The green outline around the player character (repeated with the green symbol on the hands) is an inspired choice to distinguish them from the environment and HUD. I like the simple rendering of the blue doors (a Mega Man style receding from one colour into another with lines of tone) and the red background of the walls, with the chunky dark red bio-organic interior decorated with olive/yellow eyes; I'm reminded of Guxt and Cave Story in that sort of way. Possibly a shadow behind the HUD elements could help to keep them from getting lost amongst the level graphics.
Want to give some dough back to all those amazing pixel artists? Donations provide prize money for contests, help cover hosting costs and support new initiatives.
The green outline around the player character (repeated with the green symbol on the hands) is an inspired choice to distinguish them from the environment and HUD. I like the simple rendering of the blue doors (a Mega Man style receding from one colour into another with lines of tone) and the red background of the walls, with the chunky dark red bio-organic interior decorated with olive/yellow eyes; I'm reminded of Guxt and Cave Story in that sort of way. Possibly a shadow behind the HUD elements could help to keep them from getting lost amongst the level graphics.