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Tobias 1102~1Y
There's something I noticed with testing too, where at least some people seem to want to know everything instantly and expressed frustration if there was anything not immediately obvious. I like the idea of including stuff in this art that isn't immediately obvious, but which players would come to appreciate in time... though I suppose I'm seeing it too much like an artist and not enough like some marketing person because I'm the former and not the latter. I'm trying to communicate messages rather than sell something.

It bothers me that the big eye doesn't read as such because it's not pointy at either end, but there wasn't a way to retain that while keeping the other elements. I'll probably need to just scrap the wings and overall layout anyway because of the varied resolutions of the capsules I need to make.

You say that Celeste's image communicates a dark plot, tragedy, etc, but I was trying to communicate dreams, being trapped and also watched over by an angelic-like being, etc with mine. Are there degrees of abstraction, though, with lower ones - eg 'darkness' or 'tragedy' - being more accessible and 'acceptable' things to convey because they're easily understood, while the stuff I was trying to communicate was too obscure? (Fitting for the game, though, I suppose.)

How would you indicate that something was an RPG through a singular image? I really wasn't sure myself.

Maybe it'd be worthwhile if I collect a few of these for different games in a post. Many just seem to be a character standing in a void, with no indication of the genre at all.
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Astreon152~1Y
I think that in order to make viewers imagine the game is a RPG, you have to depict something an RPG trope, something that would make them recall a well-known RPG.
A bit like how the Celeste picture made me think of a "Mario like" because of how she's jumping to catch that strawberry. But if the game itself has no platform action whatsover then i guess the picture is poorly conceived for making me think so ?

In your picture, i understood that the characters were being overlooked by the "eye in the sky". In the first one, where it was clearer that there were wings embracing the characters, i also understood that it came from said eye in the sky, though there was no way of knowing if it was threatening or protecting them.

As for dreams, i know what the game is about yet i totally missed that. Probably because the "ethereal threads" aren't linked to the characters' heads ? Maybe the pawnite should come out of the girl's head and not her instrument ? That would also maybe lower the possibility of someone thinking it's a music game.

Finally, i think that Celeste picture"s intent may be easier to grasp because the ideas it conveys are more literal that yours ? You picture is both more artistic and deeper, so it's harder to interpret ?

Then again, the gist of it is that the way your picture is gonna be perceived is VERY subjective and will vary massively according to each viewer.
Maybe having several different drawings depicting different aspects of the game will be helpful, because their addition will direct the viewer toward a specific goal, thus reducing the risk of them having misconceptions about what the game is. And you have to make several of those capsules anyway ?



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