rev10_h26 that start with hiding and them with shields made sense, but then shooting the large plants didn't.
However:
I want the 16 seconds+ of running in the video (of my life) back, in the 1st video.
Ps5? wow, the music was fire, if people like this then congrats make more.
I am monumentally lazy like most to look into any information as to how many people it took to make this, so if you would but provide that information for everyone, i think you will get more traction on this thread.
That is all i got, hope it was enough, i probably won't be back to thread but keep on keeping on, thanks for putting yourself and your work out there for people to Comment on. Have a good one.
Congrats so far, it's a lot of work to bring whole game together.
I like the atmospheres you've created. Even if the modeling isn't up to date with AAA (it never will be for a solo developer) I think it's good enough to be convincing and create some atmosphere. Of course there are a million little things that can be improved but you have to finish the thing at some point and then bring all lessons learned into the next project.
I think trailers and perhaps gameplay might be improved a lot though if you adjust camera such that our view it not obscured so much by the player model. What you have feels immersive but I think it goes too far in that it begins to feel claustrophobic and difficult to see whats happening ahead of us.
For the trailers I'd consider chopping them down to be more short and punchy. The most attractive thing to me is the mysteriousness of your environments and some of those tall enemies with the shield look pretty badass when they emerge from the smoke.
Sometimes it is better to say just enough to pique interest, but not say too much that you spoil the surprise. Kind of like trying to seduce a cat. If you just pet it once and then go sit down away from it, in a minute it will come over wanting more pets. But if you pet it a lot without its consent, it's gonna bite you.
So with that in mind I might just try to tease a bit with the trailers rather than show and explain the whole game. I think that might work towards bringing in more sales. Show just enough to let people imagine and dream but don't try to explain analytically what is under the hood so to speak.
I think as solo-developers we tend to focus too much on our own efforts in the thing and not enough on the players experience. Like all of the gameplay features you've coded is a big deal to you because its hundreds or thousands of hours of work, but to the player it's nothing special. They've seen it all a bazillion times. So rather than say stuff like, "multiple enemy types, ten weapons, etc" I think maybe just tease a bit of story or general experiences like, "A powerful weapon has fallen into enemy hands...." "...Alpha squad will travel to the ends of the universe to find it..." some sort of little stingers like, "gaaah! my oxygen is running low!" "die you cyborg scum!" etc.
Just painting a picture of some sort of experience rather than describe game analytically.
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