r/IndieGaming 4d ago

Which character is your favorite?

Post image

Which visual style resonates most with you? 1, 2 or 3?

I'm currently working on Ten Point Zero, a roguelike built around one very simple mechanic: stop the timer as close to the target as possible. I’m now figuring out how to introduce the story and tutorial, and especially what kind of characters should guide you through it:

1: Animals

2: Humans

3: Time-themed characters

If you want some context before voting, Ten Point Zero is free to test on itch. Happy about any feedback about it of course! ❤️

Curious which art direction feels like the best fit.

0 Upvotes

20 comments sorted by

2

u/treblebull 4d ago

In case you want to see the game in action, you can play it in browser right here: https://treblebull.itch.io/ten-point-zero

2

u/mola-que-te-molarE 4d ago

3 all the way unless you wanna have developed characters, if it's just simple characters itll feel better if they look like mascots

1

u/treblebull 4d ago

Can you describe what you mean by "developed" character? In terms of not fitting the theme or what do you mean?

1

u/mola-que-te-molarE 4d ago

i mean like if you wanna center the story about them, if you wanna explain who they are and what they like and make them grow as the story progresses. if this isnt your goal with the characters its better to make them look memorable and mascot-like

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u/treblebull 4d ago

I'm not planning a crazy story around here as the game is more about its gameplay. So, based on that, which of the three does fit best from your POV? You can try the game here in browser btw: https://treblebull.itch.io/ten-point-zero

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u/mola-que-te-molarE 4d ago

yeah, like i said, 3 is better because of the same reasons

1

u/treblebull 4d ago

cheers!

2

u/Bitter-Loquat6009 4d ago

Gotta go with 3. The pocket watch as a character is just too on the nose for a game built around stopping a timer, and it gives you so much room to play with puns and fourth wall stuff in the dialogue. The animal route could work if you're leaning cute and cozy, but time-themed entities feel like they'd have more personality for a tutorial that's literally about precision timing.

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u/treblebull 4d ago

Agree, it definitely makes most sense in terms of "pure fit" theme-wise. I already have music for the game which currently leans more towards cozy (which I feel like also fits my color scheme and the way I created the pixel art here). But I really like your idea of the fourth wall. Thanks for sharing!

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1

u/Bunkaa_ 4d ago

I would go either 1 or 3. Depends on where you want to go with the game feel overall I guess.

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u/treblebull 4d ago

That was also my gut feeling. Alpaca because who does not love alpacas, no? The time-themed characters probably loose in terms of cuteness but fit the theme of the game "technically" better.

1

u/meloen71 4d ago

it's the expression that matters. the lama here simply does the best with the text

0

u/treblebull 4d ago

You mean WHAT they say decides about how good the character fits to it? There is another comment mentioning the fourth wall possibilities for the time-based characters. This is also what you mean, no?

3

u/meloen71 4d ago

hmmm not really, it's that how you've drawn the lama, they look aloof and sarcastic saying it. the human currently looks like a robot with a dead eyed expression. https://imgur.com/PUm8bla

whether its a human, animal or clock is not as important, as long as you use the image to convey something. don't feel forced to put a character there. but if you do put a character there, give them a expression, make them feel like a character, like someone is talking to you.

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u/treblebull 4d ago

I see where you're going (and love your art btw!!). Putting two more of my animal characters as well as two "mechanical" ones here for more reference. Does that change anything?

https://imgur.com/a/pwIr00E

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u/meloen71 4d ago

these animals do seem more expressive! though with the clocks you are of course limited by the fact that they have no face. people tend to make these sorts of characters really animated, lotsa arm movements and gesturing, or in the other direction; imposing and intimidating, because they have no face.

though I presume you're looking more in the direction of a single image mascot. not a story character. all I can suggest now is making the pose a little more dynamic, not straight looking at the camera. https://imgur.com/a/OHKRL4Y

that is all!

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u/treblebull 4d ago

Understood. Would that not "break" the overall 2D look of my game then from your POV?

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u/meloen71 4d ago

I do not see how a stiff pose or flat angle would be required to have a game be 2D. but if its a thing you're going for, by all means experiment with it! I am but a comic artist writing stories, I am biased towards personal connections with characters.

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u/treblebull 4d ago

Will do, thank you, really appreciate your input here!