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/agdg/ - Amateur Game Development General

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File (hide): 1471083187198.png (350.4 KB, 1015x738, 1015:738, Title.png) (h) (u)

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6c40f6 (4) No.27569>>27570 [Watch Thread][Show All Posts]

I did something!

After too long me and my friends created this small piece of fun. Download it and give it a try.

Any piece of advice and/or insight is welcome.

https://moldiar.itch.io/god-help-us

d39913 (3) No.27570>>27572

>>27569 (OP)

you're going to have to do a better job of selling your game than that. even if it's free, a single screenshot with shoddy art and no description isn't worth the time.


6c40f6 (4) No.27572>>27579 >>27581

>>27570

Ok. So what should i do? Should i record a short gameplay? The description is on the site and the game is free. What else an i do for the game to be seen and criticized?


2b8879 (1) No.27579>>27580

File (hide): 1471151386485.webm (7.99 MB, 1024x768, 4:3, god help us.webm) (h) (u) [play once] [loop]

>>27572

The description might be on the site, but your goal is to get people to bother to go from THIS site to YOUR site. If you don't have any information for them to go on, they'll be less likely to click away from shitposting here to go play your game.

A short description of the game is always a good start. For instance, I can't tell jack shit about what kind of game this is by either the picture or your post. My best guess, by the existence of a wave counter, is that it's a twin-stick shooter? But there's no way for me to know. Since there's no way for me to know, and it could be any one of several genres that I find either boring or abhorrent, you have to ask yourself why I would bother to go and check it out? A gameplay video would be great for the exact same reasons.

Remember, your actual goal here is to get people interested enough just to visit your site. Once you've got them there, they're almost guaranteed to download the game, even if out of nothing but morbid curiosity: the problem is getting them at all interested enough to visit in the first place.

I downloaded it and tried it out. It's not a twin-stick shooter, it's a point and click minus the clicking. It's a pretty good first game, I'd say. Two minor issues: the title reads "VoidGate" despite the name of the game being God Help Us, and the How to Play screen text continues to behind the back button. Like I said, minor issues.

Two major issues I have with the actual gameplay, though. First and foremost, enemies don't seem to react if you go over them too quickly with the wisp. You can see it a few times in the video. If that's intentional it's fine, but you should probably state somewhere in the How to Play text that you can't just zoom over everything. Second, and worse, is that...you can't get an upgrade unless you die? That seems like it's punishing players who do well. I'd heavily recommend finding a different way to handle upgrades.


6c40f6 (4) No.27580

>>27579

That was really nice to see how pro you handled some of the projectiles. Dodging on a very high level. I already reviewed all the issues you pointed out and repaired the bugs. Will soon upload a new version.

The fact that only after death you can get a skill is a design choice. It looks like this that if you are pro enough to make it through the game without losing a continue then you won't need a skill. If you screw up you get to choose if you want to use a skill or rather continue without one. Skills are for the weak.

Thanks for the review. Have a nice internet today.


d39913 (3) No.27581>>27582

>>27572

I'm actually unclear on whether you're trying to find play testers for development or if this is a finished product and you're advertising and getting feedback. you probably need to work on both and a good place to start might be figuring out what the core of your game is, what makes it fun, and communicating that as quickly as possible.

as for the gameplay, it looks like you're trying to make a bullet hell but the mechanics don't that any justice. I played around with different strategies but I ended up just drawing circles on the screen and hovering over enemies when I saw an opportunity. it doesn't help that up to the third enemy type there isn't much variance in how you deal with them.

there are also a number of other miscellaneous issues like I had no idea what any of the pickups did and I kept going around the spider webs even though they didn't do anything.


6c40f6 (4) No.27582>>27583

>>27581

Actually you are providing all the feedback I need. And I am very grateful for that.

Just to clear your initial doubt: This is a mostly finished thing but I wanted to get some insight on how I should approach about advertising this game. And yes, I need to work on both.

As for the mechanics, I played around with some loose concepts that did not make it into the game (yet) due to some time issues (to be fair we took to much time to finish this). The spider webs should slow the player. I will look into this and make adjustments.


d39913 (3) No.27583

>>27582

if this is your first round of feedback, you should have been play testing as soon as you had a prototype. even professional games almost never look like their initial design. if you want quality feedback then you'll learn the most from people in real life; family, friends, better yet, friends of friends. sit them down in from of the game, don't let them ask questions and don't butt in, record their reactions if they'll let you.

advertising the game for sale and just getting feedback from online are two different leagues. if you're selling I'd be going all out with emailing reporters and critics with copies and blasting any relavent forum I could think of. otherwise building a relationship with the varous dev boards should be enough, people willing to spend their time critiquing a amatuer game are in a different field than those just looking for a game to play.




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