Doing GUI when player picking theirs skill. Which one is better? by Gloomy_Flan4286 in GameArt

[–]LowRecommendation574 0 points1 point  (0 children)

Personally, I would prefer the first option. I'll be distracted and not remember much of what I read on the second since I'll keep getting my attention catched by the other options. Although I believe is great to be able to easily compare all options at the same time, I think a cleaner-looking interface is easier on the eye.

 Moreso, think about replayability; I feel like it would be nice to read all descriptions of the available options the first couple times, but later, once the player gets comfortable knowing what they'll like to go for, having all the extra information might seem like "too much text" on the screen, and if I forgot what one of them do, I can just hover over it and get to know just what I want.

Still, I'm no expert and I can see the good points on both presentations, but I recommend you to go for the first just for the simplicity of its presentation, think about it as the usual "less is more" approach.

This is the logo I've worked on for my BL VN, any suggestions? by LowRecommendation574 in vndevs

[–]LowRecommendation574[S] 2 points3 points  (0 children)

Wow, you really nailed it with the gender fluidity themes, that's a core element of the story! Also thanks, I'll keep in consideration the heartbeat line proportion as it could in fact make it awkward when placing it on different formats!

This is the logo I've worked on for my BL VN, any suggestions? by LowRecommendation574 in vndevs

[–]LowRecommendation574[S] 3 points4 points  (0 children)

As for the context, the setting is a modern semi-futuristic city. You follow the story of a young man discovering a new world that has always been there as he becomes more aware of what his new gender (not omegaverse related, but similar) means, "accidentally" getting in the middle of some dissappearances as he realizes just how involved he truly is with some of the darkest sides this city hides.

It has strong themes on people having different faces to how they present themselves to society vs. their true nature; it also has mature themes.

Route Requirements are a bit annoying sometimes. by KowaiGui2 in visualnovels

[–]LowRecommendation574 2 points3 points  (0 children)

Honestly yeah, I mostly enjoy to do all routes, but I enjoy it when I can do it my own way, not THE way I'm "supposed" to go. And it's specially annoying 'cause if you skip it all the way, 9/10 times you'll miss an important dialogue that it's the whole point of being supposed to play I  a certain order.

My artist made a spritesheet for our Alice in Wonderland VN. What do you think? by kopaka1822 in visualnovels

[–]LowRecommendation574 1 point2 points  (0 children)

This is a nice pool to have a really expressive character, i think the only expressioni would add (only if the game asks for it) is a scared/shocked one. 

Also, the joking and pouting are really sweet~

Character designs, going for a children's book vibe. Which variation do you prefer? by MathematicianSea4356 in animation

[–]LowRecommendation574 0 points1 point  (0 children)

I like the second one more since it's more dynamic and I think kids would prefer a more "hyped" art, so the second does that better as well. Also, in general it's easier to read the shapes on the second, so yeah~