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[FEEDBACK WANTED] Character concepts for space fishing game! (Forums : 2D Graphics : [FEEDBACK WANTED] Character concepts for space fishing game!) Locked
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Feb 5 2015 Anchor

We are making a game called Blacksea Odyssey. It's a roguelike top-down shooter about fishing in space!

We wanted feedback on potential fish that we would have in the game. You can play it here to get a feel: bit.ly/playblacksea

Let us know which creates you like and dislike :) And why also please.

Feb 11 2015 Anchor

ok, here goes.

a1 - great. has nice colour, interesting pattern, and a strong, well resolved sillhouette. I'm assuming you'll add colour and patterns to the rest of them eventually, right?

a2, a3, a4, b2, e7, c34 - these little ones still feel unresolved to me. Not quite unique enough. Though maybe colour and pattern will fix that.

c2, de4, s1 - these little ones feel more resolved to me.

g2 - at this small size, I think it got lost in transation. I think it needs to be bigger, or fattened, or simplified, or a bit of each. Or maybe its limbs need to be even longer and more gangly. I think at the moment, the small central body area feels suffocated by the busy arm/wing things.

d1 - really good. I like the plant/animal ambiguity, and the whole thing seems well proportioned. Do more like this. Maybe the tail could be slightly more detailed though.

cd5 - excellent. interesting proportions. Exaggerated yet intricate at the same time. In general, the ones with interior negative space and/or lines work really well (eg. cd5, opq4, b4). The ones that are completely solid (eg. f4, k2, r6, q2) don't look as interesting. Consider also giving those more internal detail/lines.

opq4 - looks great, but consider adding more detail to head

opqr1 - works well

q3 - looks too amorphous at the moment

m4 - has a lot of character. Is very good already, but consider adding some black internal lines for more detail.

i1 - even better than m4, because of the way the bumps look more bulbous and dynamic.

i4 - looks too much like a real-world prawn. Not alien enough. Plus, the zigzag lines are a bit too iregular.

abcd7 - this will be a winner, but it looks a little overdesigned at the moment. The high amount of black internal lines are crowding out the detail. Consider making the creature larger, or giving it a few less lines, and/or making some of those lines thinner. By the way, I love the tail - the different line widths you've used work really well to give it a webbed kind of look. Use that technique more often!

k2, k6 - these look more like symbols than creatures. For them to match the rest, they need to look a bit more organic. I guess the main culprit is the rectangles, as well as the lack of any thin internal lines for texture. The same issue is occuring, on a smaller scale, underneath the wings of f6.

f4 (and also the wings of f6, and the tail of o6) - some of the shapes on this outliune seem a bit too rough and haphazard, which is emphasised because this creature is quite large. When I look at it, I can sort of 'see' Illustrator's pen tool vector points, rather than just seeing a creature...if you know what I mean. Compare this to opq4 or c5, where the shapes seem more balanced and thoughtfully constructed.

Hope that helped!

Edited by: Volnaiskra

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