This week we decided to go with a higher resolution artstyle, to take advantage of the high pixel density of the Playdate’s screen.
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We also started prototyping some mechanics using the crank. As an example, here is fishing:
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And here’s the work-in-progress combat system, which we’ll go into more detail about in the future. As you can see, we recently learned how to programmatically generate dither patterns, which we can use for some cool VFX.