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I usually use the game to guide the visual design. I start with the worst programmer art imaginable (circles, stretched triangles, capsules at weird angles) and upgrade only once it becomes clear the existing art won't cut it. And above all, I try to make things readable: make sure the player can see and differentiate themselves, hazards, and goals/powerups as easily as possible. But if there's one thing I've learned from my artist friends, it's that the final product never looks exactly like what's in your head - part of the artistic process is learning how to incorporate quirks and limitations rather than fight them (easier said than done). The game art you show looks excellent though!

Thank you! Readability is really important, I usually forget to consider it. I think we're running into readability problems with our current game art, so I'll have to figure out how to fix that.

Contrasting colors/shapes can be really useful from my understanding? If you want something readable but still cohesive, I've heard that taking a bright contrasting palette and putting a hue over it is a quick "hack" to make it blend better, though I admittedly haven't tried it.