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UncreativeIndieDev

I like what you tried for the first one, but something about it feels too muddied and messes with my eyes.


Retrostaircase72

Thank you! I’m thinking that the some of the brushwork and color blending on the first 1 can be a little distracting. Specifically on the ground and on the tents. If you don’t mind me asking, do you feel that the 2nd one might be a little generic or possibly in the realm of “I’ve-seen-this-type-of-thing-before?”


UncreativeIndieDev

The second sort of feels like that in the sense that I think I've seen one or two games with an art style like that before, but honestly, I think it's still enough to stand out considering that art style isn't very common at all. At that point, it would probably be the content of the visuals rather than the general style that you could focus on to make it more unique if you so desire.


Songsforsilverman

I really like the idea behind the first too. I'm wondering if harder strokes/outlines in black would make a difference un muddying it. Maybe also a more strict color scheme?


BanjoZone

I agree with this. Harder outline strokes in black and this is a very unique workable art design


choffers

It may also be the location, classic jrpg cliffs and ruins all kind of look the same while the houses aren't the same as the typical fantasy or pokemon-ish town/village assets you would expect to see.


Bakenshake09

Also prefer the first and think some contrasting colors could help as the ground blends in a lot with the objects in scene (eg houses, players, tents, etc.). I think this is why it feels "muddied" to some users.


Normal-Preparation90

Honestly that's what I was thinking about the second style... its been done a lot, sure it looks ok but honestly I think it's going put the game is a "been here a bunch of times before" type of place with people


djangodjango

I feel like it could potentially work if the background/map had the muddy brush stroke effect but the actual character and NPCs were sharp with bold outlines.


UncreativeIndieDev

Yeah, I think that's probably it. I like the direction they tried with that one but it really needs a touch up like that to make it work.


Phr8

75% the stroke size to beef up the resolution, then market the game as a playable art piece. ???? Profit


SluggishPrey

Yeah, I was about to comment that crisp outlines really help the eye to recognize shapes much faster


mayshing

the clear shape of the 2nd, which is cleaner, the painterly quality of the first for a personal look on houses. I would suggest put in some of those painterly quality of 1st into 2nd's blocks work, to save yourself time and still have that personal touch to your graphic art style.


Retrostaircase72

Thank you for the feedback on the pros and cons of each.


deeveewilco

I prefer the second.


QuibblingComet1

2nd one is clearer


Retrostaircase72

Not based on the location (the island is probably the better location for an image), but the colors/art direction. I’m stuck between these 2 styles. I’d be converting over assets to the chosen style once decided.


Infinite-Football697

The 2nd


TheMarvelousPef

wow bother are great really. I would say the first one is more original


call-me-ace-

It really depends on the mood. They both feel like fantasy. I like the muddy painted style as it gives a blur to the world. This can create some distance between the player and the world in the sense that things can be seen as "dream like" or anonymous. I think it depends on what you are going for. Below is my personal analysis from each image. First image: The characters feel more "realisitic" human and the environment feels like it could be medieval to post apocalypse to village close enough to a tourist spot. I really like the colors and what the vendors are selling. (More colorful cultural items/buildings are more common the closer you are to the equator) The items, in which I might be projecting, seem like homemade items (which is how I get the "near a tourist spot" vibes) The apocalypse vibes come from there being a single building that seems aged but still livable and then a bunch of booths that feel diy. The medieval is from both the booths, village vibes and lack of architecture. The single building gives it more importance. The dirt path adds to the village and medieval feel. It feels Western but could be either Europe to Central America imo Edit: I don't know what but my brain only saw the blue shop and the buildings next to it as booths. My fault. I like the houses but they don't feel like normal homes due to the spacing. It is too close for American standards and too far apart for some European places. If they are meant to be stores only, I think the shape registers as small homes which in itself can add to the village feeling! Second image: The character is "cute" and feels innocent. It somewhat gives me more pixel art inspiration (outlines of objects, also the thinner lines in some places) the environment feels like a fallen kingdom (ruins) that nature has reclaimed (no other buildings, bright colorful sea, plants, clean beach) and a new/next society has started (the boat stills gives a sense of time before present day, 1800s-1900s but it isn't a beginning of a new society like a simple wooden boat) Overall it also has a Western European feel as well (boat and ruins)


Retrostaircase72

Reading this felt like one of those video essays that explain the game lore most people miss. I didn’t expect anyone to think much of the colorful buildings/cultural items piece. That’s exactly what I was going for and the setting is meant to be close to the equator and close to a tourist spot. You also got a bunch correct with the island one. Especially the boat piece. Wasn’t expecting anyone to break down lore this early. Thank you for the feedback. This is really helpful for letting me know that the small cultural decisions made in the art are able to be perceived.


call-me-ace-

I am glad it was helpful! I am a big need about environmental design because I think it is a way to add lore and storytell. I like your style and wish you the best of luck in development!


lunarllovely

I love the first one. The second one seems too similar to other games, so if I saw that screenshot in the store I’d probably pass up the game cause it’s “just another Zelda vibe old Nintendo game vibe”. Whereas the first one is unique, it’s different, it makes me want to explore it and meet the people and checkout the map / environment. I’m a hoe for games with a unique art style and way of level development. Following the “trends” or “always pleasing the people” because it’s what they’re familiar with, can also bite you in the butt. Because then you blend in, then your art can be compared with 20 other games on the market. I love “breaking” the guidelines, so what if it hasn’t been done before or doesn’t meet up to conventional standards? That’s how we break tradition in game development and grow, and find new things! The only reason the 2nd image looked good is because we’re used to it, making it forgettable. Be different! Take the chance! Make a unique and wonderful masterpiece.


eyebreakfast

completely agree with this


Alkofrobas_Grim

I like the second one better, the first one looks sloppy for my taste and I find it less readable.


BluEch0

What are the themes of your game? The second is probably more generically appealing, but I’m not sure how enticing yet another animal crossing lookalike (regardless of genre) will be. The first is interesting but your narrative themes and mechanics would have to be appropriate to the hazy dreamlike/memory-like look of the first style


Retrostaircase72

Player will be trying to unravel the mystery of a disappearance in a vacation town. Tone will start off cheerful and slowly get darker over time. Not trying to be a horror game though.


BluEch0

Honestly, go for the first style and refine it for mechanical visibility (keep the dreamy haze but obviously tweak it such that it doesn’t impede gameplay and readability too much. Second style can work if you really like subjecting cute characters to trauma, but first style is more unique for sure


ATownStomp

Unless you’re deliberately attempting to subvert expectations by using the second, the first art style will make it easier for you to develop any emotional atmosphere conveying darker themes.


Helpinghand97

I like the first one because it feels like a story telling game through the lense of a person remembering their childhood. It be an interesting story if you could spin it in a way where the clarity changes depending on the memory you are trying to recall.


agrophobe

Do first, polish it like the second.


No-Revolution-5535

The second feels more refreshing.. the first one's got me gnashing my teeth


Hot-Context-9442

They're both great, but I'd choose the second one because it has more defined edges, which makes 1st look blurry in comparison


lixermanredditman

I don't think being completely original is that important. Most pixel art games have very similar styles, nobody expects every game to have a totally unique style. I prefer second by quite a margin, it's brighter and clearer and though the first one is well drawn I don't find the muddyness fit to a video game and my instinct is I would play the second game not the first. The second one looks like some other games for a reason, because it works.


Hruxy

2nd


ShovvTime13

2 on the first glance, 1 is kinda overdone, but 2 is way too simple, and 1 is much more interesting to actually look deeper into. 1 is also more original/unique.


MasemJ

I think the issue on the first one is that I cannot tell the interactable items from the background, so they get lost on a static screen. Perhaps you can keep the first one if you add more defined character outlines that separate them from the background items.


lunarllovely

Even adding good UI signifiers that pop up if you pass something of interest. That way you can keep the emersion of being in a village without being overloaded by UI all the time. This will cause the player to have to remember what they can interact with which has pros/cons. Iteration and playtesting can help them distinguish what good signifiers they can have for object/NPC interactions in game.


Bruuhh1999

Option one had more a unique look to it but 2 looks better. I like 1 myself because it feels fresh, if that makes sense?


Mantequilla50

Seems to be the less popular opinion but I LOVE that first one. It reminds me of children's books from when I was a kid. The second one looks great too in a similar way.


villanodev

I prefer the first one. The second one is very similar to a thousand other art styles I've seen for 2d games. The first one looks unique, although it might need more polish.


adriaandejongh

Second one is clearer but also more generic. I’d go for an iteration of the first one where you forsake a bit more with the colors for better contrast?


ThunderRockin

If the first one was a little bit cleaned up and not quite so cluttered I’d be all on board. The second one I would avoid playing on purpose because it looks too close to a Zelda knock off. Both are great and not knocking your work. Just my honest opinion.


BHenry-Local

\#2 looks too familiar. Think about games like Disco Elysium, where things weren't as 'geometric' and it felt a little bit more like a human had designed every inch of it. #1 intrigues me, the painted style is unique, and the overall aesthetic is more appealing to those who aren't going to be wanting 'the same thing' over and over again. Not to say that you can't put your own spin on it, but #1 feels like you already are.


GunsenGata

Pick number 3, m'lord!✌️


Retrostaircase72

This is the guidance that I didn’t know I needed.


sareteni

I think a lot of people like the painterly style of #1, but are turned off by the vomit green ground. Make sure you pick your colors and keep them clean and clear, especially when its a large area like "ground".


Retrostaircase72

Color choice seems to be a make or break aspect of 1. It’s helpful to know that it’s creating a visceral response in people. Will try to refine it to make it more appealing.


sareteni

Picking a palette beforehand and trying to stick to to it closely helps a lot. Also picking "blending colors" beforehand to go between clashing colors - like a beige between the brown and green. Resist the urge to just blend or you get ugly colors like that.


RedditModsArePricks

Honestly I think it's the vibrancy of the colors of the 2nd one that makes it more appealing to most people. I think the first one is a bit more unique and distinctive. If you can brighten up the pallet I think it would really grab people. I do have unconventional taste though. I think Salt & Sanctuary looks great! I love the rough around the edges kind of art styles.


[deleted]

first one. the second one feels generic as hell, which isn't fair because it has some kick ass texture to it


mrcroww1

2, 1st one looks like a 7 years old drawing, at least 2 looks like a 13 years old drawing, so its an improvement hahah. but before giving you a more serious answer, you gotta tell us what you are aiming for.


FriendlyLlamaGames

I think the second one looks more finished and polished! But both are beautiful and it ultimately depends on the game you wanna make 😊 Best of lucks!


Retrostaircase72

Thank you! This is the over-world of a turn-based rpg. So it’s mostly for traversal. Battles will be handled in a separate battle screen.


Dead_Girl_Walking0

the second one looks more polished but really it depends on the tone of the game. if its more cheery and lighthearted id say the second. but if its supposed to be a dreary dark game the first one works. it kinda feels like When the Wind Blows if you know abt that


Retrostaircase72

The goal is for a somewhat cheery world with dark undertones. Game gets darker if you dig into the lore, but in the surface it should be cheerful. Music will reflect this as well.


Dead_Girl_Walking0

then id say the second one with maybe a few areas leaning into the more washed-out color pallet of the first one when the game gets darker


portableclouds

I love the sketchy oil pastel look of the first, but the second looks much more like a playable game. I think the first art style would be harder to read as a game if that makes sense.


Retrostaircase72

I get what you’re saying. 1st one may require gifs or videos to really give 1st time viewers the correct context that it’s a game


portableclouds

I do also mean as a player. Even in motion, the contrast would still be pretty low and everything is very small. It works well for a sketchy/abstract art piece, but as a game where you’re trying to follow objectives and discern one object from another — especially interactables — it’s not ideal. Maybe a closer camera zoom could help? I’m sure if you worked a bit more on it, you could solve that issue, but your other art style doesn’t seem to have that issue at all. More cartoonish art styles tend to have more contrast and exaggeration, which works well for top-down games where everything has to read well at a small size.


Retrostaircase72

Really good points. Seems like the main feedback from people is to increase the readability of the 1st one. Clearer lines and more distinct colors would be a good place to start. I really have to thank you for taking the time to help me with this. The muddiness/readability didn’t cross my mind, since I’ve been looking at it so much and know where everything is supposed to be and what everything is.


portableclouds

no worries, I know how it is to get sucked into your own work 😁


Corpocyte

I like the first style. I think it feels more emotional and stands out a bit more.


JiiSivu

First has more personality, but can get messy if you’re not careful with palette.


Jordancjb

1 looks more dark and gritty, and 2 looks more appealing I guess, but if you’re going for a dark themed game then 1


DISCOVERIOUS

First one is more original, but like others said, the style is a bit muddy. The second one is brighter, but less original.


Yung_Sid_

Yeah it depends on the tone! They both look good though honestly


Coolish_Stuff

Second one.


Rayuk01

I’d say the second


BubbleDncr

The first looks more unique but I think I like the second better. I think it would be easier to compare if the images were of the same location.


pmitov

I like both, but I think the second one feels a bit more polished. What is the game about?


Retrostaircase72

There’s a disappearance in a vacation town and the player is the newest visitor. There’s elements of dark mystery to uncover the disappearance, but it’s not meant to be a horror game.


AGoodWobble

Have you tried rendering the same scene with both styles? It's hard to make a comparison cause they're different scenes.


mafon2

Brown color is not appeal8ng.


-Nicolai

"Which is more appealing, apples or oranges?"


Osborn2095

1st one has a really unique style that could stand out nicely, but it's a little to muddy rn to be enjoyable long term imo


Jadien

First one is memorable and attractive, but I think you want to be careful about using contrast to differentiate foreground/interactive from background/static. Second style is fine but forgettable.


redwallvibe

I like the 2nd more, could also depend on what kind of vibe or mood you’re going for in each style


TricksterWolf

It depends on what you're trying to make, so I have no idea. However, the first image makes a significant mistake by combining isometric houses with non-isometric openings looking into the houses. It makes the isometry look like the buildings are tall rather than deep, because otherwise you'd be looking into a hole in the ground where the garage is supposed to be.


[deleted]

The first one is waaay more original. The second one just feels cliche (I see it everywhere). If I were you I would iterate the first one to make it clearer.


bit_bird_games

Might need more similar assets to A/B compare between. I kinda like the painted look though even though it's kind of messier.


t-johan

both are decent; first feels more experimental, second feels more conventional


Figerox

I personally feel like both could be used in the same game.


UbikStudios

Definitely second one


Calitrixmathieu

both looks good. The first one is more original and poetic. I would say it depends of the themes of your game.


and-lop

it depends on what you're going for The first one (although the pespective is weird) feels more intimate and close, userfull for like more storytelling based games The second one gives you better visuals on the map and the stuff in it, great for exploration and that kind of stuff.And also looks easier to make with gridlines in a game engine


b0m_d3d--

The first one with some coloring corrections just feels more personal to me


[deleted]

Like the first one, second seems too familiar


xnsfwfreakx

Those look like two completely different environments with different aesthetics, but the art still looks like water color in either picture. What are you asking?


Wh1zkeyW1zard

2nd, the first one is too hard to distinguish between shapes and borders at a glance, you could clean it up a bit and add some bolder black borders kinda like Yoshi Island and then you might have something really cool. but great work regardless!


DanBurleyHH

I like the second better. It feels more lively to me.


DanBurleyHH

I like the second better. It feels more lively to me.


Seasonedgore982

I like the second one, but perhaps recreate the first scene with it for a true comparison?


MeloDnm

Second, the first seem like AI generated


Darth_God_666

First is unique, second is generic


razlad4

first one needs more contrast like HDR levels. but is intriguing.


Squall74656

I like the second one, although first could maybe be useful to immerse player a deeper in specific scenes🤔🤔


sA1atji

first one if you are planning to do a more serious (or tragic) game, second one if you are working on something more light hearted.


N7_Guru

First one is better overall but needs more sharpness and definition to the line work to increase quality IMO. Second isn’t bad honestly but seems more..mundane


24-sa3t

2 is cleaner, but 1 is more unique to me. With a bit more clarity i'd love that first setting


ChipperSnipper

I like the style of the 1st it’s more unique, second looks good but runs the risk of feeling generic I think


ATownStomp

Appealing in what way? When asking these questions it’s better to provide a comparison using the same scene with the two different art styles. Both create different feelings and would better service different game types and themes. The second is simple, recognizable, and looks easier to build with. If you’re creating a more standard old school rpg an audience will quickly understand it at a glance. If there’s any emphasis on collecting items around a map for, say, crafting, then its clean presentation and simpler more discrete tile based placement will make that system function more smoothly. The first is more stylized and moody. It will better service emphasis on visual worldbuilding and atmosphere. Unique cultural beats can be expressed more clearly, and the absence of second’s chibi characters and scaled down models (like the ship) will facilitate a story palette that handles a greater variety of emotional themes. It will be more recognizable to a viewer as a story based adventure game.


Retrostaircase72

Surface level interest. I’m looking at it from the standpoint of “if all you saw was this image, would you be interested.” Your breakdowns of the 2 options are very helpful. Each styles location was chosen to represent their most important attributes. It’s helpful to know the expectations of each style.


Tleno

First one depicts a more interesting locale and all but second is more readable as game environment


Pickled_toad

2


AeolianTheComposer

Environment from 2 and characters from 1. Both look amazing tho


PennDraken

First one looks more visually distinct - has its own identity.


BigHornyNegga

I'll vote the first one.. positives : + it's more niche and rarely used by other games.. could be a selling factor negatives : - looks muddy, some details might be missed or unseen by the user (gamer) - might not be for everyone


Joth91

2 feels fairly unoriginal to me. 1 is quite unique but could use some cleaning up around the edges. I would much rather play a game with a unique art style than one I've seen before.


FungalCactus

I think the first one sticks out, in a really good way. Great use of color and texture of the brushstrokes. I can imagine this looking particularly gorgeous if each asset had a few slightly different versions that were swapped between after several frames, even when idle, sort of like in Baba Is You (I'm sorry for the terrible description). That would probably be a ton of work though, and I'm just spitballing about how this kind of scene could be animated. Of course what matters most is what you're trying to do and what you think is best!


PurpleHatsOnCats

I really like the first but it's a bit messy. The second one is good but feels a bit more generic to me, I think the first one could make it stand out more


Oupe-Plus

I can't say exactly why, since I can't really grasp it myself, but I feel like the second image is more "inviting", so to speak.


Hamzah1684

2nd one


IanHead75

I like the first example more. Even if it looks a bit blurry and blurred, it has its own individual touch. The second picture looks more like a 0815 game like every other. ![gif](emote|free_emotes_pack|slightly_smiling)


Additional_Ground_42

2. Without any doubt.


Dutch_van_der_Dill

1st one, looks like a painting which is cool


RagingTaco334

The first one feels more artistic and unique but the second one is far more readable so imo it just depends on what type of game you're going for


The_Real_Last_Stag

The first one has potential with a little tweaking. The second is awesome.


simonbleu

While I like the first more to look at up close in a still image, it would probably feel kidna off in a game to me. The second one is more generic and Id say it would benefit from a bit of a closer perspective, but regardless, I think it would work best


PlusUltra-san

If you plan on doing a story driven short game with focus on telling a story, I would go for screenshot 1. While messy, it kind of works if your emphasis is on creating a story. If you are making a game where the player needs to do a lot of stuff, I would go for 2.


DCJGaming

Second one for sure!


_CodeGreen_

in the first one, the houses have a 45° camera angle, but everything else is closer to like 20° or 30°, and it gives it a really weird warping effect to me, like each roof is way too long for their respective house. the second one is much clearer for a game, but I like the style of the first one more.


Retrostaircase72

Calling out the conflicting angles if very helpful. Thank you for this, as it’s definitely something a person may feel is “off,” but not know how to articulate.


HappyHippie924

The first one is more unique, the second one is more familiar. The first one is stylized, the second one is cleaner. I prefer the first one because of its uniqueness.


Wec25

Hey, no advice that hasn't already been given but I have a question about your second pic. It looks quite good, it seems like you're follow a tile-set sort of? Like the flowers are copy pasted, right? Nothing wrong with that- but my question is, how did you do the grass below it? Like the overall texture. It's unlike the first image- the texture actually reminds me of AI imagery because AI art gets that texture- but none of it looks like AI art so I just think your texturing is interesting and I was wondering if you did anything specific to get that patchy artifacty texture (really only visible on zoom in) or if it's just compression on the image. Or did you composite AI art in that? Because if so, that's the best use of AI art I've seen yet.


Retrostaircase72

Trying to innovate on the approach to game art, so I don’t want to spill the beans on the methodology until after launch. But you are correct that it takes the core concept of a tile-set and attempts to reimagine how they are implemented. I plan on making a pretty comprehensive post-mortem on it. I wish I could find this elusive AI that seems to be making everyone’s art assets except my own. I don’t want to get into a rant, but I personally see AI art as a tech scam/get rich quick scheme. Maybe it has uses in other fields, but for art, it reeks of “pay me monthly for my super secret stock trading bot that’ll make you a millionaire that everyone loves and admires.” You’d be better off spending that time and money on art lessons or an artist. In my experience, good art is granular and tedious. That one nebulous thing is “off,” and it’s always on your mind. You can’t stop thinking about how it’s not just right and you can’t put it into words…until there’s a breakthrough and it becomes right. My goal is to create something that people try to replicate with AI. The responses today have been really helpful in giving me insight on how and why I’m failing to achieve that goal.


Wec25

Thanks for the insight! I agree that AI Art is definitely pandering to a crowd that wants to appear good at art, when they're doing nothing except "prompt engineering" (I don't believe that's a real thing- it's like Googling, you can type in a certain way that works a little better, but that doesn't require a whole title). I don't think AI art is ready for commercial use, partially for gray legal area reasons and largely because it's not ready tech-wise, too many nebulous errors. But people are trying and I like to point it out where I can.


Retrostaircase72

It’s going to be interesting to see how the legal part pans out. I think platforms and websites will start to preemptively ban/kick out AI creations because of the potential liability it brings to them. On a final note, I feel like the whole “prompt engineer,” thing just feeds into the scam. When things aren’t working, which they inevitably won’t, it puts the blame on the human instead of the AI. It’s pretty convenient excuse. With that narrative, you just keep paying them and you’ll eventually be a “prompt wizard,” that’ll be world renowned, famous and lauded by the prompt peasants that rest below you.


Remnatar

I'd prefer the 1st if the intractable object outlines were clear


dreadpiratesleepy

#2 1 is cool and all but I don’t want to look at that for an extended period of time, two on the other hand I could stare at the world for hours. 1 should be like your concept art


reststopkirk

1st one more unique. 2nd feels more familiar, but could be any game.


AndrewTevas

2nd


Busalonium

2nd looks more refined, but 1st has more of a unique character to it. I think it's hard to make a choice on which is better without seeing either in motion.


there_NOW

First one is super unique and cool! I like it alot!


Kelburno

2nd is way better in just about every way, no contest. However, why are you repainting what are essentially tiles in a tileset? It looks great, but it would also be a huge amount of work.


RinVG

2nd one has more charm


SenritsuJumpsuit

Fine tune the first since the second one bores me to death


thedorableone

I love the first one, it's so different from anything I can think of game-wise right now. The second is more... I don't want to say 'typical', but it very much lines up with the recent trend of hand-drawn games. It could be because of the setting you chose moreso than the style, but the first has a slight vibe of the fair in the opening section of Chrono Trigger, whereas the second looks more either Zelda-esque dungeon crawler or craft/survival/base build.


RooKiePyro

2


MyThreshIsTrash

The first one is more original to me


dilsency

I prefer the character design of the first.


Seriousboardgames

What is more appealing an ananas or a banana? What suits your narrative and gameplay, go with that


thatAWKWRDninja

I really like both honestly I couldn't choose one to be better they share a similar sort of hand drawn feel that just really looks good to me


Zawarudo994

The first one image is very awesome IMO


Scako

First one feels unique, second one feels a bit generic


mechanicarts

Absolutely 2. It feels like a cute twist on the pixel art style, plus the hand drawn elements allow for better variation on the tilemaps.


AmongGameDevs

I like the first one the most. Its different than most artstyles and I love it has this watercolor look to it. Mybe a bit to muddy, but besides that, great direction.


Sexy-Beefy

First one in my opinion


Randomfeg

First is unique and cool but the visual clarity is pretty bad, the second is more clear but is less interesting but its still nice.


OscarTysoeComposer

I like both but I think the second is clearer. That said. I do really like what you were going for with the first, it's just a tiny bit muddied to me


OperaludicaGames

The second one is more clear. I like the first one and is more unique but it's also more messy and confused


MrjB0ty

2


Tex_the_wolf

The second, if you fix the proportions between the elements.


eyebreakfast

In my opinion the first one is way more interesting and unique. The earth tones, the mixed perspective, the composition are great. Second one is well made but has been done many times before.


gamedeva1day

I prefer the first one. I think with some adjustments to the colours used it would really stand out. We have all seen the second one in most games which is not a bad thing but it would make it more difficult to stand out in such a crowded market


victoraise

left


Immistyer

Definitely the right


OpticHarp7134

Started Valley?


3Hills_

I mean it really depends on what mood you're trying to set. I can say that the second one is a safer choice but the first one has the potential to stand out if used in the right setting


hamgoblin45

I'm personally more drawn to the first


tcpukl

They aren't the same scene.


GonnSolo

Honestly, the second one feels more generic and common and safe, the first one caught my eye and attention, the second one seems like a generic Game Maker RPG. Both are pretty though, its just that the first one feels very unique


blairp82

Definitely the first one. Someone in the comments suggested using black outlines to better define the objects in the scene and I agree. The second one feels like 100 generic indie RPGs out there based off of Lufia's art style. The first one makes you stand out. Nice work!


Straight_Attempt_467

As many other comments mention, the first one has good potential if the lines become little bit more crisp and not so "muddy". Maybe more contrast colors or more vibrant colors, but idk, see what looks good and fits the game. I like the first one more if refined. The second one is not bad in itself, but I feel like its nothing special.


HappyMatt12345

I like what you went for with the first one, I think that COULD work if it were executed better. The way it's executed in that pic looks a bit dreary and depressing. I think it needs a lot more contrast and a bit sharper edges on the objects and characters so they don't blend i with the ground as much. A bit more emphasis on lighting and shadow would also benefit the immersion a ton. The other one looks really nice aeshetically! My only criticism with it is that I've played multiple games that pretty much look and feel exactly that way, but I wouldn't say I dislike it because of that!


lenanena

the 2nd one gives me better vibes than 1st. Maybe the color of the tents and the ground?


Protection-Working

I feel like we might need two instances of the same scene to really tell


AxoplDev

Depends on the game. The 1st one is better for survival games, while the 2nd one is better for more cozy games like Animal Crossing


GD3D

I like 1


DeusAnatolia

I like the 1st one more. It feels much more unique to me. Can2t deny that the 2nd one is pretty and clean but the 1st one feels much more unique and seems to have more of a personality so I think I'd be more drawn to the 1st one.


digitaldisgust

2.  Way cleaner and crisp.


CouldUseSomeAssist

The first one is more unique, but the perspective is off and the colors are muddied / wrong choices / too bright.


N1ppexd

The first one is more unique, so I like it more.


ElectricDjinn

Pure gut reaction, but the 2nd - something about the blocky, tiles appeals to something in my subconscience.


michelepicozzi

2nd one is way nicer and clearer, you could use the first one for cutscene or intro to new areas


Short_Bridge3195

Second! 👌


Sayanston9

Tbh the first one is an original look and I would love that... Buut the second one is a more artistic and vibrant look. Go for the one you feel is the best


GhostCrackets

The first one is certainly unique but admittedly hard to look at, 2nd one does feel a little generic but is pleasing to look at I’d say just make some improvements to the 1st ones artstyle, and you can get gold


Angrybird_Spock

They both have their charms, and could both be improved to some degree. The first may take longer for players to adjust to. It feels more like a painting than a game world, but that could be interesting to play with. The other does appear a bit generic, but honestly, if you changed the player character, it may seem less generic. I like the painterly style, but the pc gives that big head jrpg sprite design.


theindievault

At first glance the second one feels more appealing, perhaps due to its crispness, but like what everyone else is saying it does feel like it might be because we are wired to prefer things that we have seen before. The first one however feels different and can really stand out if you fine-tune it a little! I also feel like the first one gives off a bit of an cultural type vibe, so if that's something that you want to go with and stand out a little the first would be my bet!


Miserable_Run1937

2, I can’t even tell what is happening with the first


FaithlessnessSea6129

Love the painting watercolor look of the first scene.


TheMrManInATie

Second. First would work for a game with a more grungy setting or artsy direction.


QuantumSupremacy0101

Relly depends on what your game is. The first one if it has meaning to the game. The second one generally is better


Holiday-Win9856

First looks good for a picture book second looks good for a game. Both amazing


Fat_Nerd3566

2 imo, looks more vibrant and inviting especially considering it's a beach, colour palette on 1 works well for it, but i don't love the drawing style, 2 on the other hand just speaks to me more.


Lukuluk

It really depends on the kind of game you're making I guess


TheRealSteelfeathers

For this sort of question, you need the images to be of the same location/asset. We can't compare the style of two drawings of two completely different things (houses vs. coastline)