No.14022
初めまして
Good: Maps with a lot of content (a lot of things to see), expressive graphics (things like Edvard Munch's "Scream"), combination of commonplace and surreal (like a graffiti on an old building wall).
No good: remaking maps and events from the head family (like Uboa, Takofuusen, it's used too much), large maps full of nothing, generic grotesque (feels boring after a while).
とにかく、制作楽しみですね
頑張ってください
No.14023
>>14021ようこそ!
uboachanで訳者があるから日本語で書き込んでいいよ
いい事といえば、夢現のような雰囲気があって、キャラや絵がいいで、イベントなどが多いの方が良いと思います。また、音楽がゲームと余韻/通じ合うしたらすごくイイと思います。それに、自然で溢れる景色も表示したら(雪、林、花など)、完璧なゲームになりますよ。
へたくそといえば、ゆめにっきに登場したマップやテーマやイメージなどがいつもがっかりです。オリジナリティに目指せばの方が良いと思います。
No.14024
My only advice is that huge mazes that make your eyes hurt when you look at them are not good.
頑張ってください!!
No.14027
>japanese
This might actually happen, good luck OP.
No.14028
>>14027Don't be racist, just because the dev is Japanese doesn't automatically mean the game will have good art or last long. Lots of Japanese fangames die out after the first couple of releases.
>>14021Don't be afraid to do the unexpected. There's too many of the same things in a lot of games. Try for brighter colors and less eye/gore/blood gimmicks. Don't go with big empty areas and painful mazes (to navigate and look at). Consider also a protagonist who isn't a recolor.