I have divided the information gleaned from this thread (and a couple of others around the net) into the following categories:
GOOD NEWS:- I am surprisingly good at drawing giant clams
- Some people did seem to at least get the gist of the image
BAD NEWS:- "There are traps in the castle" was the original thought -- sadly, it includes no giant clams
I did try out an alternative image elsewhere:
That one seems to get the idea of "traps" across a little better. The real crux of this particular experiment was actually to try and express "in" -- I wasn't worried about "castle", and traps / giant clams would probably be less of an issue with more context (and might already be resolved by the updated image for some people).
Is the idea for all the no-text dialogue to be easily understood by the player, or will part of the game be learning the gobbledygook language sort of like solving a puzzle? It might not be a bad idea to frame the game as the player is a foreigner, and you aren't supposed to understand. The images are just the result of animated gestures by the NPCs.
In this case, I'm hoping the icons will ultimately be fairly easy to understand; though a game in which they weren't and making sense of them was a puzzle would certainly be interesting too.
I'm a bit reluctant to switch to more detailed art because I want to keep the concepts very broad, and I feel like the lower resolution forces the image to be more symbolic rather than literal -- that might all pan out to be a load of bunk though, and I may very well wind up with higher res art by the end of things.
I consider the whole experiment a rousing success in any case though -- because some of these interpretations were hysterically awesome (and a couple were even right in line with what I was hoping for)!
Thanks everybody!
If you have more ideas or feedback, feel free to keep posting them. I'm sure I'll have another image to test out sometime in the future too.