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(1 edit) (+1)

Don't put ai slop out there like you're trying to make a business or even a good impression out of it. You've done two terrible things and one very foolish thing:

  1. Your art--all of it--looks like it was made with AI. Gamers hate AI. We don't want it encroaching on our everyday lives, our work, or our games. The fact that you used it for everything indicates that you do not have a sincere idea for a game. It's one thing if you needed a placeholder for some UI or couldn't afford a translator. Your whole art direction is coming from a computer-generated slurry of stolen art. 
  2. In addition to using all-AI art, you said your game is inspired by Hollow Knight and are dressing up your characters like Hollow Knight archetypes--characters from an infinitely better, complete, highly regarded franchise. NEVER remind your players of a better game unless at least part of your own game has unique, interesting, and fun ideas in it! If you don't do this, players will sour harder on your game! Your demo has none of these things.
  3. Finally, the foolish part: Your game is incompetently put together. It's not ready to show anybody yet. You didn't polish any of the systems. For example, if you jump into an attacking enemy, you bounce straight up and down on that enemy until you die. Enemies get stuck in attack loops. The movement is slow and lumbering. Attacks don't consistently connect (poor hitbox/hitbox detection). The UI is incomplete. Why would you want to show random people this game in such an incomplete state? What do you think we're gonna say? "Moving feels bad," "Attacks don't always land," "I'm stuck in a death loop every time I jump into this enemy," "The UI isn't finished," "This just looks like a test room for a Newgrounds platformer."

Get an original idea. Write those ideas down. Forget about making art assets for a while. Finalize the high-level scope of your game. Finish designing the systems and make sure they work. THEN you can put some energy into recruiting actual artists for your game. You will have to win them over with level design sketches, blockouts, and a proof of concept demo of your character moving gracefully through a test room. This is the least you should do. It sounds like a lot, but anything less is a joke. You won't be able to recruit and hold onto a good artist (who you will probably try to make work for free) unless you can prove that your game will probably be finished and deserves to be released.

Thanks dude for your detailed comment helps me alot, you are absolutely right, i will completely change the way i develop if you are interested you can try one of my previous game which is the first game i made handcrafted fully no ai and shit in unreal engine. Sure it is also not a great game but it was kind of my full effort in making a rage type of game will be helpful if you can review it too as i am going to stop ai slop 2d and do what i know 3d games i am basically a unreal engine developer and i know somewhat 3d modelling so i am planning on doing a truck driving concept game in a low poly style for pc kind of like spintires but unique low poly style and different mechanics.