So a few things:
I agree, the characters movement is far too fast, controls are janky as a result.
Also, the pixel art doesn't really correspond well with the drawn art. I think her pixel artwork needs to be updated.
This game has promise. If it goes in the right direction, you have my money.
Hey there!
Thank you for taking the time to write your input!
Indeed, after asking the internal community on Discord, there were many voices that Wegild is, indeed, still too fast when it comes to movement. I am looking into reducing it further, maybe even drawing a new running animation to make it more appropriate ^^
When it comes to pixel-art and drawn art, there are currently no plans to redesign Wegild's look. Some animations are kind of old, such as the attack or block ones, and they will be replaced with new versions (right now I am redesigning the blocking mechanic, which brings about new animations for that as well). Due to that fact the might not have the correct amount of frames, sometimes are choppy and the anatomy is not quite right. Those will gradually be changed and replaced with the correct, 8 frame animations.
If you are, however, speaking about the canvas size itself (bringing up an image as reference)
While it is not on this scale, majority of in-game sprites are of 64 size. Anything bigger than that would vastly increase the time during which I would be able to draw an animation (more details = more work).
Sometimes, sadly, in this kind of work we need to keep it realistic. I would not be able to create higher fidelity animations and still keep up with programming, and I would hate to be dependent on another person to do crucial work.
Besides, the idea of PixelArt is to draw in a way that would let the rest of the brain fill in the missing pieces (one belt on Wegild's legs instead of several portrayed in drawn art).
Apologies for writing a dissertation haha, will leave some sources if you are interested in the subject
Sources:
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Yours,
~WegildDev