Quick Roguelike Mockup Version 2

Quick Roguelike Mockup Version 2

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Pixel Art Details

Quick Roguelike Mockup Version 2



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Title: Quick Roguelike Mockup Version 2
Pixel Artist: AshCrimson  (Level 4 Deputy :: 2612 points)
Posted: 9/14/2020 14:23
Palette: 18 colors
Statistics:  5 comments    2 faves    0 avatars

Back again with another attempt; this time it's a bit more ambitious and outside my usual obsession with rpg styles.. Tiles are 24x24 and the idea behind it is to control a party instead of just one.

Inspired by Caves of Qud; wanted to try a more minimalist approach whilst keeping a bit more detail (at least in terms of characters) and I've re-done my palette (though it's not as drastic a change as it could be) so hopefully there's enough contrast.

Double-Borders around characters are for readability.

Any and all critique is welcome!

Discussion

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Jo (Level 8 Shodan) @ 9/19/2020 04:41

I think it's very viable and very fresh! Sometimes people are way too used to safe options and that always has its fair share of risks but I'd rather have this than so many of the samey style we often see 


user
AshCrimson (Level 4 Deputy) @ 9/18/2020 10:34

Hey J�o, thanks for the comment, I've personally got no experience with game design so im not sure how viable my style or palette is.


user
Jo (Level 8 Shodan) @ 9/17/2020 07:21

I kinda love how rainbow in your face this all feels. It might not be traditional game design wise the best options, but in some ways I find it to be much more exciting. 


user
AshCrimson (Level 4 Deputy) @ 9/14/2020 22:43

Thanks for the comment!

I wanted to keep the colour count low so I opted for using double outlines in the hope that it might remedy the problem.

I have a second, more desaturated palette that I could use for the background tiles so I might mess around with that and see if it help. 


user
thalassophobic (Level 3 Sergeant) @ 9/14/2020 19:45

Aw, man, this style gives me big Ultima IV for the DOS vibes. The only thing I can really offer as critique is that some of the bright spots on the background tiles compete with the foreground characters, most prominently with the bricks, although I suppose that may be just a product of the palette restrictions.

Other than that, I think it achieves your minimalist goal real well while keeping great readability on the characters' designs. Good job!


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