I had been meaning to critique this art for quite some time, you have some nice work!
Though, your tile optimization could use some work. I had some time, waiting for a commissioner to respond, so...
You reminded me about the dilemma which I could not decide when preparing resources for a
test build - make tileset convenient for leveldesign or optimize it to free up more space for tiles. Now I try to find a compromise solution based on your work, big thank you for this!
Hehe what does the "DOOM" powerup do?
This thing blows up 5 enemies on the level.
I'm not that into NES graphics so I don't know is there any restriction on animation number of frames and timing?
I know nothing about timing limits, but number of frames is limited by the size of tileset, which is used for current level. So I have 4 frames and one of which is used for the "idle" frame.
Because your sprites are cool but I think the animation can be tweaked a bit to get rid of some of the flickery/twitching frames.
For example I love the little 4 leg mech but the legs go smoothly backward then instantly twitch back to the front.
Oh now I see it. The problem is in size of the "frame", it's 16x16 pixels and legs nowhere to swing, they rest on the edge of the frame.
I haven't read up but on closer inspection I'm not sure if its a mech or some alien creature.
Seems to have a mix of organic and mechanical forms.
I think it would probably benefit from some design decision to make it clearer what it is.
If its biomechanical then maybe use 2 separate colours to indicate that.
Yes, it's hybrid, half organic, half mechanical. It's a good idea, I will have to try it, thank you!
