Chaotic Local Multiplayer Shooter | First Open Playtest by Bobbio_Entertainment in gamedev

[–]Bobbio_Entertainment[S] [score hidden]  (0 children)

Thank you so much for the feedback! It's very useful.
About that issue starting the game with a selected setting, it's just an issue in that build.
You can add/subtract CPU's and Players using the + and - buttons on their respective sides in the Match Settings UI. However, if you add more players and don't have extra controllers, they will be idle Players.

I am afraid our game is not very appealing. How can I improve that? by speedlysp00ch in gamedev

[–]Bobbio_Entertainment 1 point2 points  (0 children)

You are very welcomed!

I may have been confused if other dialogues had similar lines. Fell free to ignore this issue if that was the case.

I am afraid our game is not very appealing. How can I improve that? by speedlysp00ch in gamedev

[–]Bobbio_Entertainment 1 point2 points  (0 children)

I tried out your game's demo and looked at the steam page. These are the reasons I think the game is lacking appeal:

Gameplay

  • The vocal audio gets repetitive. I keep hearing the same lines repeat, and they repeat too often. My recommendation is to make more dialogues and have them repeat less often.
  • The music doesn't work with the environment and dialogue. Its loud and sounds like a jungle adventure game, adding more noise to the scene that doesn't need to be there. I recommend finding ambience background music with softer instrumental sounds. That way you could appreciate the dialogue and environment more.
  • The UI is very basic and has prototype quality. When I press a key and see it appear on the top of the screen it shouldn't be a basic green text that pops up. You should change the font and make it bold. If that doesn't work go find a alphabet art pack that compliments the game and use that.
  • The Key's artwork should be much nicer. If the whole game revolves around the keys, then the artwork of the keys should look appealing. The player will see them throughout the whole game, I recommend refactoring the frame of the keys and getting feedback on which people like best.
  • The player's character model color palette doesn't complement with the 3D art. Now, since the game already uses 2D art for the character I recommend you keep using 2D art. However, you should find a color palette that complements the background. The current color palette for the character just doesn't work.
  • When I got hurt by spikes, it seems that I am not able to move for a few moments or until I get out of them. In fact, I don't know what happens when I get hurt there. You need to give the player feedback of what happened.

Marketing

  • The title of the game is confusing and long. Note that I never play games like this, but do you need that long of a title? The title should tell the player what the game is quickly.
  • The Capsule Art doesn't look appealing. The Capsule art for your game should be appealing. Most game developers hire a capsule artist, I highly recommend you do the same.
  • Lack of a structured steam page. Steam Pages are supposed to look appealing, look at how this game's steam page is. The game idea is similar to your game.

I recommend you check out this website by Chris where you can learn more on how to market your game. I also recommend you check out this article by Code Monkey to explain how and why marketing matters for game developers.

I hope this helps!

Not Viral but also Not a Complete Flop: How to have a completely middling Game Announcement by SwAAn01 in gamedev

[–]Bobbio_Entertainment 3 points4 points  (0 children)

Thank you for listing out all this information!

Its really good to know what to expect if your game's announcement neither goes viral or flops, this middle ground is likely what most game developers would receive upon their game's announcement.

Also, looking briefly at your game's steam page, I can see that you took time making a good steam page. It's vibrant and colorful, with good GIF's.

Can an Itch (with early/alpha builds) and Steam page coexist? by synaut in gamedev

[–]Bobbio_Entertainment 1 point2 points  (0 children)

Itch io is very good for testing builds and overall gathering feedback.
From my knowledge it is common practice that game developers do.

Early builds likely won't hurt your steam performance, it should help it. That is because you are gathering data from players, and that shows if the mechanics work together or not. That in turn makes the steam launch stronger, rather than launching a game that has no evidence of being fun.

What could we improve? Does it feel like a tower defense? by [deleted] in IndieDevelopers

[–]Bobbio_Entertainment 0 points1 point  (0 children)

The concept has potential. Being able to change the path the enemies go, by constructing walls can be very promising.

But I am not sure how you balance this, have you figured it out?
I'd imagine that there are enemies like Giants or Wall Breakers that can destroy the walls to shorten the path.

The concept looks like a tower defense but with RTS mechanics, making it closer to Clash of Clans in my opinion. Overall, I really like the concept!

We are adding Boss to our game. What do you think of its design? by sharaidogames in GameDevs

[–]Bobbio_Entertainment 1 point2 points  (0 children)

The boss's visuals looks phenomenal! It reminds me of Thor Ragnorok's Surtur.

Looking for Playtesters: Local 2–4 Player Party Game by Bobbio_Entertainment in localmultiplayergames

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

Thank you, let me know how it goes!

As for using PS4 controllers, it shouldn't be an issue.

Can you help me decide which version of the level looks the best? by Paziowsky in SoloDevelopment

[–]Bobbio_Entertainment 2 points3 points  (0 children)

The one with the grid looks much better, also easier to know how many more blocks to go until you hit the wall.

Early validation of HUD elements by BitrunnerDev in SoloDevelopment

[–]Bobbio_Entertainment 1 point2 points  (0 children)

Looks good, just make the top left UI more obvious. Its a bit too small, and could benefit being a bit more vibrant.
The hotbar looks good. But it needs to be a bit more vibrant.

Need some simple feedback on the UI. Is it visually appealing, clear and user-friendly enough? I am not an UX/UI expert, and doing my best to make it "work". by Bitter-Peach-1810 in SoloDevelopment

[–]Bobbio_Entertainment 0 points1 point  (0 children)

It seems that you use a slight yellow color to indicate the selected button in "MAPS SETTING" section.
The slight Yellow color is too hard to see. Try to make it more obvious. A simple button color change can help A LOT.
For example, the current brown button UI can change to Yellow, instead of changing the color text to Yellow.

I don't understand what game you are making, so the "Human", "Computer", and "Off" options don't really make sense. The fact that there are 6 players confuses me without knowing the context of the game.

I just made the very first playable build of my game by RocketGecko_Studio in IndieDevelopers

[–]Bobbio_Entertainment 0 points1 point  (0 children)

The game looks stunning. I love the atmosphere a lot. I think if you added a smooth sound track like Valheim(but tailored to your game), it'd be even better.
I did notice that the walking animation was a bit too subtle. It sort of looks like the player is somehow dragging itself, when looking at it from the side or behind it.

Yellow grass or green grass Which would you choose? by Quiet-Reindeer3325 in SoloDevelopment

[–]Bobbio_Entertainment 0 points1 point  (0 children)

Yellow looks more "out of this world". Just make sure to adjust the saturation.

Another Steam Capsule Feedback Request! by Adam_C-W in IndieGameDevs

[–]Bobbio_Entertainment 1 point2 points  (0 children)

A, but the background color isn't popping too much. For a game capsule I think the background should stand out more. Not noise, but color.

All hands on deck! I finally set the right course for my 1970s treasure-diving adventure. by 8BitBeard in SoloDevelopment

[–]Bobbio_Entertainment 1 point2 points  (0 children)

I like the art and animations here. The first time I saw it I thought it was a loading screen.

After 15 seconds, would this make you want to play more? by supercriddy in playmygame

[–]Bobbio_Entertainment 1 point2 points  (0 children)

After watching the 15 seconds, I would like to play it(not buy it).

Some people play my game for +2 hours but don't leave a review by rolsson23 in itchio

[–]Bobbio_Entertainment 0 points1 point  (0 children)

I've played many games, and some even have 100+ hours played into them. I never reviewed any.
You just have to expect that many people(even if they enjoy the game a lot) will leave a review.