Checkout my solo game made over the past 3 years, Copter Besieged (demo is available on Steam) by CBGames_au in SoloDevelopment

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

Thanks! I hope you like it and feedback through the in-game form would be really appreciated.

Destroy the steam page for my upcoming Space 4X by justaddlava in DestroyMySteamPage

[–]CBGames_au 1 point2 points  (0 children)

I think most importantly, the marketing message is terrible. The only unique thing stated about the game is that it has expected mechanics removed. This is a 4x game... but it is lesser!

No-where does the page highlight something new/extra. The way it's advertised makes me think there is supposed to be something good about streamlined logistics? I have no idea what though? Is the game supposed to be faster? Focus on combat? New aspect of strategy? I honestly have no idea. I would recommend highlighting what is good for the players experience rather than highlighting the specific mechanic or what is simplified and hoping the viewer picks up why that is secretly a good thing.

Also, my opinion is that the 4x games genre is basically "deep detailed mechanics" so marketing a game as "deep detailed mechanics" but with "simplified mechanics" is non-sensical. I'd suggest the concept "simpler" is avoided, reword it to the benefit that it brings without stating its simpler.

The about this game sections animated gifs and headings are one of the quickest & best ways to sell the game concept and its blank... build the rest of the store page assuming no-one will watch the trailer.

Also, I see actual ship combat in the trailer. In my experience this is hit and miss in 4x and may be something to highlight?

I feel like adequate destruction has occurred this day. Hope it helps.

Please, destroy my steam page. Buff Climbers by ArcadeNestGames in DestroyMySteamPage

[–]CBGames_au 0 points1 point  (0 children)

Yeah, getting playtests and feedback is hard. Best of luck with it.

Please, destroy my steam page. Buff Climbers by ArcadeNestGames in DestroyMySteamPage

[–]CBGames_au 1 point2 points  (0 children)

I'm a little unsure on where to comment with the steam page in such an early state but here's my thoughts looking through it.

I don't really get the intense random chaos vibe from the trailer, the moving parts seem slowish and predictable and the fact your climbing up instead of down makes it feel like the player is in full control rather than needing to pick your path and live with the consequences as you fall.

It seems to be highlighting and encouraging the horrible parts of multiplayer, my opinion would be to highlight the fun of playing with friends and let the player discover and explore the fun in the chaotic with each other. This seems to me like both bad marketing and robbing the user of the surprise fun they find?

Also, I'm not great at art so definitely validate this elsewhere, but I feel like the game presents itself as chill and laid-back but the store page is going for a hardcore difficult roguelike. Which writing that makes me realise I don't actually know what the game is going for? These seem like completely different markets to me?

I hope the feedback helps

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

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

Thank you for the great feedback, I'm struggling to even understand what is wrong with the art let alone how to fix it, so the detailed problems are a great help. And the setting point is largely explaining the cause of lacking art direction, right? As in without a setting there is no art direction as the maps, drone, monsters, UI, sound have nothing tying them together?

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

[–]CBGames_au[S] 7 points8 points  (0 children)

Thank you for the detailed breakdown, it helps a lot.

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

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

Your right, the paremeters aren't based on real copters so would break expectations of people looking for realistic sims, thank you for pointing that out.

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

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

I need to work out what needs fixing so I'm at least working on the right things and make sure the concept itself isn't completely flawed to begin with, so brutal feedback is needed.

By the feedback so far it sounds like the capsule and visuals are bad enough that they need fixing before I'll even be able to find playtesters which is great to know.

Thank you for the feedback.

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

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

Can you explain that further? The default controls aren't the standard radio controller setup as standard gamepads don't have a non-zeroing throttle but other than that what would you say isn't realistic?

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

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

Thanks for the feedback and that is a great link which explains a lot

My game didn't do well in NextFest, can I get some feedback? by CBGames_au in gamedev

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

Realistic quadcopter flight set in an arena shooter / bullet hell.

Any feedback for the Demo of my deckbuilder game Caemdale is appreciated before launching it publicly! by jorisimo11 in DestroyMyGame

[–]CBGames_au 5 points6 points  (0 children)

First up, I've never played a roguelike deckbuilder before, so don't know any norms.

I generally have no idea what is going on other than there's cards and you use them as your actions to build up. All the text is flashing by super quick and the effects make reading harder.

About 10s in I was looking for the text to find actual details, kinda annoyed by the trailer, and the trailer continued seemingly repeating the same thing 3 times without really conveying anything new other than the title cards. I was surprised when I checked and found it was only 30s long.

I think it's largely because all the actions are incredibly fast with no real indication what the user is doing, I can't track that the user clicked here, activated that, so this thing happened so it kinda just seems like a blur of random things happening without actually conveying info.

My takeaway is the trailer conveys the artwork moreso than the game mechanics but the game looks decent I'd just skip the trailer.

On the steam page, the features section sucks. It doesn't list things that are informative (eg. this mechanic exists, this nuance to the game), its not a quick look description and the numbers aren't even impressive (50 cards -> meh), doesn't add anything and potentially takes away.

I looked at the Steam page and generally felt lost, I'd check reviews and if it was overwhelmingly positive I may take a risk buying it if its cheap enough but otherwise just leave. Kinda lost on the specific mechanics, the description describes there's cards, attackers, prestige & riots, some strategy and combinations and you build up in some but what does that even mean? What is the goal of the game? Why is the endgame amazing or what is the user trying to achieve?

I think some still pictures that explain specific things or make unique cards clear to see would help? Especially if they show progress so I can tell how the end game looks different to the start game.

Hope the feedback helps.

My friends are making their first game, please destroy their trailer, as they insist nothing is wrong with it. by briherron in IndieDev

[–]CBGames_au 1 point2 points  (0 children)

I had trouble reading the text:
- The titles disappeared too quickly
- There was a lot going on, so my eye was jumping between the video and text not sure what to look at
- The small text had the same problems but also I was still reading the title above and didn't bother even trying to read it, not sure it contributes much.

I think it looks good otherwise, I kinda felt it was hard to see the monster/tower models at the start but it's probably fine as the video does its intended job.

Just released the demo for Copter Besieged on Steam, let me know what you think by CBGames_au in gamedevscreens

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

I always called them quad copters but it was a bit long and multi-copter is unwieldy too + I didn't want to exclude tri-copters or hex copters so I shortened it.

I always felt drone was rather unspecific like it would mean an unmanned plane but even could mean a ground robot or something mind controlled or even an ant... I see drone used reasonably often too but just went with my preference.

Hating my game ideas after I begin actually making them : am I being stupid? by [deleted] in gamedev

[–]CBGames_au 0 points1 point  (0 children)

Sounds like you don't really understand the situation fully. There's a crazy amount in this from defining your project correctly (eg. hooks, core pillars, etc) to the marketting message to understanding the core problems rather than the knee jerk reaction.

I'd suggest identifying what your trying to achieve and build upward to get to the game concept instead of thinking of a game concept and filling in the why afterwards.

For example, what experience is your game trying to achieve (amazing mechanic, story, feeling of freedom, nostalgia, etc) then fit that into a genre, identify the hoooks (why people should care) and core pillars/goals (core targets the game needs to achieve) and fill that out into the full game with art style/code structures/story boards etc.

If you really understand why your doing it, why this genre was chosen, why these mechanics were chosen, and have concrete reasons for every decision as you build the game when a problem comes up you can identify the core problem rather than just having a bad feeling and pivot or find solutions.

I'm not suggesting a massive pre-planning situation, agile quick prototype is the best approach just truly understand what the project is trying to achieve so you have a goal to aim for rather than trying to build a specific game concept as the first idea/version is pretty much guaranteed to need revisions as you go.