watching old cartoons in HD is so wild, you can see the roughness of the line art, the slight shadow a character's animation cell casts on the background, the imperfect color mixing in the paint
it's weird what you lose trying to continue this style in digital without quite understanding the subtle bits that make it work. Everything has the same super thin line weight (except the weird corn??) so depth has to be achieved by painting (really bad looking) BG shadows
random similar scene from old simpsons, notice the level of detail diminishes as thinegs get smaller because somebody had to draw it all without the ability to zoom in. Character line weight is drawn thicker and they also pop a bit from that cell shadow
I've made some mockups of some common menu issues I see in indie games (even high-profile indies and AAA sometimes) that could be pretty easily fixed with a better understanding of the problem
I get a bit heated about this stuff because there are some really amazing games that run into these issues, and although my eyes aren't that bad, they're not getting any better with age. Plus, good accessibility is better for everyone all around
Sometimes I see mixed button styles in a menu, which isn't necessarily bad and can add some flavor, but the focused state isn't distinguished enough to be immediately recognizable. The player has to flip between their options to figure out which one they're about to choose