The fractured background dithering puts me in mind of woodcut art and the choice to use separate monochromatic (mostly) ramps for the background and the UI strongly helps delineate them. The interface suggests a point and click game while other screenshots promise rail shooter gameplay. When you were visualising this game in your head, was this a break room from the shooting mechanic, or was it the other way round where the gunplay is in the minority?
Lovely lighting and texturing here. I like the separation of colours for the scene and the GUI too. Makes everything really clear.
Soo, at this point, the game I was visualizing certainly was a point and click at it's core, yes. I had some thoughts of trying to incorporate a sort of RPG element but at the time, the only thing that was coming to mind (to work in tandem w/ the point and click idea) was menuing/ heavy reliance on text, which I didn't necessarily want to lean in to for the first entry (since I know text can really frame how the overall work can be precieved). I also didn't want to try and muddy the composition with a bunch of info/icons, but in retrospect, I think I could have tried to visually showcase a bit more regarding the game-mechanics.
That pushed me to make the two additional pieces for Level One. Even though all three don't really mechanically show anything more than point and click, it at least helped me expand a bit of what I was thinking about (having alt. locations to explore & character ineraction + gave a chance to lean more into a religious/cult theme with the text).
I can see how the cursor I went with could be seen for a rail shooter- that's certainly a misstep of clarity on my part. That does make me recosinder things about how the game might have worked though (regarding more combat-based encounters), so I appreciate that! o: