The idea behind Hostage: MC wakes up in her childhood crush's house and she must find a way out while avoiding raising suspicion. Upon investigating the house, she remembers suppressed memories about a trauma they share. I hope it's enjoyable!
I respect the ambition in creating this flowery handwritten font, for a low enough resolution to fit in an 8-bit textbox. The main characters in portrait and chibi sprite form have more of a plain or cel-shade look to them so they stand out well against the textured background of the room, and the highlighted border of the textbox helps that stand out against the characters and room further still.
There's been work put into the floor and wall of the house to give the room that real character of a dilapidated building. I think some further studying photos of abandoned houses, and looking at low-res horror games like Resident Evil Gaiden or Sweet Home (or even non-horror games like Link's Awakening and For The Frog The Bell Tolls), would do a lot of good in both giving you mnuemonic devices to remember when redrawing these real-life things from scratch, and adding repeating details, or patterns/tiles of detail into a videogame room. The clusters of wall discoloration and trash bags and wall cracks, if rounded out and tiled/repeated, can paradoxically convey how offputting the atmosphere is while having more visual appeal by harmonising with the rounded-out character sprites.
Hostage - First Level avatars, Hostage - First Level icons, Hostage - First Level pixel art, Hostage - First Level forum avatars, Hostage - First Level AOL Buddy Icons
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I respect the ambition in creating this flowery handwritten font, for a low enough resolution to fit in an 8-bit textbox. The main characters in portrait and chibi sprite form have more of a plain or cel-shade look to them so they stand out well against the textured background of the room, and the highlighted border of the textbox helps that stand out against the characters and room further still.
There's been work put into the floor and wall of the house to give the room that real character of a dilapidated building. I think some further studying photos of abandoned houses, and looking at low-res horror games like Resident Evil Gaiden or Sweet Home (or even non-horror games like Link's Awakening and For The Frog The Bell Tolls), would do a lot of good in both giving you mnuemonic devices to remember when redrawing these real-life things from scratch, and adding repeating details, or patterns/tiles of detail into a videogame room. The clusters of wall discoloration and trash bags and wall cracks, if rounded out and tiled/repeated, can paradoxically convey how offputting the atmosphere is while having more visual appeal by harmonising with the rounded-out character sprites.