So this is not precisely the first level, but basically introducing the premise of the game a little bit. The PC's car breaks down on a secluded road on a dark, wintry night as she's driving to her company's holiday party. She passes an old manor at the end of a long driveway that looks as if it's long been abandoned. But wait! What's that? Did a light just turn on inside? Maybe they can help and PC can be back on her way in no time.
The choice of colours for the moon and house are smart, ditto the suggestion of far-off clouds obscuring the moon and reusing the purple/dark purple throughout the rest of the background in the trees and walls.
I can see where there would have been a struggle with the foliage - normally green/brown tones are good choices for conveying foliage, but the nightmare atmosphere suggests more muted colours. A limited palette means either a compromise using other colours to distracting effect, or reusing the purple/dark purple and risking confusion of conveyance ("I can sort of tell these are walls but what's these other noisy effect?"), or just saying to heck with it and clarifying 'this is separate from the brick texture of the wall'.
I respect the ambition in painting the form of the character's face both in the main screen and the portrait, and again you're fighting with artistic license when it comes to lighting the face and darkening the body thanks to the flashlight. I think it would be better to cheat a little and bring the arm and hand holding the flashlight out of the shadow, to clarify the shape of the form and separate it from the torso. It takes a bit of confusion and intuition to look at the character and realise, 'wait, yes, they're holding a flashlight, I can extrapolate where the hand and arm would be.'
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The choice of colours for the moon and house are smart, ditto the suggestion of far-off clouds obscuring the moon and reusing the purple/dark purple throughout the rest of the background in the trees and walls.
I can see where there would have been a struggle with the foliage - normally green/brown tones are good choices for conveying foliage, but the nightmare atmosphere suggests more muted colours. A limited palette means either a compromise using other colours to distracting effect, or reusing the purple/dark purple and risking confusion of conveyance ("I can sort of tell these are walls but what's these other noisy effect?"), or just saying to heck with it and clarifying 'this is separate from the brick texture of the wall'.
I respect the ambition in painting the form of the character's face both in the main screen and the portrait, and again you're fighting with artistic license when it comes to lighting the face and darkening the body thanks to the flashlight. I think it would be better to cheat a little and bring the arm and hand holding the flashlight out of the shadow, to clarify the shape of the form and separate it from the torso. It takes a bit of confusion and intuition to look at the character and realise, 'wait, yes, they're holding a flashlight, I can extrapolate where the hand and arm would be.'