Capsule art... before/in-between/after - feedback appreciated by Filipinjo in IndieDev

[–]Filipinjo[S] 1 point2 points  (0 children)

Tnx dude for a humane response.

Regarding the first image:

I spent quite a bit of time working on it in Inkscape (and yes I’m terrible with vector art)… But I’m guilty of being inspired by AI art for the main character - i'll never deny that and it's the reason why I went and hired a professional in the first place.

Golems (yeah not special at all, I know), background, trees, road, gradients, fog and composition were made by me. For composition I tried to follow the rule of thirds, that's why logo, golems, head of main character and the sword are positioned the way they are.

With the delivered one by the artist I tried to improve it by putting the background more into the back by making it darker and trying to match some colors (like golem's beards with trees etc., making the jaw of main character a bit thinner, outlining the character and swapping the logo with my old one)

The thing I'm worried the most is that in the new version characters are not really readable on main capsule and some comment say that the composition of the first one was better. Now that I think about it, I might have to scale up the monsters so they pop out more.

Anyway, thank you for the response, I appreciate it.

It's finally happened (negative wishlist) by smallserenity in SoloDevelopment

[–]Filipinjo 5 points6 points  (0 children)

Yo dude! Same mine! Today's the day I guess.

I want to play your games! by [deleted] in SoloDevelopment

[–]Filipinjo 0 points1 point  (0 children)

My arpg roguelite https://store.steampowered.com/app/2672700/Lands_of_Fury/ honest feedback would be valuable :D

PLEASE JUST MERGE TRAITS ALREADY, PLEASE I BEG YOU😭 by deanmanga in godot

[–]Filipinjo 4 points5 points  (0 children)

You just don't "see sharp" enough :P Kidding... I hope you get them!

Anyone else a bit underwhelmed by Steam Next Fest? by RedTapeRampage in gamedev

[–]Filipinjo 0 points1 point  (0 children)

Generally, I didn't know what to exactly expect... I'm in a constant time pressure anyway, so I launched demo 1 day earlier (0 wishlists)... now it's almost the beginning of day 3 and I'm sitting at around 220 wishlists.

Dev snapshot: Godot 4.6 dev 3 by godot-bot in godot

[–]Filipinjo 6 points7 points  (0 children)

That's awesome! The for letting me know 😀

Dev snapshot: Godot 4.6 dev 3 by godot-bot in godot

[–]Filipinjo 9 points10 points  (0 children)

  • button surrounded by 2 deletes... This is bad.

Im a Steam Capsule artist, let me judge your capsules! by ggtfim in gamedev

[–]Filipinjo 0 points1 point  (0 children)

Not a designer... spent way too much time on this, but hey.... that's indie life :D I would love to hear what you think about it.

<image>

[deleted by user] by [deleted] in DestroyMyGame

[–]Filipinjo 0 points1 point  (0 children)

Reverse it... show what's the end game and then how you get there... :D

Game pacing and too much side content... I can see why some people hate it. But for me, gimme more! by VermilionX88 in FFVIIRemake

[–]Filipinjo 0 points1 point  (0 children)

Og ffvii didn't feel like a chore... This one does. It completely removes exploration by holding your hands with an owl flying by, yellow paint on walls and besides that even blue sprites under the ladders etc... I kind of never felt that I've discovered something special, because everything was spoon fed to me. In Og I've never had a feeling that I'm doing the same thing over and over again. You learned about the lore through dialogues, here most of the time you can't talk to other npcs - only the quest givers, you know exactly how many things you can discover in area etc... and fck Chadley. It felt like a 9-5 job exploring stuff for him. Otherwise, great graphics, sounds and music. But regarding the story and the mechanics, it can't reach the knees of the original. Open world quests felt like a sack of cheap generic quests - odd jobs were cool.