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feedback on the art style of a game i am working on (Forums : Ideas & Concepts : feedback on the art style of a game i am working on) Locked
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Sep 8 2013 Anchor

I am looking for feedback on if the level looks good enough. I am not really an artist but I have been trying to work within my limitations to create a visually appealing level.

I haven't textured the character yet and the buttons are obviously temporary.

For those interested in gameplay, it is a simple you have to find the cube then have a set time to get back to the lift before it goes into lockdown. Touching any object or wall puts the place into lockdown and you lose. Obviously levels will be more challenging than this You just touch the screen in the direction you want to move the character and he moves.

SinKing bumps me thread
Sep 8 2013 Anchor

I'd say add some texture to the floor first. You know how Sci-Fi corridors have all those grills and lights and cable strands that run across and make it look interesting. Also ventilation and maintenance access on the walls would look nice.

The color scheme lacks a bit of variety, try adding some complementary colors by adding lightsources on the walls, etc. I'd also try to make the player character really pop out, since he is the important part of the scene. Make him more saturated than the rest or more interesting to look at (perhaps by giving him reactions to picking up stuff and by having his "walkcycle" have more character/less uniformity).


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Sep 8 2013 Anchor

Thanks for the reply, much appreciated.

I agree the floor needs more interest, but I was trying not to go away from the simple style I am trying to create.

I probably need to add elements with more colour, but I was also trying to keep each pack of levels have a similar colour scheme.

The walk cycle at the moment is coded not animated, so yes robotic. I have yet to determine what to do about that.

Sep 8 2013 Anchor

I do like the style, but it does look incomplete. First and formost,the floors need more variety in them. :)

Edited by: ANumberSquared

Sep 8 2013 Anchor

The floors have been a consistent mention(from people i show in person too) so I think that is where I will focus on to improve initially. And also have some different sized objects.

Sep 9 2013 Anchor

You're also going to need to focus on lighting. There is a certain tone that you are going to need to achieve since the mechanic lends itself to a more suspenseful atmosphere and lighting can really help with that. Also agree with what people are saying about polishing up the textures and adding more variation.

Sep 9 2013 Anchor

Thank you for the feedback. Part of my "style" was to have solid colours rather than lighting. I am concerned now that might not work since it has been brought up a few times. I am going to add some extra details and repost to see what people think.

updated based on feedback

Sep 10 2013 Anchor

The floor is certainly more interesting. I think you could keep pushing that too by adding a variety of objects that the player has to avoid. You can do a lot of different traps, things with elevation, areas with no lights, patrolling guards, etc.

Good luck!

Sep 10 2013 Anchor

The art to the game looks good. And I also like the look of the gameplay, I hope to see more about it soon.

Sep 10 2013 Anchor

There will definitely be a variety of objects to avoid, patrolling guards, trip wires and a bunch of other things. There will also be moving walls as one of the key mechanics. I just wanted to get things right before I go make loads of levels, create a template and stay consistent. I don't want to feel changes as being a big deal yet.

This is hopefully first level so it is meant to be easy to finish.

I have to admit i'm stuck on the solid colour look, and while I realise some people won't like it, I am probably going to stick with (I am however trying to make the same level with lights now to see if I like it).

Sep 11 2013 Anchor

Problem i see here is you say you can't touch anything but nothing there seems dangerous. Try putting red danger lines on the floor around the walls/objects. I would also put animated textures with blinking lights all around to make the place more interesting and important. Hope that helps a bit.

Sep 11 2013 Anchor

That does help in a way. I am glad someone said it. It is something which I wasn't sure if anyone would notice.

I will put danger on boxes for sure.

Animated textures, sounds good :)

As for the walls I am not sure the best way. I might make the yellow and black strips not be the exit and put them as strips on the walls. Then find a different floor for the exit to the "lift".

That would also bring more colour to the level.

Third iteration of the level

Added some colour and danger signs

New video for feedback!

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