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Extremely charming little game! I really enjoy the visual style you were going for. In order to achieve a more uniform visual style, I'd highly recommend aiming to make all of your assets the same pixel density - As an example, the characters have pixels maybe ~5 times bigger than some of the background elements, and the crosshair has big chunky pixels the size of the tax collectors! Godot has some great tools for scaling your game up in resolution, so a good approach would be to build your game at a low resolution, then scale it 3-5x up (depending on what looks best and how high or low-res you want to make your assets), then work from there making everything a uniform size! This goes for fonts, buttons, UI, assets, the whole deal. The nice thing about this approach is that you can use those procedural lines that you have for the roads and they'll be appropriately chunky and pixelated.

The other commenters have brought up most all of the other critique I would give. Cool concept and fun execution!

Many thanks for the detailed response! My background is almost entirely programming, so the feedback on the art presentation is very welcome. I played around with theming for the Font, button, UI, etc. but didn't figure it out enough to really push the idea I had in my head. And the crosshair is my shame! I had it on my list to do a second pass on the visual style for that, but alas, time was not on my side.

I'll have to play around with the rendering tiny and then scaling up. I hadn't thought of that approach before. I know, for the roads, I had planned on tiling a texture across them, but I think there may be a bug in the Line2D with the vertices because it went all sorts of weird when I tried.