Indivisible SNES

Indivisible SNES

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Indivisible SNES



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Title: Indivisible SNES
Pixel Artist: StevenM  (Level 3 Private Eye :: 1825 points)
Posted: 6/27/2016 08:22
Statistics:  3 comments    15 faves    0 avatars

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Back during the Indiegogo campaign of Indivisible I did these mockups for a Super Nintendo version of the prototype. The top picture is the first go at an action-RPG format with higher-scale animated fighters; the lower picture is based on the FF6 battle screen. Aside from the names not being switched around on the bottom screen, there's little else I want to add or take away from these mockups.

Discussion

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StevenM (Level 3 Private Eye) @ 6/30/2016 11:32

@Pheno I understand where you're coming from. The intention was to keep the player characters at a low level of detail and size so they could be more easily animated in-game, while the enemies would be static sprites and thus given more detail to work with. Since the screens aren't animated this is sadly a moot point, but a good frame of reference for this dichotomy would be games like Romancing Saga III or Final Fantasy VI on the Super Nintendo. The GBC aesthetic of the upper-screen characters is probably what prevented them from being considered as unfinished and thus redrawn.


user
Otakuhn (Level 6 Yonkyu) @ 6/30/2016 10:35

Good sprites though the enemys should have the same number of colors so they look similar


user
Pheno (Level 4 Team Leader) @ 6/30/2016 08:54

I think there's a bit of a dissonance between the graphics for the characters and for the enemies. To me this is especially obvious with the first screen, because the player sprites are very simplistic and look geared toward a GBC sort of aesthetic, while the boss they're fighting is vivid and anti-aliased and looks more at home on a DS game. Neither of these are inherently bad, but when looking at them, I can't help but think that the player sprites look unfinished.


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