Aren't Bakkusa and Mark Mayers essentially saying the same thing but differently? Maybe I misunderstood but it seemed that way.
One thing which bothers with the screenshots is the general overexposure of the hud. It's all over the place. I guess it's for mobiles and stuff but I think it would benefit from being more subtle/discreet.
You probably don't want this thread to turn into a debate about premade assets but I essentially side with Bakkusa and Mark Mayers. Unique graphics go a long way in defining a game's personality. RPG Maker has turned into a plague by manufacturing essentially identical looking game. There's something about widespread graphics which is a major turnoff for me. Would Meatboy be Meatboy be the same if it used generic graphics? What about La Mulana or Spelunky? So yeah, personally, I think using premade assets does make your game not as appealing than games with their own visual identity.
-You won't build critical art skills for the future. The whole, "I'm a programmer, I can't make art" statement is only self defeating.
That's the only point I only partly agree on. I think it's fine to have people with different skills on a game as it's pretty rare to have someone who's excellent in graphics, programming and music.
There's no easy solutions here I guess. Maybe working with another artist? You could also make your art and sort of make a style which "conceals" your lack of experience sort of like in Limbo.
Otherwise, yeah, I do think the market is saturated with platformers. I hope this is a practice project which will lead to more exotic and daring avenues.
P.S.: This type of argument:
And dont call kenneys assets silly. Saying those unkind things is silly.
Just create a game with the features of mine or one asset which looks that polish like kenneys.
always makes me cringe really, really bad. There's no rhyme or reason to the rationale of: "In order to criticize something you need to outdo it some way or another." Everyone can express likes/dislikes about art without having to outdo the artists they are criticizing. I'm always a bit insulted when people bring it up as this sine quo non condition for criticism (yeah, it's a pet peeve of mine!). So yes, that's not a good way to handle criticism. Wait until you get on steam, if you think bakkusa's not nice, you'll get triggered pretty bad when you read the comments about your game.
I actually think Bakkusa brought up some interesting points in his abrasive way. Game development can't only be about giving favors and praises in order to get them some back in return. Every once in a while you need the dissident voices which sting a bit but open up your eyes on some of your creation's shortcomings.
Why shouldn't he be allowed to say the art looks silly if that's what he thinks? It doesn't mean you have to care about his input or his opinion but it's as a valid an input as the opposite "the art looks cool", they're just two sides of the same coin really. So the art comes across as silly for some people, it's good to know. Why wouldn't you want to know about it?
Some people tell me they don't like my art and that's fine. If the comment kept coming back, I'd need to see what's going exactly and adapt. Any feedback is better than none.
Long message, I know. I don't aim to white knight for bakkusa here, it's the idea that negative criticism is generally unwelcome which bothers me. If you want you game to be the best it can be, you need the harsh criticism much more than you need the pat on the head.
Good luck!