I prefered the mockup with a slight angle too. I suppose it will strongly depend on whether you want to introduce a vertical-exploration dimension in your game. Earlier mockups suggested a gameplay more in the vein of Golden Axe than Metroïd, where you have to align with monsters before you blow them with your sword.
I LOVE Golden Axe and certainly inspires combat elements, but this project doesn't have that vertical motion.
A LARGE portion of this game concept is about exploration platforming, fused with rpg elements (quests, inventory etc.), and all tied together by an overworld map.
The earliest such game I've seen is
Zelda 2: The Adventure of Link -
https://www.youtube.com/watch?v=LY-YryVEXZQAnd I just stumbled across this snes clone called
Wanderers from Ys which I'm yet to play but looks very interesting -
https://www.youtube.com/watch?v=rVbhCkNVv9QThere are a few old arcade games I've seen borrow from this sub-genre (does it have a name?) but I don't mention because the gameplay is based on coin swallowing rather than a world you can enjoy getting lost in.
I'm also inspired by titles such as
Metroid,
SOTN and more recently
Shadow Complex though I would like a touch more grinding to make replaying areas more interesting.
I'd like to blatantly plagiarize ideas from these titles and add a bunch of my own ideas along the way, hopefully tying it all into something that feels fresh.
And I'd love to hear about other similar titles on any platform so I can leech off them too

I'm still so undecided on the style of combat because there are so many options so I think it will come down to a matter of trial to see what feels best.
A huge hindrance here is that I'd like to run it on mobile devices which severely limits button combinations, ultimately forcing me into simpler gameplay than I would like

The upside is that probably widens the appeal to more casual gamers.
Idea for overworld map is Super Mario style node-based, inspired mainly by
Puzzle Quest (original) believe it or not.
The exception being that each playable area may have 2, 3 or even 4 entry points (so yes, hidden exits).
Graphically, Henk Neiborg is my predominant inspiration though I'm struggling to translate his style above Nintendo DS resolutions (or get anywhere near his quality

)
I doubt that it is beauty of tiles itself. Your fantasy assembles together sound, motion, dynamics, animation, music and produce a feeling on another level of comprehension.
Ha so true, except I think the effect of playing Super Metroid (on my wooden TV in my awesome double-garage bedroom) has wired my brain to associate these graphics with beauty.
I'm keeping in mind that my perspective is perhaps skewed by never completing the game because the damn battery in the cartridge died when I was close the end!

But still for me, pure simplicity meets functionality while remaining aesthetic is beauty in itself.
If I would still play a game with basically the same style of graphics then maybe it would appeal to others so hopefully one day I'll get to make something in this style.
Anyway enough drivel...
Making some attempts at ground "tiles".
Still struggling, as always, trying to make some nice rock tiles with forms that "make sense".
Abandoned this for now because it looks like different kinds of rock that just look...weird when put together

Now I've started on this one which I like better than previous version and is more appropriate for a forest environment.
Can I please get some feedback on how this looks?
Structurally it is basically a bunch of random rocks but does it work?
Should I try to go for a more consistent pattern?
I have trouble making larger rock formations but should I try for more variation in the size of the rocks?

I need to redo the grass on the left but I'm fairly happy with the next bits to the right.
What do you guys reckon?
EDITS WELCOME AS ALWAYS 