I definitely think that switching to larger overworld sprites is a bit of a mistake tbh. Just in the screenshot you posted, Grove looks absurdly taller than everything else around him. To make it look good you'd have to change the scale of EVERYTHING, not just the character models. Really, you should stick with the shorter, simpler sprites, if for no other reason than saving yourselves a LOT of unnecessary busywork.
Viewing post in The future of GROVE! comments
Thanks for the feedback! The general consensus has been similar to your words so we're taking that into account.
Revisions on the Grove sprite is still on-going, and we'll likely settle for something closer to a 1x1 tile sized character
A work-in-progress of this (red indicates tile size):
- RegalBuster
I, for my part, also think that the shorter tall (1.5 times) sprites are a great idea, not only for the reasons listed in the devlog above and the preceding comment from typoking7, but on top of that it would give the game it's own character and set it more apart from other RPG Maker projects with its visual identity, since the characters aren't confined to a 1 tile square and looking as sqashed in comparison.
For my personal opinion like with Mad Father and Stray Cat Crossing as an example for games that also use taller character sprites, I think that change modernizes the look and feel a bit more compared to classic 16 and 32 Bit sprite-based RPGs from which RPG Makers visual style was inspired from.