@frontend
Before I drew a single skin I got stuck on a dumb question: what is a skin actually for? In most games it's a costume you buy and that's the end of it. I wanted it to mean something to whoever is looking at it.
So a skin here isn't one picture. It's three things at once: the pattern, the colour family it came from, and how it moves. Ten patterns, nine colour families, six states of motion, 540 combinations. About 85% don't move at all, which is what makes a moving one worth staring at.
The colour inside a family is continuous, not a swatch: two Moss orbs are both green and not the same green.
Somewhere in there it stopped feeling cosmetic. Ten patterns is ten families, and the idea I keep coming back to is a mode where the family you wear changes how you play. Not built. But it's why the thing is shaped like this.
One rule I set myself first: anything that changes how you play has to be earnable by playing. I'll sell you a look, never an advantage.
https://eater.monster/mint