Thank you for an aswer, appreciate it.
You're welcome, hope it helps!:)
You're basically asking for the distinction between copying someone and being inspired by someone.
Not at all, I'm not trying to copy the game, or the how it looks. Yes there are many similarities like you said.
It wasn't an accusation!
I was clarifying that to answer your question you need to answer this question too.
Then, on top of that you also have a similar lighting model, and a similar color scheme! So you end up with four very dominant visual elements that are similar, which ends up overpowering any differences the aesthetic styles may have.
but what I'd like to achieve is a different game at all.[/quote]Of course! But what you intend to make and what others see instead are not the same thing. They approach the world based on what they know, which is, well, the visual similarities to Monument Valley. They won't know what your intentions are unless you communicate them, which may or may not happen through the aesthetic.
If you took Baldur's Gate and Pillars Of Eternity - the second one grabbed a lot of things from the previous one. In my opinion the similar: color palette, lighting in many cases etc. even specific shots. Both isometric and story driven (except that BG is more a book with gameplay).
Yes, but that was the point: PoE "copied" the aesthetic from BG to signal the ways in which it was going to be more of the same. Just like how trailers for movies are so similar when they're in the same genre, to signal to you "this is going to be
like that other thing you are familiar with.
So another part of the problem may be: in which way is mimicking the MV aesthetic signalling that your game is going to be similar to it? And
that isn't a bad thing, the question is whether those are (implied) similarities you want or not? If the similarities builds up expectations you don't intend to meet then people will blame you for disappointing them, even if your game is fine on its own.
Of course I might not be yet on that level where I take a part of a game and disassemble it in smaller parts and then make out of these parts something that's clearly unique and mine..
Don't worry too much about that - a lot of this is learning-by-doing! Just play with the aesthetic, and look for lots of other inspirations to mess around with, and try to "feel" the aesthetic.
But if you want to reflect a bit and want to become more aware of the way you approach aesthetic judgement, I recorded the game design lectures I gave a few years ago about "interpretive frames", as they are called, and put them on YouTube:
https://www.youtube.com/playlist?list=PLtp-pkkDjK6HCh1p-Up34BIdSuKe9piBMMaybe that will help.
Anyway, good luck, and don't forget to just have fun playing around with it!