I'm a game designer from luxemburg and I like to do crazy stuff.
looks visually very nice but not sure about the gameplay yet
did you try adding more velocity , maybe have some pinball influences at points ?
If you want users to unblock, show them how its done in your ad window, instead of only asking them
some of the effects with soft glows etc and the coins do not fit the style of the rest of the art
The healing wells are not as obvious what they do
At some point i didnt know if i was actually progressing the right way
and felt discouraged to progress
Interface on monitor should be curved, feels odd
Sometimes it was impossible to jump to the left, also jumping feels delayed and not direct
What i liked were the sounds and the hit effects, the art in general is fine, but environments would need some extra details to look not too repetitive. the swarms of flying monsters were cool at first sight, but you used them too often and without adding something afterwards, the story with the hand and all is cool too. Keep it up guys !
here some feedback, i hope you can do something with it
- things happen way too slowly, introduction of enemy types, getting a second weapon , seeing the "shop" - the player is no baby, the first 15 minutes are your most important to make the player stick, show something cool
- the level feels like a drag as a cause. Why am i doing this again ?
For money ? What can i do with the money ? I dont know yet. Money feels 100% worthless until you know what you can do with it. Even if you know, if things you can buy are not exiting, players wont be happy to get money. If you name it "greedy guns"
money needs to feel amazing. Also dont spam coins so hard, less means its more valuable.
Make levels shorter or add more undisruptive text from hand
- challenge, you need way more enemies in there, its way too easy and it feels boring as a cause. So what if the player dies, he can respawn, make it hard. Challenge gives a aesthetic, meaning player will feel something while playing. Put way more and more varied enemies from the very start on
- weapons, if you make a shooter, that gun you start with should do something special, make it bounce from a wall or anything, its very unspecial, it feels good due to the sounds and vfx , same for the rapid firing one, but the effect and gameplay is bland. if you have 15+ guns, those were ok, else make them more special somehow. Also the rapid firing one is a plain upgrade, why would i still use the first ? make both worthwhile
I tried the demo and i could not dodge at the start, no matter which buttons i pressed
looks good but have another look at the color palette it dosnt look harmonic, also the star and planet background have a totally different style
new menu looks nice, did you do that by yourself ? a little color wouldnt hurt tho its a bit bland all in all
hard to see on your pics what is going on
add a camera shake on shooting so it will feel better
That looks pretty sweet
The cards look nice and fancy, but try getting another layer style for the numbers, it looks too much like heartstone because of that
Come on, its a sidescrolling shooter, there were thousands before broforce
looks pretty cool, you could reduce a little clutter tho on your screens
Also you gotta work on the core gameplay, the customization and everything all looks nice, but in the end youre just shooting a with your gun on a cooldown on others without an objective. There is a lot of depth missing that ultimately makes the difference
One advice from a fellow designer
DO NOT give out all parts for premium instantly
(do you buy 6 parts for the price or all of them? That changes it of course)
If you give out all the things, people quickly lose interest
progression is what keeps the player motivated, give it all and theyre bored
If you d ask the player what he would want, then he will say "I want all the parts" but thats not whats the best for him and not what he really wants.
People want the the game simply free but not free to play. People tend to forget that making free to play work is a huge effort and comes with a lot of burdens.
looks pretty cool
The main menu UI is really sweet, but the bottom one ingame is using too many colors, looks a little messy
That looks like an interesting concept
Maybe check your link first ? theres not a single result ... fail
Looking nice so far!
How did you make the screens go into that lightbox mode when clicked ? Is that custom or can you do that with normal indiedb tools ?
What exactly will be innovative about this game ?
It looks very blocky from first person, the whole model seems too wide, but that can be scaled easily
Hey guys, when can we expect a video update ? its been some time now
Just please get another logo , thats inhuman : P Nice screens
From dev to dev, your video dosnt really impress me. There are pretty good environment graphics, but for the rest ? Enemies look like the same type with different skins. If theyre different, show it in your video. They all just run towards you and die. Weapons feel very similar, and not enough hit feedback. Get hitmarkers atleast & proper camera shake, (score numbers?) theres no way around that in 2013.
Also your video dosnt show any ingame/outgame progression. If you have upgrades and a proper metagame, show it. It looks like you can just join a match and shoot random robots. Put a better video out, and work a bit on the feedback part.
If that cheers you up, IndieGoGo has really low chances of approval, well anything but kickstarter is really low on views.
Its more or less Kickstart or nothing from what i researched.