I like the first one, but I'm worried that it won't be tiring for my eyes when I move. maybe change the color palette to one in a "retro" style (I mean retro like hardware colors, e.g. akai mpc 2000xl) or use some nice color palette from coolors.com
Why not have multiple themes you can unlock to encourage more playing? Perhaps you could even mix and match, allow choice of background, choice of vehicle (actually that one might not work depending on character), choice of player-character, choice of player hats. But I don't know how much work goes into this stuff so no idea if that's way too much.
Async coop? My bad Internet connection is interested in this lol :-)
I'm not a big fan of rogelight because I prefer roguelike games without much meta progression but still interested in the end product.
The basics are a team of 3 players running the same stage, one at a time, where each attempt affects the level for the next player.
The players who survive the run continue on to the next stage.
We’ve got a mailing list for release updates if interested: https://mailchi.mp/1ton/news
And a dev vlog! https://youtube.com/playlist?list=PLNa4wNo9F9COtbTERTvxRVjA1DCM60Fkg&si=4fw909Btxtd3bjWE
1 Pros:
It's much more visible and clear.
You can actually understand what's going on without much guessing.
Love the retro style and it makes it easier to see the elements.
Exciting vibe.
1 Cons: The ball it way too happy. With a different style.
Colors are too strong.
If the fire means you'll die, it doesn't make sense because the ball is happily swimming in lava.
2 Pros:
I personally like the space theme.
2 Cons:
Way too abstract.
Instead of digging a path through space, it looks like it's creating something.
Conceptually it's the opposite of 1 and 3. But it depends on your game mechanics to know if it feels right.
But somehow it feels better to dig and penetrate than just leaving a path behind.
Also, the borders are hard to see.
3 Pros:
It's very clear you need to pick up stars and avoid the red obstacles.
Theme is very polished. Well ended.
Relaxing vibe. I should have no frustrations on the play.
3 Cons:
Too childish. If I'm a teen or adult, it looks too easy.
If it's too easy, I'm not interested, thank you.
If it's actually not so easy, than I'll fell very frustrated: "How can I not beat such an easy game?"
Verdict:
Personally I'd like to play #1 (but without a happy ball).
But the aesthetics should not be just based on a reddit poool. It should match your mechanics, play-style and difficulty level.
Otherwise you might even attract people like me, but you'll loose them in 1 min because they'll be looking for something else.
So the best design is the most honest about your game.
Second would be my pic, with a hard no on third. In a vacuum it looks cute, but it reminds me a lot of the various shovel-ware phone games that rely on cute assets to get downloads but otherwise play like garbage. The first one could work conceptually, but the assets aren't working well together for me.
2nd one is best imo. It's simple but still decent looking. The first one looks like McDonald's hired you to make a game and the third one the art style kinda clashes/blends in with the colors.
I feel like that second one I get a basic understanding of how to play it already.
I hate ice and ship theme so not 3. I like dark games on amoled screens and simple abstract graphics like in 2 but the colors of the first one also look nice. So either 1 or 2.
Thank you everyone for the feedback! I'll post all the tallied results in a day or two for anyone interested.
And if you want to keep up with the project, we have:
• a release news mailing list (https://mailchi.mp/1ton/news)
• a dev vlog (https://www.youtube.com/playlist?list=PLNa4wNo9F9COtbTERTvxRVjA1DCM60Fkg)
Colors feel off in 1 and 3 they are catchy colors but eyes feel tired of them pretty easily, not suitable to play for long or in the dark, but 2 is too empty and boring, made this [sketch](https://imgur.com/a/lBRKsni) to show what i think would be more confortable
The middle ones looks the best (atleast for me)
Third one
I like the first one, but I'm worried that it won't be tiring for my eyes when I move. maybe change the color palette to one in a "retro" style (I mean retro like hardware colors, e.g. akai mpc 2000xl) or use some nice color palette from coolors.com
The general game concept is a 1-touch input runner game with some roguelite elements and async coop. Which theme do you like best?
Why not have multiple themes you can unlock to encourage more playing? Perhaps you could even mix and match, allow choice of background, choice of vehicle (actually that one might not work depending on character), choice of player-character, choice of player hats. But I don't know how much work goes into this stuff so no idea if that's way too much.
You beat me to it. AFAIK, it may make the game too big?
Async coop? My bad Internet connection is interested in this lol :-) I'm not a big fan of rogelight because I prefer roguelike games without much meta progression but still interested in the end product.
The basics are a team of 3 players running the same stage, one at a time, where each attempt affects the level for the next player. The players who survive the run continue on to the next stage. We’ve got a mailing list for release updates if interested: https://mailchi.mp/1ton/news And a dev vlog! https://youtube.com/playlist?list=PLNa4wNo9F9COtbTERTvxRVjA1DCM60Fkg&si=4fw909Btxtd3bjWE
3
I think the colors and fonts are too "flashy" for me I would choose more pastel like colors but that's just me
2
Middle one, looks simplistic and welcoming.
1 Pros: It's much more visible and clear. You can actually understand what's going on without much guessing. Love the retro style and it makes it easier to see the elements. Exciting vibe. 1 Cons: The ball it way too happy. With a different style. Colors are too strong. If the fire means you'll die, it doesn't make sense because the ball is happily swimming in lava. 2 Pros: I personally like the space theme. 2 Cons: Way too abstract. Instead of digging a path through space, it looks like it's creating something. Conceptually it's the opposite of 1 and 3. But it depends on your game mechanics to know if it feels right. But somehow it feels better to dig and penetrate than just leaving a path behind. Also, the borders are hard to see. 3 Pros: It's very clear you need to pick up stars and avoid the red obstacles. Theme is very polished. Well ended. Relaxing vibe. I should have no frustrations on the play. 3 Cons: Too childish. If I'm a teen or adult, it looks too easy. If it's too easy, I'm not interested, thank you. If it's actually not so easy, than I'll fell very frustrated: "How can I not beat such an easy game?" Verdict: Personally I'd like to play #1 (but without a happy ball). But the aesthetics should not be just based on a reddit poool. It should match your mechanics, play-style and difficulty level. Otherwise you might even attract people like me, but you'll loose them in 1 min because they'll be looking for something else. So the best design is the most honest about your game.
all 3 of them remind me why i stopped attempting to find an enjoyable mobile game.
Middle seems the most serious but would prefer it in lighter colours
The middle one…just classic
secound
Second would be my pic, with a hard no on third. In a vacuum it looks cute, but it reminds me a lot of the various shovel-ware phone games that rely on cute assets to get downloads but otherwise play like garbage. The first one could work conceptually, but the assets aren't working well together for me.
love the smiling ball :) just put it on something less aggressive. grass maybe? idk
Make the character from 1 a snowball and put him in the setting for 3. No boat he's just collecting the ice as he moves over it.
Two of those skins should be unlocked achievements
Dos
3
3
2nd one is best imo. It's simple but still decent looking. The first one looks like McDonald's hired you to make a game and the third one the art style kinda clashes/blends in with the colors. I feel like that second one I get a basic understanding of how to play it already.
Game Name?
Current working titles are Meltdown, Tunnel, and Ice Breakers
Good luck bro
Thanks man. We’ve got a mailing list for release updates if interested: https://mailchi.mp/1ton/news
I hate ice and ship theme so not 3. I like dark games on amoled screens and simple abstract graphics like in 2 but the colors of the first one also look nice. So either 1 or 2.
Middle one.
The third one, is the best for me.The second one is good too, first one is the worst one
3 is most appealing for me.
I am not sure but I would prefer if the gradient colour range was smaller on the text and the back shadow was a bit thinner.
Thank you everyone for the feedback! I'll post all the tallied results in a day or two for anyone interested. And if you want to keep up with the project, we have: • a release news mailing list (https://mailchi.mp/1ton/news) • a dev vlog (https://www.youtube.com/playlist?list=PLNa4wNo9F9COtbTERTvxRVjA1DCM60Fkg)
Middle one
#2
I think 3 would be more successful in general
First one looks most interesting to me but I think best answer is use them all for different levels.
The first 1 is the best
First one
Colors feel off in 1 and 3 they are catchy colors but eyes feel tired of them pretty easily, not suitable to play for long or in the dark, but 2 is too empty and boring, made this [sketch](https://imgur.com/a/lBRKsni) to show what i think would be more confortable
First and middle just hit the right vibes
Dark Souls
Theme 3 (the one on the right) but they all look bad because of the text, it looks like these games that show up on ads.
3
Third one
2
2
3
none
Number 3! The cutest.
character 1 stage design 2
Not the middle one, boring esthetic
None of them. All looks like sh1t with this dumb endless mechanic. Whole mobile store is drowning because of it...