Here are some things that I think instantly make your game better, and it shows to anyone considering your game:
>Effort put into the assets
In other words, try not to have your game have shitty repetitive music, grating sound effects, pixelshit graphics, mobileshit graphics, or rip your graphics from elsewhere (unoriginal graphics, Unity store shit). The game should try to be unique and stand on its own.
>Don't use over-extravagant animations for everything
By this I mean don't do shit that looks like it would be in an old licensed Barbie game, a mobile game, or some other shovelware. Really, you can look at a lot of trash games for examples of what NOT to do, and this seems to be a common one. It's a dead giveaway that you're playing literal shovelware.
>A nice, consistent art style and theme
Whether it's cartoony, anime, abstract, realistic, or whatever, there shouldn't be anything that looks out of place unless it is expressly meant to be out of place. Also goes back to original graphics.
>Attention to contrast/color theory
For example, in a platformer, the foreground should be distinct from the background. A player should be able to take a quick glance at the screen and tell what can be interacted with and what can't, and in what ways. Thought should be put into how the game looks in screenshots; what is the general tone of the game, or the particular level, scene, etc? How easy is it to see or miss things during play?
>Special attention paid to controls
How the game feels is really important to if the game is fun or not. If the controls are awful, you might have a game that is only fun at specific moments in the game and shit everywhere else, like certain 3d Sonic games. Key configuration/gamepad binding built in is good too, particularly if it works with whatever you throw at it.
>Bugs have been removed and the game is stable
Some bugs are okay if they are fun and don't break the game, but everything else must be fixed. If you can find a bug almost immediately when playing blind, then you just know the gPost too long. Click here to view the full text.