Pixelween 2022: 1ST LEVEL
Your trusty chainsaw follows your mouse movement / touch inputs and slice the monster accordingly ( think fruit ninja with a Mad World - Wii influence).
Movement is used to avoid / reach monsters (Punch out mixed with classic dungeon crawler).
You'll have to manage your gaz or you'll have to rumble using your axe.
The mount and engine of the chainsaw seem like the best reasonable compromise between the pre-rendered weapon sprites of DOOM and the contest's palette limit, with a pre-defined light source for the 3D models that would be downscaled and turned into sprites. The detail on the rest of the piece is more simplified and abstracted (even the chains on the saw proper), with ingame lighting distinct from that used for the player, but it serves the purpose of separating the player from the rest of the game and skewing towards comedic-horror rather than macabre. Palette creativity is intriguing, with a grey sky and yellow moon buffered by turquoise, and chains and monster blood alike rendered with bright greens. Something worth studying is the amount of square/rectangular clusters used for detail (chains again, foliage, windows) and for specular highlights. Squares crop up all over the background and monsters and there's even some square/rectangular clusters on the player weapon, bringing the whole piece together.
I almost want to see (or make) an even lower-res version of this idea, perhaps for the Neo Geo Pocket Color or NES.
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The mount and engine of the chainsaw seem like the best reasonable compromise between the pre-rendered weapon sprites of DOOM and the contest's palette limit, with a pre-defined light source for the 3D models that would be downscaled and turned into sprites. The detail on the rest of the piece is more simplified and abstracted (even the chains on the saw proper), with ingame lighting distinct from that used for the player, but it serves the purpose of separating the player from the rest of the game and skewing towards comedic-horror rather than macabre. Palette creativity is intriguing, with a grey sky and yellow moon buffered by turquoise, and chains and monster blood alike rendered with bright greens. Something worth studying is the amount of square/rectangular clusters used for detail (chains again, foliage, windows) and for specular highlights. Squares crop up all over the background and monsters and there's even some square/rectangular clusters on the player weapon, bringing the whole piece together.
I almost want to see (or make) an even lower-res version of this idea, perhaps for the Neo Geo Pocket Color or NES.