Hmm...have to try it...not too sure on the ,,broken dark lines'' part how to do it but i try my best.
I think your overall shapes/silhouettes are quite good, the "problem" is that within them you have all these disjointed highlights that break up those shapes too much. The highlights feel like random blobs rather than highlights on a 3D form. Try expanding your highlights so that they connect more, with smaller breaks between them. Try suggesting the segmentation with thin/broken dark lines instead of having entirely separated segments.
I'd also suggest something other than frontal lighting. Light coming from the front makes it very difficult to show form. Many games go for top lighting because that's better at showing the form but mirrors nicely.
Well thats a good point but the shapes are rather clear. It just gets confusing when there are multiple in a cluster or when there are many bullets.
Might have to simplyfy the shapes and reduce the higlights to make more chaotic situations less...chaotic...
But tracking doesnt seem to be that bad of the problem cause shape is unique enough and there a outlines so nothing seems to blend into anything. Just overpowering your visions with to many shapes and colors coud gte bad...
Because it's lit from the front, it reads rather like abstract shapes rather than something 3D. That's fine if it's intentional, but I wonder how well that style would work in your game. I find this style a bit hard to parse, and it might be easy to lose track of characters on the screen because all their bits feel disconnected.
I like the style. Clever use of clusters