Greetles! Indeed, you had plenty to stuff into these panels. Indication of a moving elevator; gags; those auxiliary meeps and co.; floor, ceiling, and outside room patterns… > Was that challenging to manage in the narrower panels? I feel that was one good way to condense space for all of ascents and passenger indecision you showed. I also feel you saved space by having the numbers flash rather than use a sound effect. – That “kettlebell/handlebar” meep is visually appealing, and your rollover comment jokes about it, too. My favorite of the extras is probably either “bowstalk” or the green, elliptical one. I think their presence helps the gag and also makes this feel like an activate place of ‘work.’ > Is the floor map arranged or labelled like a Mortal Kombat/other game tower? Also [in jest] I wouldn’t mind visiting a floor of bird suits. – The number carrier on the fifth floor is itself posed like an 8. How fun! Only two elements of the art throw me off. The level of detail on the extras is no concern, since they aren’t in focus, and being around a character with more complex definition creates appealing contrast. (You even managed to slip in another meep smiling directly at us. What fan service!) – Panel 5: Bowstalk almost looks like it’s drawn on flatly on a skewed plane. It isn’t disruptive, but does look irregular in a way you might not have intended. One of the bar scene Nemitzes was similarly warped a bit to mine eyes. – Panel 9: Kettlebell nearly blends with the wall and looks flat. Neither of these detract from the progression or clarity of events to me, though. You have some great expressions on this page, as usual, and I really like how you defined Gidj’s headpiece from behind in Pnl 3. In 14 and 18, you exercise your lovely ability of bringing even a character’s outfit into their body language. This is a nice “anticlimax” (or deferral!) to Gidj’s involvement, and I see a bit of irony in the way that weapon passingly resembles a stream of fire extinguisher foam in action. The splash and rings on impact look great to me. Finally, as one engaged in the development of both this comic and your game, it’s a treat to see a few objects and occurrences that could possibly exist in either (I hope that we’ll see some Snik-snoks in this comic.) That blast was also a nice way to demonstrate the threat Gidjmerg may (have) pose(d) if encountered. I’m glad that blasting in such a confined space didn’t go any worse than that! Splendid time of day to you, and thanks for creating. Reply
I am glad if it seems to flow effectively! That was my primary concern about it. I also tried to amend the problematic visuals that were identified. The weapon’s blast was supposed to look more blasty but for the moment a way of executing that eludes me. The building’s layout is undetermined. I was trying to have the button arrangement be somewhat consistent with the views from outside but I do not know how it might actually function with regard to the forked section. Having a single lifting device serve all three branches seems like a terrible idea to me! I do not consider the narrow frames ideal but it seemed like this was happening two quickly before I crammed in two more. Reply