"Make it less square" isn't really an option, since the attack it's used for needs a square hitbox.

  • FnordPrefect [comrade/them, he/him]
    ·
    3 days ago

    If you're not committed to the palette I feel like grey could give more of a rock/stone connotation. Something like

    Show
    maybe

    • BeamBrain [he/him]
      hexagon
      ·
      3 days ago

      Thanks! Looking at the environment where the rock shows up, I think a more limestone-ish color would work better than what I have now. I'll give that a try.

  • niph [she/her]
    ·
    3 days ago

    Fewer and bigger/more well defined facets

    • WhatDoYouMeanPodcast [comrade/them]
      ·
      3 days ago

      I agree. I feel like the veins serve to make it busy instead of contributing to the form. If it had 2 rock climbing holds cut out of the square then you'd go "oh! it's a rock."

  • Coolkidbozzy [he/him]
    ·
    3 days ago

    I am not an artist, but rocks tend to have somewhat sharp edges because of their crystalline structure (and in art, to emphasize their 3D-ness). You clearly understand this because I can see it in your rock. If you could shade the center so it looks like it's sticking out a bit, it might look better/more rock-like

  • Riffraffintheroom [none/use name]
    ·
    edit-2
    3 days ago

    Chunkier, more defined shapes. Imagine that it’s a warhammer figure and you need to be able to “read” its shape from far away. After you have the basic forms defined, go in and add the textures like the cracks.

  • casskaydee [she/her]
    ·
    3 days ago

    Does the hitbox have to map 1:1 to the sprite? I'm no expert but I thought usually they did not

    • BeamBrain [he/him]
      hexagon
      ·
      3 days ago

      It will need to be reasonably close in this case.