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Scarlet Shadow - Looking for feedback

A topic by Proto Co. created Jan 30, 2021 Views: 263 Replies: 1
Viewing posts 1 to 2
(1 edit) (+1)

Hello community, 

I'm looking for some feedback for my game: Scarlet Shadow. It's still in development, and I would like to improve it some more before the final release. I was hoping you could try it and leave your impressions and comments about everything, even the smaller things would help me so much. 
Thanks in advance

https://proto-co.itch.io/scarlet-shadow


(+1)

itch's theme: looks cool in colours, font, design. I like the banner-title's colours, darkred-black lines in HD, the screenshots do look even more stunned in graphics.

attack/swordplay/guard/items look cute in colour variety, HP/MP/TP and text-size same as font-family looking nice too. "black-white chess"-tiled level: maybe the squares in greyish-black vs. chess-tiles sounds bit too similar in aesthetic to be combined in the same level (in addition to the floor)? My preference would be those darkgrey-black ones as focus, just something that came in mind but maybe hard to code ...mirror-reflected walls? That shows the player if passing those walls, depending on his position.

dark background still suits to the level in the prev. paragraph, btw: just reviewing each screenshot. Next one referring to details of the "battling trees", I like the coloured focus on the enemies and faded ones (in less opacity) referring to its background. Anyway bigger trees in realistic images vs. the enemies look cool. Shadows do fit in graphics and gets it look even more perfect (already implemented in aesthetics).

black-white "chess"-background with green tiles: bit bright in neon-colours, even I like the difference in colour-effects there, just maybe less intense in brightness would be awesome.

sky/cloud-level: I adore those clouds looking realistic there. grey walls fit to a building maybe design it's floor-tiles bit blurry, just walls as highlighted focus of borders, looks cool in variety e.g. compared to floor and walls in general or especially for this level?

pavement & arranged trees: for this screenshot's level I'd suggest placing trees less "ordered", looks bit unnatural in environment and a coding-clichee of e.g. mirroring exact poses for corners, etc.

blue floor-tiles & with red text/character-lines: I like the aesthetic of this pic, referring to floor, walls, colours. Except maybe red arrow, redish-background, red nick andrew, orange protagonist's hair and red shape of his shirt. Somehow those floor in blue sounds odd if just this character faces the screen. Maybe it sounds bit perfectionist in visuals, while you mentioned that every info could be stated. uhm, ever tried no red-background just transparent or maybe a border only? I was just thinking e.g. how about a thinking-bubble with bigger icon of the character and below just its text in similar colours, while just the thought-bubbles getting hovered/shown referring to the speaking characters.