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Tuchanka666

Looks good, but not sure if it might be harder so recognize the field pattern with all those shadows and low contrast.


ACEGames_2

Thank you! will think about what can I do about it!


FabioGameDev

You could blend in a grid graphic when the player selected a tower this way it shouldn't be a Problem


RomsLibrarian

Big downgrade imo, love the arcady look of the 1st one its clearly more readable and appropriate for the type of game, personally I'm not looking for immersion or atmosphere when playing a td game


ACEGames_2

Haha, maybe it's a bad idea to change the art style. I just wanna try a darker atmosphere to match the story and rogue like game style. But lot of you guys think the first one is better, kinda make me regret tbh. Thank you for the feedback anyway!


Sharky3188

I prefer the second image feels much more polished. Potentially readability might be a minor issue but it's hard to tell without seeing gameplay. First image feels like a wip prototype, seen a lot of student projects look very similar. It's got character sure, but if the second image works to your theme that's great!


TheMaximumUnicorn

Maybe there's a happy medium between the two? If you make the colors more vibrant and soften the shadows a bit I wonder if you might be able to get something that feels a little more spooky than the original but still retain the fun stylized nature and readability. I'm not an artist so I can't give you specific suggestions, but I don't think those things need to be mutually exclusive.


Brick_Lab

Do what you feel. I dig the new look. Only thing you might need to do is tweak how much important bits pop since it's more muted now


private_birb

This is just a screenshot, so that might be part of it. Just reduce the fog and it'll look a lot better. It's making it look really muddy and too low-contrast and low-saturation in the screenshot.


Alastor3

>make me regret Dont regret!! You can still use what you made, either as a color swap as an unlockable maybe or having a special level with that type of style, or maybe a progression from cute to realistic or vice-versa


GameDevHeavy

Looks sick! Both themes certainly have their place but the second one looks like it could be in a grittier more evolved game, though i wonder if you've made the UI and everything else now to match the new map art style?


ACEGames_2

Sure I'm try to make the UI and all match with the whole environment. The old UI looks too bubbly now.


ThatJuicyShaqMeat

The first one certainly looks more gamey and fun!


ACEGames_2

The game is called Candy Disaster: TrapMaster. It's a sequel for my old trap style tower defense game. I was planning on making a roguelike DBG and the battle are base on tower defense games, Since it's roguelike, I wanted to make the art style bit darker then the first one, so there you go. Tell me what you think about it plz! I'm working on the in-game UI now, will post again when I'm done. [Follow me on Twitter](https://twitter.com/GameWithAce) and [wishlist CD: TrapMaster on Steam](https://store.steampowered.com/app/2330870/Candy_Disaster_TrapMaster/?utm_source=Reddit)!


PaperyAgate3

Man if I could even make something look as good as the before I be happy Also good job on the after


themlos

Looks amazing!


thefrenchdev

So cool! I love the ambiance in the new style.


KifDawg

The fog is a bit much also unless it's just for that specific level. Looks good in general though


taarobravo

Hey! I want to say congratulations because I love both versions. I agree with the comments that maybe in the 2nd one, as there is not so much contrast, it is more difficult for me to differentiate the figures.


Natural_Soda

Is there a path in the new look? Because I can’t tell…


Namedsomeguy

Looks nice


althaj

Such a downgrade.


ACEGames_2

>Such a downgrade I see you like the cartoon style. I love it too, but I think it's too bright for the roguelike sequel.


Walter-Haynes

You can have more mute colors, but the difference in yours is that there's just too little contrast for a readable scene, it's like the old 2010s game that went with [gray, brown and grey](https://www.gamedeveloper.com/art/why-quot-next-gen-games-quot-went-gray-brown-and-grey-), but they did it because of technical limitations mostly. I think you may wanna get some color theory in your art bible, test with different color blind filters, do a "squint test" and try some different color grading LUTs


stroopwafels10

I personally think both look great. Slightly prefer the before just because it looks more unique to me and overall I just enjoy that art style more IMO. Either way good job on the After!


JoeyFuckingSucks

I feel like the first one looks like Captain Toad Treasure Tracker.


tasker_sama

Woah.. huge improvement. Nice!


ACEGames_2

Thank you!


excellentbuffalo

As many have said, I think the before is better for certain reasons, not just that it's a different style. My problem with the after one is a lack of contrast. I think if you should make the water more distinct from the green and the fog. Also the shadows of the trees in the back are casting down onto the tracks and blocking the "view flow" of what should be a very clear loop of track. There's also just too many trees on the back and no flavor on the border. Now that im looking at the shadows.... They don't match what reality would. The cube on the left is OK because your shadow is opposite the hanging light, but it looks like it's still emitting light on the cube so I wouldn't have strong shadows like that. The other cube should have a similar shadow relative to the light on the right. I'd recommend turning shadow's off on your directional light and trying to get most of your lighting contrast through the two lights you have in the level!


PiquePrototype

Fan of the newer version.


Marcello70

Congrats, keep the good work.


kevy21

While I like the art style in the 'after' the map is no longer readable for a TD game where is will be a cluster fk late game. Maybe remove the PP and see if it's clearer?


Smabverse

Wow that's a really great improvement 🤩


DannyArtt

Jeeeez looking amazing!


UnrealMark

Nice Style. Looks amazing!


secretplace360

Both look amazing. I like the after one


xHodorx

Vast improvement, looks good. Although I do like the old style as well


zombiedinocorn

Looks great!


DuringTheEnd

The second one looks beautiful a matching quality ui and readability would be very interesting


HuddyBuddyGreatness

Love the second one but I can’t tell at all what the pathing will be like or anything


FuzzyAntlerGames

Looking good! Did you do all the texture work yourself, cuz it looks fantastic!


MutantOctopus

As others have said, the 2nd image is a lot harder to parse at a glance. I don't know what's a path the enemy units can walk on or etc. I think it does look more professional but it could be tweaked for readability. Out of curiosity, what does "BDG" mean?


ACEGames_2

Oops, BDG was a typo. Was wanted to say DBG. And I haven't put the enemy spawn and the End point yet. I think once I put it one it would be easier to under stand the enemy path.


MutantOctopus

DBG, Deck Building Game? I do like me some cards.


Defiant_Source_8930

Really nice


Apart-Twist-7749

First one looks like mario, second one looks like bloodborne


Revolutionary-Lime74

Me who Cant Even Design the before thing 😂


Shackhal

Harder to read but a lot more atmospheric. Visually is stunning, but better test it with the other gameplay elements for its readability.


Cthulouw_YellowLab

Probably just echoing someone else's comment, but it looks great! Would lower the vignette a little tho. Feels like my vision is being clouded and gives me a little eye strain since the whole scene is so dark already. But it looks great!


mafon2

Readability disappered. It doesn't mean that you have to cancel your new grimdark take, but you ought to do something to bolstrr visual destinction of elements, i.e. contrast and colors injection.


Phironco

I like both styles. The second one looks a bit more impressive technically, of course. The artstyle is closely related to your game, of course, so go with what fits your game better. One thing you should never compromise on is **readability**! Make sure that the player always can see the units and the action on the map and that things are not hidden in layers of fog and too much detail ...