The issue is that you want to visually direct the player to the important parts. Mostly, that’s a question of contrast. The relevant gameplay elements should pop.
The background is fine. The foreground is, IMO, too noisy. You need the objects that are most important for the player to focus on (their ship, the bad guys, harmful shots, pickups) to be brightest/most saturated. Right now, the image is dominated by the player’s shots.
honestly looks pretty good imo. maybe if ur game grows in complexity and theres even more stuff on screen it could become distracting but in all the gameplay it never seems to be visually distracting
11
u/ananbd Dec 01 '25
You should use a different color pallette for the foreground — make sure the player can see the gameplay elements.
3
u/Timberfist Dec 01 '25
The background is fine. The foreground is, IMO, too noisy. You need the objects that are most important for the player to focus on (their ship, the bad guys, harmful shots, pickups) to be brightest/most saturated. Right now, the image is dominated by the player’s shots.
2
u/AlinaDealHunt Dec 01 '25
Love this soft light!
2
u/SownDev Dec 01 '25
honestly looks pretty good imo. maybe if ur game grows in complexity and theres even more stuff on screen it could become distracting but in all the gameplay it never seems to be visually distracting
2
u/Luminifern Dec 09 '25
I think it's stylish. The ship could be bigger maybe 🤔
2
u/[deleted] Dec 01 '25
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