Huuuh huh, huh -- he said "breast."
Lol, it's good I didn't miss anything. I loved your character concepts. Very Donkey Kong Country / Sonic-ish style.
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Btw, I noticed you mentioned about the amount of work it would take to fill up a 256x192 px area. Depending on the size of your character sprite and how large you want to zoom your sprites, and more importantly the kind of game you're making, this may or may not be much of an issue.
For example, if backgrounds and such are your concern, couldn't you design some of them so that they could just be recolored and perhaps add in a prop or two in the background that isn't used in the alternate version of the level? Good ol' Super Mario Bros. on the NES, not to mention a variety of well-received oldschool NES games did this sort of trick and it worked wonders with the level variety. Level-specific prop usage and combinations, recolors, and sky recolors fool the eye into thinking it's an entirely new asset, when in reality the only thing that's changed is its color. You'd be amazed how how drastic color changes can fool players, including even the toughest art critics, as long as the original asset is constructed well and interesting enough.
Long and short of it, you should think less in terms of level/screen pixel-size, and more on what kind of things you can do to minimize the amount of unique work you have to do on your game-assets. I personally use a screen size of 512x320 atm, and my characters are ~64 pixels tall and 32 wide -- and I'm the only guy we have working on the BG/tileset assets atm. Because I use the methods described in my previous post and simplified the backgrounds in the way I just described, it saves me a ton of work when I only create my assets with modularization and reuse in mind -- especially backgrounds and tiles. Enemy characters are another possibility of recolor/reuse, even if you just add an extra horn on a baddie who has none or only one or whatever to signify it's not just a different color, but a different kind of guy altogether. Simple to draw, but it saves you from having to redraw or design an entirely new enemy's graphics.
Just some food for thought.
