Jiggeh
@jiggeh.bsky.social
1.1K followers 510 following 240 posts
Pixel artist, illustrator, game collector, twitch streamer, etc Looking for pixel art/gamedev work! Find my stuff more easily: #art | #pixelart | #gamedev https://jiggeh.com/ https://www.twitch.tv/jiggeh http://linktr.ee/jiggeh
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Reposted by Jiggeh
Thinking of an imaginary arcade game where Jill recruits a bunch of Capcom people to help her fight Wesker and Jedah (Morrigan tags along too because she's bored?)
Hi, that sounds like me 🙋‍♂️
find my portfolio here: jiggeh.com/pixel-art/
hey it's #PortfolioDay!

I'm Jiggeh, pixel artist & lover of beat 'em ups and fighting games! Currently working on willing my beat 'em up KNUCKLE BUSTERS into existence 👊

In the meantime I'm looking for work! Peep my portfolio for more stuff including animation 👇
jiggeh.com/pixel-art/

#pixelart
Reposted by Jiggeh
A few last minute edits, and my little 32x32px Doom sprite collection is complete. ✌️
(mostly) 32x32px fan sprites of the classic Doom monsters. The Cyberdemon is 40x40px; the Spider Mastermind is 64x40px.
beautiful pixel clustering!! great work 👌
It's rough out there on the streets! The gangs control the city...

#pixelart
Looks fun! I'm on a tight budget currently but wishlisted and hope to check it out some time! 👍
One day, hopefully ✌
Thanks! Trucking along one pixel at a time.
Kelly is all about high speed action and mobility. With her fancy footwork, she'll be kicking up a storm! 🌪

#pixelart
he's not *quite* as awkward as She-Hulk in terms of grappling but I also can't believe they made Venom slam enemies into the ground 3 times in a static rhythm with one button press instead of just letting you press the button for every slam like any beat 'em up since the mid-80s would 😶
yeah I mean the game certainly is not a stranger to the concept of encouraging "cool, good-feeling shit" regardless of how necessary or justified it is by the enemy opposition. but if your idea of cool fun shit is wrestling moves and not extended juggle combos, then lol fuck you i guess
but yeah on top of not feeling good to use, they're weirdly hard to connect, and don't appear to offer any real advantage or specific purpose than any other characters' moves 🤷
if you're gonna commit to only giving like 20% of your character roster access to any kind of grappling, those had better be the chunkiest most satisfying grab moves ever, and... MCI's grab moves are most definitely not that lol
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#素立ち絵

アンチ零チェルキャラ用のコスチューム検討時に描いた既出絵ですが
I think the biggest takeaway I had after a few hours with the demo was that even after playing through a stage 5 times in short succession, I couldn't really remember any of the enemy spawns. The game just never forced me to even care, let alone formulate a plan to deal with the enemies. No friction
The immediate question I had playing through the demo a couple of times was to what extent these issues could be mitigated by playing on a higher difficulty. Hopefully it could at least punish mistakes harder, but I doubt enemies will be able to put up a better (more interesting) fight.
The game seems to be built around giving the player extremely generous, free-form tools to fuck around and make sick combo videos, rather than presenting the player with combat encounters and scenarios they have to approach thoughtfully. Turn your brain off at the door type gameplay
the art is wonderful and i love the animation, but with the enemies being both extremely passive and completely incapable of dealing with the player's abilities, there was just no challenge or even friction whatsoever.
I tried the Marvel Cosmic Invasion demo last night, didn't like it much 🤷‍♂️
Reposted by Jiggeh
RSPinUp Spooky Month kick off- Jennifer Willis and Rick (Splatterhouse)