I love the solid feel and deliberate pacing of the combat… reminds me a bit of Exanima / Sui Generis
And I have to respectfully voice the opposite opinion of Galeon:
IMHO, I love the gritty color scheme of the older shots: a real dungeon / castle can potentially be a bleak place, and not every game should look like Diablo Also note that a more muted color palette for the backgrounds works in your favor to contrast with the action (blood, weapon movement “streaks”, etc), and to highlight the red of the UI.
Just as an example, judicious use of color is leveraged to great effect in the Dark Souls series, which helps to highlight the UI and important elements in the world that should draw your eye such as bonfires and player messages:
Also, when varying the lighting, would it help to keep the lights matching what your eye expects from an emitter? In this shot the cooler light value comes from the windows, contrasting with the warmer glow of the torches, which looks great:
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But in this shot, there are cooler “fill” lights placed where there aren’t torches or other light sources, which looks overly artificial:
Would it make sense for these areas to simply be in shadow, or at least just dimly lit by the distant torches? Plus, foes emerging from the shadows would really sell the environment and keep the player on their toes
Just my 2 cents – looking forward to more!