I think i've come a long way as a pixel artist but it's not the thing that I feel i'm best at. When I make a sequel it's important to me that nothing just get copied over. It feels cheap to do so. Even the most mundane graphics get some kind of changes to make sure that's never the case. I'm mostly working within a very small pixel framework, so it can be hard to forcibly change what amounts to only a few pixels that create the illusion of a character or object.
Eleanor was pretty rough in Sanguine 1 and I had to brighten her up here to keep her from looking like a shadow. Look at the size of that boot! She looks much better for Sanguine 2 in her overall pose while Sanguine 3 expands her hair, bandana detail and shoulders.
Sometimes change isn't always for the better and if there's a sore thumb here, it's Sanguine 3's tree. I remember working on it and I just kept messing it up. I decided i'd come back to it later, and never did. In Sanguine 3, the tree is split between a layer beneath and on top of Eleanor so that some of the leaves render over her, making it feel like she's really in the tree instead of being behind the whole thing.
Affectionately called the Henchman in the assets. Sanguine's world is haunted at night by all kinds of things that go bump in the night, so I always figured the characters you find and feed on are criminals up to no good. Not very much changed from Sanguine 2 and 3, but his shoulder is a bit higher, the gun stock got an extra pixel and his hand was changed in addition to the recolor. His pants are the same... do they need to be different?
The Mudman! He's a bit wider from Sanguine 2 to 3, with different hands and feet. The big change is that, instead of causing damage to Eleanor, the Mudman grabs a hold of her, instead. As the first enemy you encounter and have to figure out your axe swing against, I thought it was fitting that the creature cause no real damage and just hold the player for a short time as an annoyance rather than possibly kill a new player.
Sanguine 2 and 3 use different screen sizes. Sanguine 3 has some animated stars that flicker and aren't visible here. I think I did a much better job at creating depth and added a detailed mountain range in the background.
I think I called him the Regenerator in Sanguine 2, but in Sanguine 3 he's called Dr. Sharkface and he's a boss encounter. In Sanguine 2 he just moves left and right across the screen, reversing when he hits a wall. But in Sanguine 3 he stops and shoots slime skulls at the player, all the while the slime rises up to eventually flood the room. His tale lags behind him when he switches directions, so a player can duck under him and not get pinched against the wall. Slime can be an advantage as it acts as hitpoints, but manually damaging yourself on him may be needed because if too much slime builds up you explode.
There are of course many new examples of artwork in Sanguine 3. But these examples are familiar things that appear across the series and I just wanted to prove that, while not everything is significantly different, nothing is being cut and pasted over.