Slightly delayed post because I was sick for a week or so. On the plus side, if you're making a body horror game, all disease is just a form of research, right? Right?
Anyway, having done the very basic gameplay prototype of Biomechanoid Repair Shop, I next wanted to take a stab at dynamic lighting. The mockup has quite a lot of intense lighting, after all. I'm writing this game in the Godot engine, unlike previous projects which were in MonoGame and Java, and conveniently, Godot has a built-in 2D lighting system.
A specific thing I wanted to recreate is what I think of as the "sausage casing" look you can see in a lot of HR Giger airbrush paintings, where a translucent membrane is stretched over a more detailed structure. Of course this might not be possible with pixel art, but I wanted to give it a try.

So I've started working on a new game. It's called Biomechanoid Repair Shop, and it's basically Papers Please meets David Cronenberg. You run a small shop where you repair half-machine creatures.
Repairing biomechanoids is the core of the game - one arrives, you diagnose its ailments, and you fix it. Around this, there are the considerations of your shop: bills to pay, equipment and replacement parts, customers, and so on, as well as a larger plot that will eventually make itself known.
It's a cyberpunk/biopunk game set in a world that looks like the 80s idea of a dystopian near-future. There's hardly any computers, but there's ever more useful biomechanoid devices, from mundane air conditioning lungs to terrifying weapons. And you are one of those shopkeeper side characters in a cyberpunk story, shown in just a scene or two before being gruesomely killed off.
Of course, you don't want to be gruesomely killed off.