I see the art style of INVERSUS representing an alternate timeline where many of the limitations from old arcade games never left us, but we still invented HD televisions.
There is little to nothing on screen that doesn’t represent some internal variable of the game state. It is all of use to a skilled player.
Everything is a solid and crisp design element. Fading transparencies are avoided to prevent a watered down look. This helps give a sense of confidence to the screen.
Chromatically, the game is stark black, white and red with some shades of grey in the menus and background. This requires any subtlety in player communication to be driven through shape and motion alone which can be challenging. Being colorblind, I tend to focus less on hues in my day to day life and I’m sure has influenced the design.

- Ryan Juckett