quality high-res 3D game. But you're right in a sense that an original concept (a "blue ocean" idea) is more important than making a derivative game, because only the best of the best in any given genre will be successful and as an indie developer your odds of making it to the top are very slim. So it's better to pioneer a new genre or game concept, however difficult it is to come up with something completely new.
15:00 that post is something I always thought but never knew how to say holy shit.
Love your analytical mindset!
I think hand-drawn pixel art really exploded when it was the cheapest way to make a good-looking game. The economics have changed though, and games like Dead Cells and Rogue Legacy 2 have shown other possible ways to affordably make animations with lots of weapons and clothing variations.
In a perfect world, I'd love to use a similar 3D -> 2D asset pipeline but I think for now I will hire an illustrator to hand-draw my assets - then apply a shader. But it just goes to show that it's getting easier and easier to affordably make a game look good!
Ive been working on my pixel art game for about 2 months. I chose pixel art because I thought it would be a bit easier but that couldnt be farther truth. Pixel art I find much harder then just a straight 2D style hand drawn art. And in that struggle I found a deep appreciation to really push my art. But I agree with you video in someways. Maybe pixel art is just in a new era. Ill be honest I still love it and i love pushing myself to get better
Btw. 10:48, that's one of the most impressive pixel art I have ever seen. What game is it?
Its called Souldiers
Making a pixel art game right now. Will probably change art style next project as there’s another one I wanna try.
Interesting video but I'm not sure I agree with the premise. There's a lot of low effort 3D games out there too (in fact, most of them are 3D.) But no one assumes 3D games are going out of style. Bad art comes in every form.
the subs will come, keep it up!
Loving the channel, one thing I did want to mention with what you were saying in the begining where Indies don't have an exit plan. Some that may be true but if an indie is working with a publisher 9 times out of 10 the contract they sign will pay the indies upfront until X income has been made off the game before they earn anything, this come with an upfront payment to the indie to finish the game for the publisher. Good indies while development is finishing on that game will be pitching for the next funding on a new prototype, that way they can get the upfront again to make that project and still be able to pay workers. Any money then made or not made from the game is a loss to the publisher :). Just something I feel like a lot of people don't know about publishing contracts and honestly that is the real cause of indies failing that month or two wait before that income is hit. Either way great stuff hope that informs people too.
What’s the game at 15:43? I love that style of no outlines and simple shading
phoenotopia: awakening
@@TheGameCourier thanks!
I laughed at this because here you have a video giving their opinion of why pixel art indie games are dying and then you have videos, blogs, and the like complaining about how indie games use too much pixel art.
a problem im having here is you label pixel art games as low effort in the eyes of the average gamer because most low effort games are pixel art based , but you never define what it means to be "low effort" nor do you give any examples , and no rpg maker doesn't count....
to me high graphical fidelity games like elden ring or tears of the kingdom are low effort games , where as i would consider every pixel art game you've shown in this video as a "high effort" game , even for the ones i don't like such as hollow knight.....
Im here to tell that many pixel srt games have incredible and hight cost art. Have u try animate bigger sprites?
Thank you. Really impressive reasoning
Interesting video... I would not use FF as an example though. Your statement about how they always envisioned FF as an action game over a turn based game is definitely not true. You got to remember Square was a completely different company back then and after the merger with Enix took a lot of IP's and changed the direction of them. Also most fans hate most if the more action oriented FF games, myself included.
Fair point. I actually dislike a lot of the newer FF games for this exact reason. I just wanted to point out how they adapted their ideas to fit modern expectations.
Nice video man keep them coming!!! I need more!!! Lol
Easy fix: UE5 + Quixel Megascans :)
10:19 Find out, man, there is a lot you can do with pixels when it comes to frame rate and speed with addicting play loops
They are? Could've fooled me
Seems like the opposite. Pixel art indie games are everywhere and I hate it. Pixel art just looks awful to me.
good videos man
I suggest to play the game: Lisa: The Painful
This video was insightful....ahh.......sadness...
cause we're fed up lol
its an art medium, not a style.
Fair
Damn