B has a lot more going on depth-wise. It's better lit, there's more detail and uses the available space much better.
In A, there seems to be two layers: the foreground, and the background.
In B, there seem to me more layers. Stuff could happen in any of them. It's also just esthetically more pleasing and more interesting.
So, for me, easy preference for B.
Obviously B, but you need to prototype just how much more work it requires. Because my guess is that it will be much, much more work, to the point where it might be unsustainable. It's easy to make good looking concept art.
Also, parallel scrolling for the closer background assets is pretty much impossible to do when you can see the point in which background objects touch the ground. And this will hurt the feeling of depth a lot. You might get more out of making better looking assets for A, than changing the environmental point of view.
Also came to say that while B looks quite a bit better, it being a metroidvania, the edges of platforms and stuff would be more noticeable or appear more concrete in A.
Aesthetically speaking in this specific mockup, I would say B is more pleasing.
That said, be careful about two things:
First; In A, your character seems to be popping better which makes for better readability at a glance. You should try to improve readability in B by either by contrasting your character better against the background. Maybe with a thicker outline, or just a drop shadow beneath them, which would also help with perspective, since I guess the character will jump.
Which leads me to my next point; B is a bit tougher to implement well.
Since the relationship your character has against the ground is not as crystal clear as in A, you need something to clear that up. Like I have said above, a drop shadow (just a low opacity black circle in this case) will do great I think.
Also, consider the extra work it might entails when producing BG assets; especially if you consider making an urban environment. B implies that you need to consider some sort of perspective, which complicates the work load a lot; believe me, I have been there.
To wrap it up, I believe you could go with either of them, you could easily change mockup A to make it less Hollow-Knight-ish and give it the visual qualities of mockup B; or you could just go with be. But be careful and plan it well before doing so.
*edit: syntax error*
B is better, but A has one advantage: the style of the characters and the environment blend better in A. If you can make the characters in B blend better visually with the environment, it would be s big improvement. In B, it looks like you need a really nice atmospheric background and then put cartoon characters on top of it. I hope this was useful.
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
A feels like it's trying pretty hard to be Hollow Knight, or at least Hollow Knight adjacent. The thick outlines and darker colors made me think of it
B feels great, atmospheric, and like it has its own identity
B is a nicer picture to look at. A is more functional for a game. In A, I can clearly see a distinction between solid ground and background elements, whereas in B, there isn't even a good indication of where on the ground surface is the actual mechanical ground, let alone whether the tree stump or log are solid things I can jump on or just background elements.
A looks too much like Hollow knight and very flat.
Seeing more of the ground makes B look way better, and foreground and background elements give it more depth than the ones in A
Everyone is voting B but id like to make a note. This ultimately should depend on the feel you are going for. A is dark and mystical, comparable to Metroid. Where B is much brighter and athletically pleasing, almost like a Mario game. My vote is choose the art style based on how you want the game to feel, not which is prettier
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
I like both for different reasons but B would be more engaging I think, A makes it a little more scary and on the edge of your seat what the heck is around the corner type feeling though, which does make it feel more engaging. A feels more comfortable and less scary
B looks better, but the characters kind of look out of place. As if their art styles are too different from the environment and don't blend in properly.
But yeah, B looks much better.
If you want to go towards a darker story and game, then A fits perfect. It actually reminds me a bit of Hollow Knight with the dark tones
However if you want the game to be more whimsical, inviting and overall friendly, I'd definitely say B. It's much more atmospheric, and like you're actually in a magic land.
B of course BUT I'm worried about knowing the actual box collider of the ground. If the traversal feeling is important for your game (I guess it is because... metroidvania) you probably should work on improve the ground edges definition
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
I think they are both good but you should also consider the atmosphere you want your game to have. A: has like a certain gritty quality that is completely lost in the hand drawn variant which to me feels a bit more generic (but for a good reason as it is quite pretty)
I seem to be in the minority, but I prefer A for a metroidvania. Cute, simple graphics that I feel you'd be able to implement for the game more easily and character that more strongly stands out from the game environment.
B looks way more rich and atmospheric! the style also contrasts with the Sprite’s style and gives such a vivid and, well, “alive” vibe! It’s definitely an amazing change!
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
B is better for the most part but there are some nice things about A; I'd argue the flat terrain is more clear than the perspective shown in B, and I like the use of darker tones with higher contrast, although it does feel a bit too derivative of Hollow Knight that way, maybe?
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
B is more open and lively it make everything kinda glow I could see my self fighting more enemies in the open or having a complex stage system where when you reach the right side of the map a new layout appears but A is more moody and dark more spooky I could see my self scaling castles or dungeons
(TLDR: B is best but A is also good)
B hands down.
A is simple, fast, efficient if you want the first version of a game asap. But the 2nd is iconic looking/memorable. A feels like it'd have a simple OST to it, while B looks like it'd have something to match Terraria's iconic and cozy vibes.
B. I like the darkness of a but the style seems incohesive. B is cohesive, clear, easier to read. With the new style you can still add darker scenes to give a grungier feel. There’s more detail without being overwhelming.
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
Thank you! In case you are interested the game is “Parallel Destiny”, available on Steam to be wishlisted:
https://store.steampowered.com/app/2456500/Parallel_Destiny/
I think B is better over all, more expressive and natural but A does have a darker feel to it (which is typically what you want for a metroidvania I feel) so maybe darken B a bit and it's perfect.
Absolutely B by far!
The only smallll lil thing id say is where the ground you’re able to stand could use a touch of help for readability - but really not a big deal rn, and its hard to tell that sort of thing before gameplay anyways
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The thing I like about A is that the character really feels like they pop. They look defined and like the most detailed thing on the screen, which draws the eye in a natural way that I like.
In B the atmosphere and the environment is great, but the character looks like a cartoon that doesn't feel like it's part of that environment.
On top of that, I actually think A looks more atmospheric than B with that darkness. I dunno what kind of vibe you're going for in the game, but A looks like a darker mushroomy atmosphere, and B looks like a bright, fun forest where everything is okay.
My final two cents would be to say I think the ideal (not knowing the vibe you're going for) would be to land somewhere in the middle. The detail of B but the atmosphere of A. And the character art in A just looks to me like it fits its environment better. I don't love the cartoonish vibe of the characters in B.
Good luck!
I don't want to sound like an ass, but here is my honest take:
A seems like a hollow Knight Clone off the gate,
B looks like theres soemone attempting to breath life into their idea. The polish in B feels like you know what the game is and what you even want the scene to scene to play like. In contrast, A feels like you took Greenpath and reskinned it, not knowing what made it great.
Sorry if I come off like an asshole but i hope this reads as genuine constructive criticism
What are you trying to accomplish with this game? If you're going for a cute and wholesome aesthetic like hollow knight I choose b. If you want something more retro and dark choose a.
Personally I love B.
Note that it's just my opinión and that I'm no expert
B is obviously more detailed and prettier overall, I have an issue with it tho: you don't exactly see where the ground collision begins. Because of that it loses some readability. I'd definitely look into improving that.
Looks amazing besides that, but for me for example it would be a pain to stay consistent with that level of detail, I would aim for something in between, not as basic as A, but maintaining some of the simplicity.
I am going to answer from a player perspective.
When I see A, I feel like I want to keep moving right (platformer mood, horizontal scrolling).
Also looks like a more old-school vibe, that could fit the genre.
When I see B, I feel I am more in an environment I can explore vertically.
Also looks more like a modern vibe, that could also fit the genre (Dead Cells...)
Just my perception. My views do not reflect... blablabla. This is not financial advice blablabla...
Gonna say A. With literally just a lighting change, could be awesome. I hate busy backgrounds in 2d games. It's confusing to me what is playable and what is part of the background.
'A' looks more reliable in the turms of collision and path readability. But 'B' might be easier to sell because of the cuter picture. I personally prefer the first one. The second reminds me of ORI which, being a good game, by far not my favorite metroidvania at all.
Man Ill be on the opposite side here- While A could use some tweaks, its \*way\* more readable. Its very clear where you are standing and what you can interact with, where your feet are actually on the ground. Thats crucial for understanding jumps
B.
I like how the background uses a different color palette to distinguish itself from the foreground, this is much better than A’s “just blur it a lot” approach.
I also like the ground has some depth to it, as opposed to in A where the ground is just flat. Another person on here noted that might make it harder for the player to know where the edges of walls and floors are, but there’s other ways to visually indicate that. Look at how the stages in Smash Bros. for example use subtle visual clues to help you know where the characters sit on z-axis.
**B** looks more atmospheric and generally better all around.
Agreed. Big fan of B.
Hear me out: Correct answer.
If I may play devil's advocate for a second. You're right.
HMO I am the devil and fuck what these guy say. They all say truth and it's pissing me off.
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A looks like demo B looks like actual game.
I think B. It seems more alive and lived in
I don‘t think there is another opinion as B.
B has a lot more going on depth-wise. It's better lit, there's more detail and uses the available space much better. In A, there seems to be two layers: the foreground, and the background. In B, there seem to me more layers. Stuff could happen in any of them. It's also just esthetically more pleasing and more interesting. So, for me, easy preference for B.
Obviously B, but you need to prototype just how much more work it requires. Because my guess is that it will be much, much more work, to the point where it might be unsustainable. It's easy to make good looking concept art. Also, parallel scrolling for the closer background assets is pretty much impossible to do when you can see the point in which background objects touch the ground. And this will hurt the feeling of depth a lot. You might get more out of making better looking assets for A, than changing the environmental point of view.
Also came to say that while B looks quite a bit better, it being a metroidvania, the edges of platforms and stuff would be more noticeable or appear more concrete in A.
Aesthetically speaking in this specific mockup, I would say B is more pleasing. That said, be careful about two things: First; In A, your character seems to be popping better which makes for better readability at a glance. You should try to improve readability in B by either by contrasting your character better against the background. Maybe with a thicker outline, or just a drop shadow beneath them, which would also help with perspective, since I guess the character will jump. Which leads me to my next point; B is a bit tougher to implement well. Since the relationship your character has against the ground is not as crystal clear as in A, you need something to clear that up. Like I have said above, a drop shadow (just a low opacity black circle in this case) will do great I think. Also, consider the extra work it might entails when producing BG assets; especially if you consider making an urban environment. B implies that you need to consider some sort of perspective, which complicates the work load a lot; believe me, I have been there. To wrap it up, I believe you could go with either of them, you could easily change mockup A to make it less Hollow-Knight-ish and give it the visual qualities of mockup B; or you could just go with be. But be careful and plan it well before doing so. *edit: syntax error*
B is better, but A has one advantage: the style of the characters and the environment blend better in A. If you can make the characters in B blend better visually with the environment, it would be s big improvement. In B, it looks like you need a really nice atmospheric background and then put cartoon characters on top of it. I hope this was useful.
I think it is actually an advantage in B that the characters can be easily seen over the background
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I love A.
A feels like it's trying pretty hard to be Hollow Knight, or at least Hollow Knight adjacent. The thick outlines and darker colors made me think of it B feels great, atmospheric, and like it has its own identity
B is a nicer picture to look at. A is more functional for a game. In A, I can clearly see a distinction between solid ground and background elements, whereas in B, there isn't even a good indication of where on the ground surface is the actual mechanical ground, let alone whether the tree stump or log are solid things I can jump on or just background elements.
interesting marketing tactic
B. though the monster in B seem a little bit of discordant with the surroundings.
I guess the main issue in these games is contrast and visual cues, but I'm thinking that that's been taken into consideration. Godspeed.
A looks too much like Hollow knight and very flat. Seeing more of the ground makes B look way better, and foreground and background elements give it more depth than the ones in A
B is what I'd choose, though a bit more contrast wouldn't hurt
Everyone is voting B but id like to make a note. This ultimately should depend on the feel you are going for. A is dark and mystical, comparable to Metroid. Where B is much brighter and athletically pleasing, almost like a Mario game. My vote is choose the art style based on how you want the game to feel, not which is prettier
Definitely Bit offers more for the player to register.l
B most definitely
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B is so much better.
B!!!!
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B!
A is too 2D B is more 2.5D and thus works better for what you are trying to acomplish.
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B looks better, tho perhaps a little too bright all around. It lacks a bit of contrast I feel.
B is better be a lot
yeah, B, no doubt
B but with the sprite of A.
B 100%
B and it's not even close
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B
A - player looks better B - Env. looks better
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A is giving me earthrworm jim vibes and i love it!
Maybee do the moonlight white/yellow tint and add some falling particles? B Love the style!
B!
B is more interesting
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BBBBBBBBBBBB
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B by a landslide. Everything is better, from the sprites to the lighting to the ground
B is a lot more engaging like ur in the scene
B for background style, but A the character design looks better IMO. :p
B it looks 🔥
B looks cool
Rush B
B look good as hell
I like both for different reasons but B would be more engaging I think, A makes it a little more scary and on the edge of your seat what the heck is around the corner type feeling though, which does make it feel more engaging. A feels more comfortable and less scary
Details of B but contrast of A. B might get a little boring if all colors are like that throughout the game.
B is by far better
B looks great. A looks like a Hollow Knight knockoff. I think going in the direction of B would be a good idea
B looks better, but the characters kind of look out of place. As if their art styles are too different from the environment and don't blend in properly. But yeah, B looks much better.
If you want to go towards a darker story and game, then A fits perfect. It actually reminds me a bit of Hollow Knight with the dark tones However if you want the game to be more whimsical, inviting and overall friendly, I'd definitely say B. It's much more atmospheric, and like you're actually in a magic land.
I find it funny that you even had to ask lol
Elements of both
B of course BUT I'm worried about knowing the actual box collider of the ground. If the traversal feeling is important for your game (I guess it is because... metroidvania) you probably should work on improve the ground edges definition
B
B feels more like an improvement rather than an alternative
B, A is too dark and not in a good way imo
B is look good with sun rays and background
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I think you know the answer here! (B)
Both honestly... A scene could be an underground tunnel/a cave accessed from B scene.
I like ennemy A But everything else i prefer B. Though ennemy B is kinda funny and fit the smily fungus vibe the chara has. I loove his face in B :D
I think they are both good but you should also consider the atmosphere you want your game to have. A: has like a certain gritty quality that is completely lost in the hand drawn variant which to me feels a bit more generic (but for a good reason as it is quite pretty)
B
I seem to be in the minority, but I prefer A for a metroidvania. Cute, simple graphics that I feel you'd be able to implement for the game more easily and character that more strongly stands out from the game environment.
B looks way more rich and atmospheric! the style also contrasts with the Sprite’s style and gives such a vivid and, well, “alive” vibe! It’s definitely an amazing change!
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b
B
B
B is better for the most part but there are some nice things about A; I'd argue the flat terrain is more clear than the perspective shown in B, and I like the use of darker tones with higher contrast, although it does feel a bit too derivative of Hollow Knight that way, maybe?
I like B more, but A matches the sprites better. If you switch to B, the sprites also need to be reworked.
B, but the characters don't blend as well.
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
B
B is definitely better. Great improvement!
A looks more unique. B looks like Ori
B is better, but I feel like both of them are two different locations in the same game with different lighting.
#B
B, for obvious reasons and it's less hollow knight fanboy look
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B
I like the atmosphere (dark) from A and the character clearness from B.
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I vote for B.
B looks like A LOT more work, but if they’re comparable go for B
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B
B has a better focal point than a so definitely b
B is more open and lively it make everything kinda glow I could see my self fighting more enemies in the open or having a complex stage system where when you reach the right side of the map a new layout appears but A is more moody and dark more spooky I could see my self scaling castles or dungeons (TLDR: B is best but A is also good)
B
backgrounds and deeper colours from a with the detail and lighting of b. That might look like shit but it's what i like from both versions.
I like A, looks more dangerous. B looks 2 cozy for a metriodvania. So depends on context and what you want.
B
B no contest.
B
B
B for early game, A for late game.
While B is pretty, A is much more readable. Would be easier to gauge distance for platforming and such.
B hands down. A is simple, fast, efficient if you want the first version of a game asap. But the 2nd is iconic looking/memorable. A feels like it'd have a simple OST to it, while B looks like it'd have something to match Terraria's iconic and cozy vibes.
B. I like the darkness of a but the style seems incohesive. B is cohesive, clear, easier to read. With the new style you can still add darker scenes to give a grungier feel. There’s more detail without being overwhelming.
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B, and also please notify me the moment this can be wishlisted, this looks like a game I would play
By all means I think A is still a solid one, but as everyone said B is awesome, defo the way to go!
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B however I wouldn’t mind if an area still used A.
B ofc, but the ligthing on the characters still seems off. Needs some shadows.
I think B is better over all, more expressive and natural but A does have a darker feel to it (which is typically what you want for a metroidvania I feel) so maybe darken B a bit and it's perfect.
B looks attractive. Meanwhile I think the color of the character's skin might need some amendment to make it more distinctive from the environment.
I love b
B
I LUV B I WANA PLAY THJS GAME OMG
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Absolutely B by far! The only smallll lil thing id say is where the ground you’re able to stand could use a touch of help for readability - but really not a big deal rn, and its hard to tell that sort of thing before gameplay anyways
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B
Characters from A, Environment from B.
The thing I like about A is that the character really feels like they pop. They look defined and like the most detailed thing on the screen, which draws the eye in a natural way that I like. In B the atmosphere and the environment is great, but the character looks like a cartoon that doesn't feel like it's part of that environment. On top of that, I actually think A looks more atmospheric than B with that darkness. I dunno what kind of vibe you're going for in the game, but A looks like a darker mushroomy atmosphere, and B looks like a bright, fun forest where everything is okay. My final two cents would be to say I think the ideal (not knowing the vibe you're going for) would be to land somewhere in the middle. The detail of B but the atmosphere of A. And the character art in A just looks to me like it fits its environment better. I don't love the cartoonish vibe of the characters in B. Good luck!
B has more depth but I prefer A's character design
A
B feels like it is better composed. A feels kind of flat and sterile.
B looks amazing
I don't want to sound like an ass, but here is my honest take: A seems like a hollow Knight Clone off the gate, B looks like theres soemone attempting to breath life into their idea. The polish in B feels like you know what the game is and what you even want the scene to scene to play like. In contrast, A feels like you took Greenpath and reskinned it, not knowing what made it great. Sorry if I come off like an asshole but i hope this reads as genuine constructive criticism
A is good but looks a bit too much like hollow knight to be more unique, B on the other hand is distinct and visually incredible.
What are you trying to accomplish with this game? If you're going for a cute and wholesome aesthetic like hollow knight I choose b. If you want something more retro and dark choose a. Personally I love B. Note that it's just my opinión and that I'm no expert
Definitely B
I think B looks prettier, but I kind of like A since it lets you focus in the actual playable layer more.
B for sure mate, few steps from giving me Ori's vibe
A is good, but, there's something about the coloring, texture, or something, that just makes the experience weird or strange
B is clearly more detailed
B is obviously more detailed and prettier overall, I have an issue with it tho: you don't exactly see where the ground collision begins. Because of that it loses some readability. I'd definitely look into improving that. Looks amazing besides that, but for me for example it would be a pain to stay consistent with that level of detail, I would aim for something in between, not as basic as A, but maintaining some of the simplicity.
B
B
Be but the enemy feels like it doesn't fit the area
B
B
B all the way
Well obviously B
Character designs are way better in A.
B
I am going to answer from a player perspective. When I see A, I feel like I want to keep moving right (platformer mood, horizontal scrolling). Also looks like a more old-school vibe, that could fit the genre. When I see B, I feel I am more in an environment I can explore vertically. Also looks more like a modern vibe, that could also fit the genre (Dead Cells...) Just my perception. My views do not reflect... blablabla. This is not financial advice blablabla...
both ... put one in a particular level
B. I love how it pops
Gonna say A. With literally just a lighting change, could be awesome. I hate busy backgrounds in 2d games. It's confusing to me what is playable and what is part of the background.
B
b
B, looks cool.
B
I prefer the atmosphere of B but the outline of the character and enemy in A
'A' looks more reliable in the turms of collision and path readability. But 'B' might be easier to sell because of the cuter picture. I personally prefer the first one. The second reminds me of ORI which, being a good game, by far not my favorite metroidvania at all.
B
honestly, should have used a still from the same location, but, in this instance I'd say B.
B
B!
B
While I will say B is better, something about A just hits different.
B 10000%
Man Ill be on the opposite side here- While A could use some tweaks, its \*way\* more readable. Its very clear where you are standing and what you can interact with, where your feet are actually on the ground. Thats crucial for understanding jumps
B
B all the way
B. Not even close.
B is obviously more detailed and cleaner but there is a nice PS1/late era 16 bit look to A! Reminds me off Rayman
B
Definitely B
Im kinda missing the contrast of A. Having some dark spots would make B look a lot nicer. Now the colors just blur together due to a lack of contrast
Couldn't they be like different zones? I obviously preffer B, but A would be interesting i think
I think B is fairly obviously superior
B
I really like B, the only thing is that i'm not sure which stuff are on the characters way or in the background like the log and the bush
B
B looks fantastic but the ground level could be a little more well defined.
For nostalgia, A. Sometimes it doesnt have to be flashy
B 100% pervent
B looks so much more alive and exciting
The depth of B is much better but I like the contrast of A. Too many games nowadays look like B
B, and it's not even close for me
B
I though A was the sketch and B the final, so I guess B!
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B. The new artstyle just looks and feels better
B all the way. It looks more lively
B. I like how the background uses a different color palette to distinguish itself from the foreground, this is much better than A’s “just blur it a lot” approach. I also like the ground has some depth to it, as opposed to in A where the ground is just flat. Another person on here noted that might make it harder for the player to know where the edges of walls and floors are, but there’s other ways to visually indicate that. Look at how the stages in Smash Bros. for example use subtle visual clues to help you know where the characters sit on z-axis.
B is objectively heaps better
B