i've been following this for a hot minute and i like it and i keep thinking i've posted about it but i haven't yet and uh super hate me for this (and i probably am the only one here who feels this way) but
ahem
unwanted aesthetic criticism of a tiny detail that's been bugging me follows, feel free to ignorei really, really, really think your title screen/logo doesn't do this game justice
at all.your game looks gorgeous and the title screen decidedly doesn't. it reads like an afterthought, like it was hammered together in paint in a few minutes because you forgot you needed a logo and then you photoshopped a gradient in and some quick fx
meanwhile the
game looks, and i do not use this word lightly,
beautiful. absolutely stunning.
part of the issue is the gimmicky wordart vibe; "shadows" being composed of literal shadows is not inherently a bad idea but it's executed unsubtley and not in a super fun way here. "in the" is even worse because of the solid black outline and poor color insert choice. then the random assortment of characters from your game make it have a kinda baby's first game maker project vibe even though your actual assets used are excellent. it feels
amateur while your everything else is super mlg pro xxx league
i recommend doing some research into logo design and graphic design and spending as much time designing the logo as you would a full area of your game.
seriously take some fucking time with this, it's an important thing, even if it doesn't feel important. this is the actual face of your game. even before screenshots, your logo is what people see first and they will inexorably associate this logo with your game, even after seeing the cool shit you're doing.
a good game logo, at the very least, doesn't aesthetically clash with your game. the
best ones not only manage that but also evoke your game.
one of the best logos i've ever seen in my life (without exaggeration) for a video game is the one for antichamber:
holy shit. let's dissect this a bit. maybe it could be helpful!
so the first ting you'll notice is that this has got a ton of shit happening in it. most logo/graphic designers would shy away from
so much because common wisdom is that less is more. but this manages to approach the line of "too much" without hitting over it. it's the perfect amount of ideas thrown together; it still manages to feel minimal without feeling
reductive.it doesn't feel cluttered. it feels clean. and that's very vastly important.
every element here is designed to evoke something about the game. the stark one-color (though mind, i assure you, if your logo isn't one color comfortably then you probably have a bad logo) white on black evokes the clean, sterile areas of the game while the slight bounce and additions (the cube, the hazard symbol) evoke the oddities within. "anti" is actually a transparent part of the background that's created by stretching the white over it and masking it out. the "i" is lowercase, which not only continues the oddities and minimalistic pattern but
visually evokes how the "bullets" look in the game. every single element here is perfect and balanced and great.
your logo should match this level of quality i think because your game is fucking fantastic looking on its own besides that.
i hope all of this helps. your game looks really fucking cool. it's got a knytt stories vibe, and i love knytt stories. i really, really, really can not wait to get my hands on this. at all. forgive me for tearing this tiny thing apart.
also what are you doing for the music, by the by? *tugs collar nervously* because, this *sweats* looks like it would need some great music to *double sweats* go with it
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