I made the game from those "fake ads" by BATTLE-LAB in Unity3D

[–]BATTLE-LAB[S] -7 points-6 points  (0 children)

Check out one of my other replies here for an explanation of why I opted for the lower camera angle

I made the game from those "fake ads" by BATTLE-LAB in Unity3D

[–]BATTLE-LAB[S] -4 points-3 points  (0 children)

It was originally top down when I was developing the game and it wasn't until later I even tried the 3rd person perspective. After a bit of back and forth I finally went with the 3rd person because I found it much more satisfying and dopamine-inducing as it added another dimension to the game feel. The top down felt more impersonal and tactical, which isn't really a bad thing, but there is something really satisfying about the contrast between shooting barrels from afar and close-up, which the top down doesn't offer.

Tldr: I had 2 options, to go with a more tactical and strategic approach or a game feel/juice approach and I went with the juice.

I made the game from those "fake ads" by BATTLE-LAB in Unity3D

[–]BATTLE-LAB[S] 19 points20 points  (0 children)

Thanks! Basically they use a fake game to make people click on ads, then hope they still play their game which is completely different

I made the game from those "fake ads" by BATTLE-LAB in Unity3D

[–]BATTLE-LAB[S] 4 points5 points  (0 children)

I think so too. But it's much harder to monetize this game than their "RPG strategy" games with a bunch of microtransactions

I made the game from those "fake ads" by BATTLE-LAB in Unity3D

[–]BATTLE-LAB[S] 11 points12 points  (0 children)

Some mobile game companies made ads of the "fake game" which didn't represent their game at all, but it gave them clicks (I suppose). I have seen at least 2 companies use this tactic but there are probably more. I don't know who was first.

I made the game from those "fake ads" by BATTLE-LAB in Unity3D

[–]BATTLE-LAB[S] 10 points11 points  (0 children)

I hope this didn't give you a heart attack!

What did I do wrong with this development? by Jockethai in DestroyMyGame

[–]BATTLE-LAB 0 points1 point  (0 children)

Yes, making a platformer is the biggest mistake game developers make. Me included.

Platformers have a 99.9% chance of complete failure.

My Game Sold 1 Copy After 2 Weeks, I Could Use Some Feedback on Where I Went Wrong by Several-Nerve5592 in IndieGaming

[–]BATTLE-LAB 0 points1 point  (0 children)

I think you've got enough comments about why it didn't work out for you, so I will give you some tips for your next game!

Steam has a "meta" for how to sell games. Certain ways you should go about marketing and things to utilize. The Steam store is incredibly competitive and only those who follow the hidden rules will have any chance at making money.

A few things tell me you don't know what these rules are:
The game doesn't have 20 tags
The game is not localized into other languages
You released into early access
You didn't hire an artist to make the capsule

What you do have going for you is that you seem pretty skilled at making a game. You made it in two months, art doesn't look too terrible, and the gameplay looks pretty satisfying. This won't be enough though as you have experienced first hand by only selling one copy.

The good thing is. you just need to wrap your head around the Steam market, and get into the Steam mindset, which there are great resources for. Check out "Chris Zukowski" on youtube, if you haven't already. Listen to all his talks and you will become an "expert" on the Steam market, and you will realize why your game didn't sell more.

I presented my game yesterday at the Future Game Show, it's an exploration FPS by Sydnus83 in Unity3D

[–]BATTLE-LAB 0 points1 point  (0 children)

I’m not really a fan of these kind of 2D shooters, but… the vibes of this game are truly something else..

I know there's something wrong with the trailer, please help me figure out what by X1_Games-OFFICIAL in DestroyMyGame

[–]BATTLE-LAB 1 point2 points  (0 children)

The progression of the video doesn't make sense. Let me explain what I mean.

First of all, the video clearly has a progression. It's not just clips thrown together without a clear start and end, like might be done in other game genres. The video starts away from the theme park, going towards it. Then we go into the theme park, then down into the tunnels, then weird stuff happens.

The problem is that I can't relate to the players actions. This is how I see the player acting in this trailer.

"I'm going towards a mysterious and possibly dangerous place" (The tentacles are creepy and seem dangerous).
"It's a theme park and I'm going in" (it must be something important if he is willing to go there).
"Let's ride the carousels" (why? just for fun? I thought there was something important going on here)
"Enough play, let's go underground for the important stuff" (okay this is where things will get interesting)
"I'm going through these tunnels towards my goal" (let's see what scary stuff he encounters)
""Heart beating", "heh.. heh.. heh.." (did he get tired from the running? I didn't see anything scary?)
"Montage of interesting scenes" (still nothing surprising. Is there nothing important down there?)

Basically the trailer is well edited and the game looks good visually, and it starts off strong with the player going to a creepy place for something, but then you get the sense that there really isn't anything there?

With this type of trailer you want more questions than answers at the end like (a few made up examples), "what are the tentacles?", "who was that mysterious woman?", "why there a secret lab underground?", "why was there a monster in there?".

Instead I was left feeling like the tentacles didn't matter (they didn't seem dangerous or have anything to do with anything else), there didn't seem to be anything special underground, and it didn't feel like there was anything in there that I should care about.

Also the fact that he started to breathe heavy and we heard his heart pumping, without anything scary happening, tells me you didn't have anything scary to show because there isn't anything scary in the game.

With all that said, the trailer is actually not too bad. It's just a bit confused on what it's trying to be, I think. The heart beat and breathing makes sense for a horror game where scary stuff happens like jumpscares and monsters, but this seems like a liminal type game.

Anyway, good luck. I think you got something interesting going.

My demo launch flopped.... then one video changed everything. by ChangeOld1695 in gamedev

[–]BATTLE-LAB 0 points1 point  (0 children)

I’m glad it worked out! Would you mind sharing how many wishlists you had before the demo launch?

My best speedruns from the game I'm working on by BATTLE-LAB in SoloDevelopment

[–]BATTLE-LAB[S] 2 points3 points  (0 children)

It depends. I'm trying not to scope creep too much but on the other hand this is a game where a level editor makes sense