The poses look ok to me, except the left legs.
I think that balanced it out. Changed the left calve and the foot position. The calve was too thick compared to the other one.
Those are some nice icons. Good detail on the window edges. I also like the wood but I think you got a little crazy with the purple / red.
Seems you have a way of slipping in bright contrasting colors everywhere. Its gutsy but in some places I don't think it works well. An example would be on the portraits. The lady's skin looks like a bronze and her hair looks like a bad quality wig.
Yeah, that looks better. I'm not sure I like using straight lines for the legs, but at this size I couldn't get curves to look very good, either.
I spent the first couple of months working on this with broken monitors, so the palette has been through a lot. Initially, I tried to mix the colors up a bit for variation, but it looked better on a low-contrast display.
amazing job man,
but WTH ! too gloomful colors </3
The background was originally a neutral gray, but the second monitor I used shifted everything towards blue. I liked the colder look, so I kept it. I thought it fit the world I was designing, since it's not supposed to be a happy place.
Some minor anatomy tweaks. I made the ear larger to fit better with the long face. The eye area (brow, eyeball, cheek) was rather flat looking, so I enhanced up the depth differences. This also meant minor tweaks to the profile on the shadowed side.
I didn't alter the hair or lips, and the eyebrow on our right still needs to be adjusted down a bit. It's a tad distorted.
I wanted to avoid the application of dithering to the skin, since I think the texture ends up being too grainy with this palette. Also, notice the banding effect you get by placing the brightest colors in two checkerboard patterns together. It'll look better if you put the darkest pixels in one pattern next to the brightest pixels in the other.
What your female figure seems to lack is hip and shoulder rotation. Putting the right leg more in the center kind of requires the hip to raise on the right as well, creating a curve through the spine leaving the shoulders in the opposite angle. Perhaps you know the term 'Contraposto' and that then describes much more to you than my previous explanation, make use of that.
Oh, I hadn't thought about that. Thanks, I'll give it a try.
Perspective is all over the place. The characters are front view except for the feet. The vanishing points in the furniture does not work at all. The cupboard is again front view. The floors look like top view. It's not making any sense.
Can you try to explain the perspective you're going for?
Maybe perspective wasn't the right word for it.
I came up with a bunch of restrictions to make the project easier for me to finish. There would be grid-based movement, no animated sprites, only one sprite per tile, no separate tiles for doors or walls, etc. I guess a completely top-down perspective would have made more sense, but I was worried that it would make things less recognizable. I also thought a complete lack of perspective would have made it look flat, and I thought trying something new would be a fun experiment. It has grown on me, maybe because I've been working on it for so long, but I can see how the effect can be a bit jarring. It wouldn't be the first game to strangely mix perspectives, though, so I'm not sure what the difference is between what works and what doesn't.
I desaturated some of the colors a little, gave Winter a longer ear and more color, changed the eyes, jaw and nose. Still not happy with it, but she looks a bit more human now. I'll work on Alden's portrait later.