applecinnabun

fatigue elemental raccalope

  • they/she

game dev/sk8r grrl/guitar/flute/tree liker/indie game obsesser/basic autumn bitch. working on hoptix!

<3 @static-echo <3


play the latest (free!) hoptix demo!
sonicfangameshq.com/forums/showcase/hoptix.1948/
hoptix on twitter (not active, some cool dev posts there though)
twitter.com/hoptixGame
profile pic by @cottontailcat
cohost.org/cottontailcat
BUSINESS
hoptixgame@gmail.com

i'm starting work on a really important area in hoptix today. this is going to be something that's like, pretty core to my whole personality and sense of self, it's personally meaningful, and it's a lot of the reason the game exists in the first place, so there's a loooot of pressure to execute well here. like, i'm not saying this has to be the best thing i will ever make, or anything, but. it has to be really good, it's important to me! at very least, competitive with the other very best things i've made for hoptix so far. and that's a little spooky...

looking for advice from artists of any type on how to approach the pressure there? how can i make a magnum opus (exaggerative) on command?


You must log in to comment.

in reply to @applecinnabun's post:

Honestly, I think as long as you stay true to the feelings that made this such an important project for you, it'll turn out perfectly!

You don't want to risk perfectionism or over-polishing, but sitting down and asking "does this build towards how I want the player to feel?" about each little detail is a good way to reassure yourself that you're on the right track.

definitely true and good to keep in mind! i just need to try to be as clear with myself as possible about why i care about the setting i'm trying to build in the first place, try to get the vision as clear as i can, so i can be better at answering those questions...