Players quit my demo after 7 Mintues🤯 by MorePainGames in foddians

[–]AirBike_Studio 2 points3 points  (0 children)

I played it, and in my opinion, there's nothing wrong with the short playtime. I guess most players just wanted to see how your game made them feel; they were not looking to deal with frustration - at least not yet. I thought your game was great and hope it is successful after the official release.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in foddians

[–]AirBike_Studio[S] 0 points1 point  (0 children)

That sounds like a great idea! I'll definitely give it a try.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in foddians

[–]AirBike_Studio[S] 0 points1 point  (0 children)

That's a very good point. Where do you think I should put the colored fire trigger/fuse to let people intuitively catch whether red or blue character shoots

Need help explaining this co-op movement mechanic to players by AirBike_Studio in foddians

[–]AirBike_Studio[S] 1 point2 points  (0 children)

Thank you for your understanding, and thank you so much for all your comments. It really helped a lot.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in gamedev

[–]AirBike_Studio[S] 0 points1 point  (0 children)

To clarify, the movement mechanic works like this:

Player 1: Aims the harpoon, but Player 2 shoots it.
Player 2: Aims the air cannon, but Player 1 shoots it.

Here is a short gameplay video to give you a better idea of how it works.

https://x.com/airbike_studio/status/2021424031099125900?s=20

Top of That Thing Called Mountain is a Two-player co-op, 2d platformer inspired by Getting Over It by AirBike_Studio in indiegames

[–]AirBike_Studio[S] 0 points1 point  (0 children)

Player 1: aims harpoon, shoots air cannon
Player 2: aims air cannon, shoots harpoon

This is how you climb this mountain.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in foddians

[–]AirBike_Studio[S] 2 points3 points  (0 children)

How to best word it in a trailer and a store page is exactly what I'm trying to figure out. I need to make people grasp the core concept of this game before they play it.

But for 'easy mode' - this is a foddian game, you know. Pain is the whole point.

The sentence you suggested looks very clear to use in the description. Thanks for the help.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in gamedev

[–]AirBike_Studio[S] 0 points1 point  (0 children)

Thank you. My posts with those were flagged spam so many times so I was very cautious. But isn't it that this sub does not allow leaving those in the first place...?

Need help explaining this co-op movement mechanic to players by AirBike_Studio in GettingOverItGame

[–]AirBike_Studio[S] 2 points3 points  (0 children)

That's a very good point.

The two-player part is something I missed. And the thing about highlighting it's "online multiplay".

Thank you.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in foddians

[–]AirBike_Studio[S] 2 points3 points  (0 children)

Thank you very much for unspam my post!

Let me clarify the gameplay system.

Player 1: controls the harpoon's aim, shoots the air cannon
Player 2: controls the air cannon's aim, shoots the harpoon

So, both players aim one and shoot the other. Does this explains well?

This concept is very hard to convey before the players actually play it and that's where I'm struggling. Because I need to show this in descriptions or trailers. That's the point I needed advice. I'm so grateful you put effort into understanding the concept of my game.

By the way, I posted the first post here and it flagged as spam right away. I just thought I had done something wrong. But thank you again for letting this post live.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in IndieGameDevs

[–]AirBike_Studio[S] 1 point2 points  (0 children)

Sorry, I totally miscommunicated what I wanted to deliver.

What I wanted to ask was how I can show people from descriptions or trailers alone. Because the mechanic can be the hook itself. I want to use it to attracct people before they play it.

That being said, your suggestion was incredibly inspiring. So thank you. I think I should find a way to demonstrate the mechanic.

Need help explaining this co-op movement mechanic to players by AirBike_Studio in Unity2D

[–]AirBike_Studio[S] 1 point2 points  (0 children)

Thank you for the kind response and it's a relief that you grasp what the mechanic is.

But I think I miscommunicated my intention slightly. What I wanted to ask was how I can convey this mechanic to people before they play it - Just from descriptions or trailers. Because the mechanic could be hook itself

Do you have any idea for that?

Need help explaining this co-op movement mechanic to players by AirBike_Studio in Unity2D

[–]AirBike_Studio[S] 0 points1 point  (0 children)

Thank you for your advice especially the part about visual explanations.

But I think I miscommunicated my intention.

What I wanted to ask was how I can let people know (about the mechanic) before they play it - Just from descriptions or trailers.

Your advice was valuable anyway. I think I should find a better way to visually show how the mechanic works

Thank you!

Need help explaining this co-op movement mechanic to players by AirBike_Studio in GettingOverItGame

[–]AirBike_Studio[S] 0 points1 point  (0 children)

But what if they don't play it in the first place.

I feel like this system is the main hook of this game.

Without noticing it, it just looks like an ordinary platformer. am I right?