Wall of text is coming
Getting all this feedback is really great. Thanks a lot! It is very important for us.
This gets a bit tricky when some say that they like it and others perhaps not so much...because changing it can displease the ones that already liked it to begin with.
But personally, I think everything can be improved, and the nice comments are very rewarding and motivating, but the real thing that pushes you to do your best is constructive criticism. We are going to try to make something that pleases the mayority of you While being true to our idea.
If I had to pick the letter that is the most problematic in the logo, it would probably be the "I".
Yep, we have received similar feedback from another person, he thought that the "I" was a "T". We are going to work on this a little more. Probably, separating the dot from the "I" two pixels will not hurt anyone. To start with.
I like how it looks myself, like each step is an effortless leap despite the weight thanks to high tech akin to (an unrealistic version of) professional amputee athlete prosthetic limbs. Plus, it's different and adds character.
Anyhow, the run cycle suits the legs of your character, but it does look more like a prancing action instead of a menacing charge. I think it's mostly due to the lack of time the foot is in contact with the ground, in relation to the amount of time it's in the air. A heavily armoured mech would have feet that spend most of their time on the ground to support all the weight, and the body would dip down more to absorb the impact.
Making changes to things like this drastically alters the personality of the character though, so it's a tough call on how much you're willing to change what your original idea was.
One option (that might work for everyone), is to extend the length of the stride. It would force the feet to be in contact with the ground, while keeping everything looking agile rather than plodding. His feet do sort of move more vertically right now, like the ballerina's tippy-toes action, and this little tweak might help
Yes, the idea is that this is some kind of armor suit, with assisted movement, so she is not carrying the weight of the armor. I think this is called servo-armor. (The heavy and poddling mechs will come later)
So, for this running state, we want something really fast and agil (in the game you can not shoot while you are using this move, you will use it to position yourself in the right places, or for evasion times).
I am afraid that adding more weight, will slow down the movement and it could be a bit frustrating when you cannot reach your destination fast enough.
But I think we can try to give it a little more time on the ground, in the recovery of the steps... or maybe, at the begining of this state, make the frames slower and then, the player will be able to notice the acceleration.
The same thing happens with the trains, they are very heavy, and they take time to get moving, but once you have a level of momentum, they can go really fast. We will see, we have to check it.
Thanks for that really well explained feedback.
So, more things
I just finished this little bastard. This will be the standard basic enemy that will tirelessly chase you around the screen, and they are quite fast!
Idle, break idle, running and dead_01
Next week, I will start with the rest... jump, stopping, turn, dead_02, attacks..
Comments are welcome!