Yeah, It really depend on how detail you want it to be, both is hard, but somehow people will pay one more than the other.
So the smart thing to do here is have a 2d metroidvania with 3d artstyle, and suddenly the price ceiling is removed lol (bloodstained is $40 on release)
A lot of 2d games are done in 3d engines these days anyway, because it gives “free” parallax, depth buffering and masking, hardware accelerated compositing etc.
So it’s all the work of hand-drawing animation frames with all the complexity of rigging and mapping in 3d.
Enter the Gungeon and the Shovel Knight series are two examples that come to mind.
Yeah, It really depend on how detail you want it to be, both is hard, but somehow people will pay one more than the other.
So the smart thing to do here is have a 2d metroidvania with 3d artstyle, and suddenly the price ceiling is removed lol (bloodstained is $40 on release)
You want 3D vibes in a 2D platformer, just for laughs? They call that parallax.
You can also do the 2.5D style of like Trine or Mandragora.
Or 3d pretending to be 2d like Deadcells
A lot of 2d games are done in 3d engines these days anyway, because it gives “free” parallax, depth buffering and masking, hardware accelerated compositing etc.
So it’s all the work of hand-drawing animation frames with all the complexity of rigging and mapping in 3d.
Enter the Gungeon and the Shovel Knight series are two examples that come to mind.