@Evie-dd2um

The art looks nice! The only things I would do to polish some aspects of the game are: 
1: Make everything outside the walls darker when you're inside the walls, because the contrast draws attention away from the player
2: Really lean into the pixel art feel. Use a pixel perfect camera to scale down the viewport resolution and a palette limiting shader to make the lights still stick to the original palette

3: Maybe fill some of the empty spaces on screen
4: Offset the camera by the player's velocity to add some reactivity to the camera movement
5: Make the player face in the direction he's moving instead of towards the mouse so he doesn't moonwalk
Seriously though, is art is extremely good. Pixel art in perspective is hard, and you absolutely nailed it! I am really impressed with the way it all comes together. Keep going, you should be super proud!

@liminish9019

Congrats on getting engaged! Love your style of devlog I'm gonna have to binge the rest. The art looks great!

@GamedevDev

Amazing art it’s 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥💯

@oreon_

Huge congrats on your engagement! Wishing you all the happiness in the world for your future together!

@serrviexdev

It is good that your project is small so far and didn't have to change much, otherwise it would be hell☠

@Anerisian

Great work if you do this for fun or for YouTube, but it probably won‘t be a released game. This prototype setup cannot scale. I don‘t think anyone finished a game of this style and scope solo. 

Anyhow, to solve the occlusion problem, you could shoot a ray from camera to player and only when blocked, enable the masking.