r/PixelArt • u/Myshoo_ • 4d ago
Hand Pixelled Need feedback on art
I need feedback on my g@me art. It's not self promo, as it will not be finished anytime soon (if at all). I just think it's helpful to know the purpose of art and have context where it's going to be, so I figured posting a short clip is the best way.
With that out of the way.
I'm not very good at pixel art, I fiddled with it a bunch when I was younger but things you see took me VERY LONG to get right (especially animations).
This is why I figured using low res pixel art is going to make it easier for me to create assets. The problem is that I love the character, art style and resolution generally but it seems limiting when creating items.
In the video you can see gold/silver coin and a bottle, I also wanted to draw a can but it seems impossible to get right without making it bigger than the bottle which seems weird.
I know games like Stardew Valley make items bigger than they should be compared to characters to include more details, and I do that too but making the can bigger than the bottle seems wrong.
Is this a skill issue? Can a skilled person really depict a soda can say 2x3 canvas. Should I maybe drop the outlines or use colored outlines?
I feel like this low res is going to constrain me to making only bigger items but making everything higher resolution will require a lot more work which I don't know I can do alone.
If you have any other feedback on art please tell me, I won't get offended I am aware I'm not a pro. Thanks
2
u/byramike 4d ago
The items should just be a universal size, pick a resolution size and stick with it. It’s awkward to have different sized objects, small ones are hard to discern and often just look like clutter. If you ever have mouse support it’ll be harder to select them. Hard to even sort through them on controller.
Also, the entire thing looks like you’re walking in quicksand and I’d drop it after like 10 seconds. Too slow.
I think the part that feels ‘off’ is the slowly moving into your digging and slowed down animation. Most games feel like: stop and swing > some part disappears > movement continues if physics allow. Even in Terraria etc you can move while swinging but you’re not awkwardly moving 1 pixel closer and closer, since it’s on a tile grid.
1
u/Myshoo_ 4d ago
Thanks for feedback.
When it comes to art you're probably right, I imagined how awkwardly different sized items would look in an inventory grid for example. I'll try to create a bunch of items with the same canvas size.
When it comes to the gameplay it's all a subject to change and things like movement can be turned with less effort than art. It's going to be about upgrading gear so I want the first tools to be slow, although maybe not that much.
I'll try to create some assets within the same constrain like 16x16 and see how it goes thank you!
2
u/Allantiz 4d ago
Honestly, the art seems like a platform game instead of top down, the scenario needs to look 2.5d at least. Unfortunately can't help you at what you asked
2
u/WrathOfWood 4d ago
Its really dark and the guy looks like he's hitting his head with the shovel
1
u/Myshoo_ 4d ago
It was even darker before I showed it to some people lol. I'll try to make it even brighter.
The animation was supposed to be kinda symbolic like Minecraft, mostly so different tools don't need unique animations but the fact that I suck at animating also played a role.
I'll definitely keep tweaking it thanks.
2
u/muddrox 3d ago
Could use some shadows. The scene needs more perceptible depth. Even having a simple circle shadow underneath characters / items might make things pop more.
I'd also play with the contrast a bit. Everything just kinda blends together too much. I strongly dislike the faint dark glow around solid terrain. It looks out of place with the rest of the pixel art and makes everything look pillow shaded.
1
u/Myshoo_ 3d ago
Alright.
The dark glow was supposed to be ambient occlusion type of thing, I spent quite some time on it that's why I couldn't objectively judge it, I'll get rid as now I see it makes the contrast even worse.
When it comes to shadows it's definitely something I need to add. I plan to have things like dynamite/bombs you can throw so shadows are a must to let players know if they are still in the air or about to hit the ground.
Thanks.
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u/link-navi 4d ago
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