That actually makes alot of sense. I'll make sure to account for this in future pieces. Many thanks!
I like the simplicity on this one! But this lack of differentiation already mentioned by r1k makes the environment entirely flat. Maybe besides doing what he says, making the lower bricks a little smaller and less detailed than the higher ones in each wall could help as well. It's really confusing as it is because there's no sense of depth to tell whether you depicted, for example, floor and walls or stairs and a ceiling, except for those two entrances saving the perspective. But even they could benefit from this angle distortion if their upper part was wider than the one touching the ground.
Thanks for your feedback, I was going more for the zelda look and feel combined with strict palette control. I will play around with your recommendations however :) Cheers!
I think it would be better if you differentiated the floor from the walls, either through value or hue.
I think the walls could also use different values depending which way the wall faces to imply lighting, maybe cast shadows on the ground too.
For me those things are holding it back, but its pretty nice.
Hey , I think I know you.
The others covered what I was going to say. It's nice though :)