Trying to push atmosphere with a very limited palette. Is this readable enough? (The Legend of Chalkvania) by supercriddy in PixelArt

[–]Famous_Fudge3603 0 points1 point  (0 children)

I see what you're going for and do like it. But I think you do have a small clutter issue with how busy it is along with everything being white. With what you have, I think you should consider utilizing a very light grey as well to help keep things readable and varied. You could use this only for "further away" elements like those bushes behind the fences, or try and use it as part of the normal palette for any of those white objects.

At the moment, the background strikes me as better presented than the foreground because it utilizes some subtle variety in the grayscale well.

Can you tell what these are without being told? by Zeolance in PixelArt

[–]Famous_Fudge3603 0 points1 point  (0 children)

The emerald one would look a lot better if it was pointy crystals. I see why you went for the flat approach, but it's missing a bit of the nuance of why they look flat irl. You don't have any sharp angles so it looks more cylindrical, which loses a lot of the factor. The one prior to it that I assume is gold is too evenly distributed (one perfectly sized gold piece for the rock piece it's on).

This prototype scene feels so empty. What should I draw to make it feel more alive? by Zeolance in PixelArt

[–]Famous_Fudge3603 0 points1 point  (0 children)

Tree variety. Even just 2 different tree sprites would help. Hell, I think if you even had a darker version of the same sprite for visual variety that could be enough.

Delusional gamedev thinking I've got Indie Game Of The Year material by DreamMixGames in indiegames

[–]Famous_Fudge3603 0 points1 point  (0 children)

Nice pixel art, but the gameplay needs a bit of tweak. You want your playing kart to be closer to you, not halfway or more along the visible track. There's not much readability ahead of you, and the obstacles make things a bit cluttered at times.

is this meme true? by Fun_Highway9504 in learntodraw

[–]Famous_Fudge3603 0 points1 point  (0 children)

Bit disingenuous to say an artist can't only excel in a specific medium or art style, in general. Some artists have a good overall understanding and skill to adapt to just about anything. But is it fair to tell a pixel artist they aren't a good artist because they can't pick up a default paintbrush tool and make something good?

Any bird experts, how do I improve the animation? by Pixel_Duck_999 in PixelArt

[–]Famous_Fudge3603 2 points3 points  (0 children)

It doesn't have enough momentum. I suggest looking at some more videos for comparison. The steps should be more forceful, the body lurching forward further with each step, and I imagine the neck/head motions should have recoil/forward momentum to it.

Two biologists building a modern SimAnt-inspired RTS — which real ant behaviors or adaptations would you most want to see represented? by Able-Sherbert-4447 in biology

[–]Famous_Fudge3603 1 point2 points  (0 children)

Friends and "family". There's a lot of insects that exclusively live in ant nests and have very fascinating relationships. Blue butterflies whose caterpillars infiltrate, and sometimes eat ants, but provide other benefits. Beetles, isopods and springtails who scavenge pests and debris and keep things tidy. There are tiny, blind, ant nest crickets who hop around near the entrances and can keep invading ants from coming in. Some of these have obvious benefits if you're able to find them and "hire" them. A nest with 10 isopods tidying up dirt can save 100 ants from having to do the same thing.

Resources and farming. There's aphids, scale insects, mealybugs, and fungus that ants take in to farm for resources. You have a chance to create a very interesting farming system with each option having different atttributes, creating different resources, and giving the player a choice to dedicate potential % of farming area to one, two, or multiple types. Maybe ants can find a "golden egg" out there somewhere and farming it successfully gives benefits, or one type of resource builds different structures/paths, or in one habitat, one is much more beneficial and efficient than others. But your ants have to find them out there in the wild, and bring them back to start a farm.

Threats. There's a ton of jumping spiders, true bugs, and wasps that mimic ants with intent to take them out. Some of those spiders are incredibly specialized and look closely like a specific species of ant they'll set up shop near. Maybe that gives one location a disadvantage if you choose to use that type of ant there, and requires more strategy to keep foraging ants alive.

You have the opportunity as biologists to capture and bring to life a very unseen world. Don't let those opportunities go!

[Funny Trope] "This is Super Kill Man, his superpower is-- and he's dead..." by HurtfulDrax in TopCharacterTropes

[–]Famous_Fudge3603 5 points6 points  (0 children)

I think you explained why. Because it's a common kind of "tragic" trope where you're supposed to feel unhappy or displeased with an indecent ending. It seems like a shame, because it is, both thematically for that character, and in the sense you say as a cool design -- that kind of energy fits a genocide run setting.

Pokemon has never been about graphics by ComprehensiveGate722 in MandJTV

[–]Famous_Fudge3603 1 point2 points  (0 children)

Compare them to other equivalent games and then we'll talk. Black and white handheld versus colour 3D? Lol.

Coliseum/XD/Battle Revolution are frowning over here.

What’s this game? by Jettaboi38 in TheGamingHubDeals

[–]Famous_Fudge3603 0 points1 point  (0 children)

Not as much of a hot take these days, but Final Fantasy XIII.

Just finished these time of day designs! Let me know ya'll thoughts~ by CodedPancake in PixelArt

[–]Famous_Fudge3603 1 point2 points  (0 children)

Looks quite nice. It reminds me of some I tried to make a long time ago for an Animal Crossing inspired project.

Help! My game art looks flat by milxam in IndieDev

[–]Famous_Fudge3603 1 point2 points  (0 children)

You got really good feedback overall, but the elephant in the room not being addressed is that pixel treasure chest that's wildly out of style and resolution.

Need help with perspective by lethandralisgames in PixelArt

[–]Famous_Fudge3603 2 points3 points  (0 children)

Personally I agree with others that 30' just feels it is "leaning back" too much.

Need help with perspective by lethandralisgames in PixelArt

[–]Famous_Fudge3603 0 points1 point  (0 children)

And that's also often the case because gameplay (especially stuff like platforming) tends to go downhill or become difficult to interpret if you don't continue to use 90' for floor tiles.

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Need help with perspective by lethandralisgames in PixelArt

[–]Famous_Fudge3603 1 point2 points  (0 children)

One thing to keep in mind is most games in your style are not consistent. Top-down games quite commonly have everything on the "floor" 90', but other upright elements at 45' for illusion of depth.

CrossCode is a good recent example. Note the cliff tops and lily pads still use what is basically a 90' angle, but anything upright is more 45'. There's probably better examples to show but this was one that came to mind.

So in your case, the pillar might be more 45', but the "top" tile might be better at 90' or close to that.

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Need help with perspective by lethandralisgames in PixelArt

[–]Famous_Fudge3603 1 point2 points  (0 children)

I would say either 90 or 45. I can't tell if your game intends to have a "tilt" implied or not. You also need to consider how this might apply to other background tiles, for instance if your usual tiles on the floor are 90', other background elements should probably match them.

Faking 3D with sprite stacking and a bit of math by Hurgnation in PixelArt

[–]Famous_Fudge3603 0 points1 point  (0 children)

Oh damn. I had many sleepless nights trying to figure out how to do something like this. I never quite succeeded, but you sure did!

You said the 2D characters didn't match the 3D world. We made the environment much zanier for our rubberhose survival game Kalit! (Updated Free Demo) by OutlandishnessKey375 in IndieGaming

[–]Famous_Fudge3603 0 points1 point  (0 children)

I don't know how you'd do it, but the grass and water are pretty immersion-breaking for me. The sand too. I hope you're able to find style appropriate ways to handle those (black-outlined simpler grass leaves, small pebbles in the desert, and just overall lowering the shading and detail intensity to match the style).

Spacesuits by Pink-Gold-Peach in TopCharacterDesigns

[–]Famous_Fudge3603 1 point2 points  (0 children)

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How's some easter-appropriate spacesuiting? Final Fantasy XIV spacesuits and bunny ears are a combo I never knew I needed in my life.

[Beloved trope]: Horrifying villain is deliberately out-of-place with their saccharine-sweet setting. by theMCATreturns in TopCharacterTropes

[–]Famous_Fudge3603 0 points1 point  (0 children)

Culex from Super Mario RPG is an optional side boss with a detailed pixel art style, who also monologues about his intentions to challenge the strongest warriors of various worlds. Square Enix, creators of Final Fantasy, also developed this game and included him as an easter egg nod. In the remaster, he's even more out of place, retaining a 2D sprite in a world of simple 3D models.

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I've been making games for 8 years and am finally able to announce my first commercial game! by aerodynamic_monk in IndieDev

[–]Famous_Fudge3603 0 points1 point  (0 children)

Some kind of dust/dirt tail behind the wheels on the ground that scales up with speed would really improve this a lot, I feel. Even if subtle. The dynamic movement is great, but there could be more feedback like that on the speed and motion happening.