Feedback on game atmosphere and visuals

have been working on this weird game for a while and now have decided to seek some feedback from people


the town


the fog castle in the distance


the grandspire (very tall spire)


the town (nighttime)


the outskirts & the fog (nighttime)


the town with the gui enabled (nighttime)


the circus entrance


the circus interior


the daytime/nighttime swap effect


thats mostly all regions of the current map
and yes the game is supposed to be very blue and very grainy

game link
(still very much in dev and not finished, NOTHING IS FINAL)

8 Likes

Is this an EditableImage Renderer??

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no just some wonky experimentation with color correction effects

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The Pixelization effect on the day/night transition is crazy. The whole game looks like its been passed through jpeg compression. ( if thats not actual jpeg compression then thats mindblowing, even when it comes to the effects you can get with color correction )

3 Likes

How do you plan to address the difficulty of seeing what is going on, especially at night.

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what am i

seing right now

2 Likes

Cool visuals but you might want to tone down all the colors, they hurt my eyes after a while especially the grainy effect

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being unable to see that far into the distance or figure out what are you even looking at is kinda the whole point of the game as you’re basically “dreaming” and the point of the game is to “wake up”


you can always brighten things up if you place down a marble and enlighten it, then grapple the marble onto yourself and unanchor it (the game’s primary gameplay revolves around placing a marble and then influencing the marble with “abilities”)

4 Likes

How did you create that “jpg compression effect” to be exact, could you please tell us?

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ill most likely try adding a “less eye-sore visual effects” setting sometime in the future

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its actually not that complicated at all,

first i made a texture pack that is fully greyscale (like no colors at ALL, absolutely zero)
image
texture without the color correction effect turned on

image
texture with the color correction effect turned on

then spent maybe a day or two messing around with color correction effects to basically “find” some specific values that will make all textures basically start semi corrupting because of the saturation, but the contrast evens out how absurdly blue the saturation will make everything,

this leaves us with a weird shader that makes all parts weirdly bright

and to combat that we have to limit the colors we can use to either greyscale colors, or colors ranging from RGB of 140,140,140 to 255,255,255, otherwise the parts turn into weirdly neon things
(i usually only use pink, cyan and blue for the entire game to keep the color palette consistent)

for example heres how the circus looks without the color correction effect turned on

and heres how it looks with it turned back on


the hot pink fabric parts are actually plainly grey, but our odd color correction effect makes them pink


a thing to note is that the fog matters a lot on the color saturation aswell, for whatever reason

and last, i put a forcefield part infront of the camera for the pulsating effect that you can see occasionally
(do not put glass parts infront of the camera or it will break all particles and billboard guis

theres probably more you can do with the simple idea of overtuning color correction effects to the extreme to achieve unique visuals, thats just my take on it

so in the end we get cool jpeg looking visuals at the cost of color variety
(also everything above applies to particles aswell)

4 Likes

Wow, thats so cool. Definitely will try out some tricks you mentioned.

Thanks for the extensive reply!

3 Likes

that looks sick! how do you create these effects ( just curious )

explained it all in a reply to @jellolemo above

This game’s atmosphere and visuals look VERY interesting! They’re unique for Roblox! Nice job on them! When do you think you’ll finish and release the game?

maybe a month or two, really depends on the fact i get barely any free time because of school