After playing the demo I have to say i am not convinced.
I am a shooter guy and the game didnt catch me in the first 5 minutes at all.
Maybe there are new mechanics coming along the way aside of new maps and enemies but you need motivating core systems. Where are the varied weapons ? Items, powerups, skills, special interactions, events, quests, combos, side objectives etc that usually bring replay value and motivation in similarly genred games ? Where is the mastery and skill progression ? What can I learn to become better ? Where are the mechanics that have depth and are worth learning ? Outgame and ingame character progression ? The sense of wonder from discovering and obtaining new things ? Just shooting and melee attacking zombies is way too bare bone and you need to step up big time on that. It dosnt need half of these things I listed, but something that adds refreshing new dynamics and alters playstyles each time you play. I do not write this to flame but to help. Now that you have the content, think about what you can do to your systems to make it worthy of replaying and I would suggest adding a subtitle to the game name when you and players are satisfied with the result.
you should change your logo, this is the font of Gears of War, which is not only a terribly overused and tasteless font but also likely not well recieved by epic games if you have this on a commercial product. Alteast change some of the remarkable letters like the G
what exactly is the parallax going on there ?
Also the big cubes as particle effect dosnt look like it fits the general aesthetic , very cool else
I heard you are in berlin ?
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
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.
After playing the demo I have to say i am not convinced.
I am a shooter guy and the game didnt catch me in the first 5 minutes at all.
Maybe there are new mechanics coming along the way aside of new maps and enemies but you need motivating core systems. Where are the varied weapons ? Items, powerups, skills, special interactions, events, quests, combos, side objectives etc that usually bring replay value and motivation in similarly genred games ? Where is the mastery and skill progression ? What can I learn to become better ? Where are the mechanics that have depth and are worth learning ? Outgame and ingame character progression ? The sense of wonder from discovering and obtaining new things ? Just shooting and melee attacking zombies is way too bare bone and you need to step up big time on that. It dosnt need half of these things I listed, but something that adds refreshing new dynamics and alters playstyles each time you play. I do not write this to flame but to help. Now that you have the content, think about what you can do to your systems to make it worthy of replaying and I would suggest adding a subtitle to the game name when you and players are satisfied with the result.
Greenlit, yeah!
Looks good, only the UI and the fonts could have an overhaul
that looks very surprisingly polished, it feels like its a fully working game without quirks or bugs left, very nice
the UI looks nice
you should change your logo, this is the font of Gears of War, which is not only a terribly overused and tasteless font but also likely not well recieved by epic games if you have this on a commercial product. Alteast change some of the remarkable letters like the G
beautiful
what exactly is the parallax going on there ?
Also the big cubes as particle effect dosnt look like it fits the general aesthetic , very cool else
I heard you are in berlin ?
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
looks nice
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
good stuff
That looks like an interesting concept
Maybe check your link first ? theres not a single result ... fail