KovaKreative Videos

Videos by KovaKreative. KovaKreative is a creative arts brand belonging to Eric Kovalevskyy, a solo video game designer and developer, graphic artist, composer, and actor, based in Toronto, Ontario. You can support Eric by buying him a coffee at https://ko-fi.com/kovakreative

Happy #screenshotsaturday!

Taking a bit of a break from the core mechanics and things to establish a bit of an atmosphere. I really feel like the visual style is starting to come together.

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Other KovaKreative videos

Happy #screenshotsaturday! Taking a bit of a break from the core mechanics and things to establish a bit of an atmosphere. I really feel like the visual style is starting to come together.

Happy #screenshotsaturday! Taking that hiatus from Johnny Pompadouri gave me time to think, and I decided to do some upscaling. The main game will still be pixelart, but the UI elements and the cutscenes will now be in HD. Here's the first slide!

Careful exploring the island, there is a witch roaming about, and she's extremely dangerous! Happy #screenshotsaturday!

Happy #screenshotsaturday! Some pretty significant progress this week! I finished creating all of the mansion interior, implemented the pushing mechanic, and possibly most striking of all, changed the entire colour palette. I felt too limited by only 8 colours, so I expanded it to 16, and made it much colder in tone overall. Almost everything is a shade of blue.

Happy #screenshotsaturday! It's been a busy couple of weeks, but the mansion for Laid To Rest is coming along. I'm still playing around with the limited colour palette, trying to make things cohesive and readable.

Beware the creature at your feet, It uses tricks to get its treat, But though you may see where it lies, It may still catch you by surprise Happy #screenshotsaturday ! I missed coming up with these little poems!

Happy #screenshotsaturday! I'm slowly building out the exterior of my (still untitled) horror side project, creating the new art assets as I go. Pretty happy with the music I've been making too, I think it fits the tone! One thing I wanted to mention is the very deliberate decision to make the game one static screen at a time. It wasn't because of technical limitations (obviously) and it wasn't just to make it 'retro'. I find that building the exploration this way helps the game feel more claustrophobic than just having a large, open field to explore, which would've actually been a lot easier for me to do. Also, having it as a grid should help some players navigate.

Pomp goes Punk