Down Below looks cool so far. I don't have too much to say about it, since there's no playable demo yet, but you've definitely got something good going on here. I can see a lot of inspiration taken from Cave Story, Yoshi's Island, Kirby, and other stuff, so I'm interested in seeing what direction the game will end up taking later on. Are you using GameMaker, Unity, or your own engine? Player movement in a 2d platformer can be difficult to fine-tune, so I wish you luck on that one.
I noticed that you've showed two different versions of Nagi - one from the "
Down Below (6) video", and one in your C3 post. Your C3 drawing is an improvement, with nicer looking linework, consistent line thickness, and slightly less... "off" proportions. I don't know how to describe it, but I thought the torso appeared too long in the first drawing. I kinda liked the highlight colors in the first drawing.
Rain Redux: I played the Windows version. Anyway, this is kinda like one of those minigames you'd find in WarioWare, like Pyoro. I like the responsive controls, the tall screen setup is like an arcade game, the little bunny character is adorable, and it feels fairly polished overall. The actual game itself seems a bit too easy for me, though. The first time I played, I managed to reach the
maximum of 999 points with one heart remaining. I did it a second time because I forgot to take a screenshot. The best strategy was to stand around at an edge of the screen, occasionally walking around a bit to dodge (or catch) things, but never straying too far from the edge. The game gets very intense with its drop rate when approaching 999 points, and I thought that was cool.
Some suggestions off the top of my head:
An incentive to score points quickly. Maybe you need to reach a certain amount of points every minute, or you lose.
Items that hurt the player when caught, but not when it hits you on the head.
A much longer life bar instead of four hearts. Let's say you have 100 HP. Coins shave off 2 HP, while gems take 30 HP. The drop rate and falling speed might have to be reduced a little for this. Maybe that would be too hard?
Some kind of penalty for letting too many things fall down?
Screen wraparound. Walk past the left side and come out on the right.
This is a small thing, but it bugs me: When the lightning appears, the thunder is heard immediately. It seems to happen all the time on TV and movies, though.
Anyway, keep up the good work

