Tonight I want to show you how some of the lighting works in my game, it's hard to show exactly from stills but this is a small example, the left image is under a lamp / roof light and the right image is near some blue bloom:
It's not as simple as a palette toggle or swap, my method uses a special high contrast version of the sprite which can adjust in real time while overlaying the main sprite, the result is things like fake dynamic shadows under her arms and chin.
I am rather happy with how it works, it helps make the sprite feel dynamic.
Water is also a lot more water like, not just a shade of blue and black:
Since the beginning I have always wanted the game to look like it's retro, I added a black frame to this screen earlier and the first thing I thought of was that it looks like it's taken from a tube tv in a dark room or something.