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Full black and white, yes.

My original reason was that I'm not at all good at working with color, and especially not creating colored sprites. By sticking with black and white I could easily draw images with my tablet and modify them pixel by pixel to look sharp. I eventually came to like the look, so I suppose it's also stylistic.

It wasn't intentionally done for any sort of performance reason, but oddly enough, it kind of ended up that way in the end. If I'd gone with full color sprites, there's no way I would've fit within the 10 MB constraints of the Chrome store. Images with one black and one white compress much better than images with dozens or hundreds of colors.



I think the black and white is a great atmospheric choice. It reminds me of Frank Miller's Sin City. Also from the video I got a bit of feel of Metriod 2 on the GameBoy. Which was B&W and had a very creepy subterranean feel.

You could present color in a future sequel or expansion and even use it as a plot device.


I like the black and white graphics. It reminds me of dark castle, which was arguably the best non-educational game for the original Macintosh:

http://www.youtube.com/watch?v=KCkbp4wurW0


I think the B&W contributes to the intriguing visual style.


The B&W style plus the minimalist music in the demo remind me a lot of Metroid II.


I made a fog-of-war Asteroids variant (you can only see the Asteroids that are close to you) a few years ago and every time I tried to add any color, it was disastrous.


Hmm. Super Nintendo games fit in well under 10MB.


They were also written in assembly and had their audio encoded in a midi-like format, so they're designed from the ground up to fit in tiny storage.




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