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Pixel Art / Re: Hoboquest- need style advice for a developing amateur game
« on: March 22, 2014, 05:43:20 pm »Right now, I can't help much since everything is currently in simplistic place-holder mode
I don't know the least bit about composition, so I can't really criticize the HUD either
The only thing I can really say right now is that the screen feels too empty right now.
1-You can add more interactive instances (i.e. enemies) But I think this is unadvisable, because the player can only handle so much at once.
2-You can work out the background tiles to be more visually interesting, but you'll have to work extra to make it not look repetitive, since there's so much space being shown at the same time, being subjected to the players' eyes' scrutiny.
Those last two lines are probably bullsh*t to some degree ,
but what I'm trying to say is that I feel that there really is too much horizontal space in display right now.
Thanks. Dev is at a bit of a standstill so I'll come back to this one in a bit.
I know, there are a lot of jaggies. Currently working out composition and color, then I'll get to that. May also turn the house so it's 3/4 view instead of dead on, give it a little more depth.