thanks for your feedback.
Yes you are correct, everything is a placeholder, colors too.
My plans for the graphic style is colorful, but you're right, at the moment its way to saturated.
I'm going to work on that as soon as the main code is finished, which will be soon i hope.
Maybe it's because if i have absolutly no lights in it, and ambient light deactivated.
I hope that i can create some kind of "Magic Forest", with colorful / glowing mushrooms, flowers and stuff, something like this:
Which will transform into darker levels at the mid / end game (represents a bad drug trip).
As i've said, the next step will be item actions / handling and finishing the game-level-loading stuff(*).
(*)Level loading, cleaning up, back to menu is already working, but i've meant continue to next level, start game out of the menu, load game, save game, etc.
Shouldn't be much work, because my game will start in a "main room" with access to all levels, where you're heading back after finishing a level, and decide which level you play next.
That means you're free to play the last levels as first, but you will (probably)
die if you play a level to soon.
With permadeath in the game, that wouldnt be a good idea
Something to the main room:
The game will start in the "main room", which is a dark "ginnel", where you're going to meet a hobo.
You talk to the hobo, hobo gives you some kind of drug, and the main room transforms into a forest. The Hobo, which will be your main guide NPC through the game, will transform too, into Mr. Kazui as seen in the main post.
Out of the main room, you can now step into the level you want to (re)play.
Until you think you can handle the next level. If you can't handle the next level, like said above, it's going to be a baaad day.
Well, so much to my concept of the story / game / level design.
After my exams, i hope i can gather enough money to work fulltime on it.
Oh and by the way, yes, i loved hotline miami!
Hotline Miami and Teleglitch were my first inspiration to make a game like that, but i had some ideas which will make the game alot different. (Just like the items, inventory. That idea came a lot later.)