Above is from a year ago
Below is recent
Trying to figure out a new art style for my game.
Rip this apart so I can get through this faster
Honestly the top has a lot more character even if it's blatantly GBC zelda.
The new stuff is in a weird middle ground between jrpg, zelda and noise - there's too much going on, not enough readability, and the colours are lacking unification and borderline muddy.
I think you're trying to do too many things at once in the new piece, and you seemed more comfortable with the GBC-ish spec art.
I could do an edit if you were interested, but I'd just say do some studies of some higher-detail GBC games (star ocean is one that springs to mind) and maybe some snes or GBA stuff - golden sun, secret of mana, maybe some final fantasy. See how they weave detail into their sprites without harming the iconic readability important at these resolutions.
Please be gentle. I'm very new at this...
the idea is interesting but there's a lot missing from the basics
- if you're going to upscale, it's generally best to use nearest neighbour and not go to such a huge percent - this looks like about ten times, and then downsampled and sharpened by whatever you uploaded to. Use a host that doesn't interfere and unless you're going for something "fancy" (eg cell will often overlay noise) stick to simple clean nearest neighbour scaling.
- lighting is... confused - the hat seems to be shaded at the top to indicate the lightsource, but what you've drawn is actually rim-lighting which is missing on a lot of the other materials and probably done mistakenly.
- material definition is lacking. There doesn't seem to be much distinction between how you've treated metal, cloth, or leather (what I assume different parts are meant to be made from) - differences between the way different materials interact with lighting, what sorts of edges they form and so on have a big impact on how you should go about pixelling them.
I've done a
quick edit, the lack of a clear resolution + blurring made it hard to ensure colour identity.
It's by no means perfect but hopefully is informative enough.
Haven't played with the contrast much but it could use a lot more, you've got a lot of very similar shades in there.