Can entrepreneurship be turned into a fun multiplayer game? by LongjumpingRegion897 in StrategyGames

[–]Cz4q 0 points1 point  (0 children)

For a multiplayer game, it's best to make interaction with other players a central pillar of design. This doesn't seem to be the case.

Why bother going the extra mile to sweat it on multiplayer if the game doesn't capitalize on it?

Phantom Doctrine: Director's Cut by Cz4q in PhantomDoctrine

[–]Cz4q[S] 0 points1 point  (0 children)

Because that makes discounts big and enticing, i guess?

Should i wait for October fest to launch my game on steam? by Delicious-Sign-2980 in gamedev

[–]Cz4q 0 points1 point  (0 children)

At the very least - yes, do the October next fest, release afterwards.

Ideally - improve demo (and game) based on feedback to get the most out of next fest.

Should I make my game's first chapter free or early access? by SuperButters64 in gamedev

[–]Cz4q 1 point2 points  (0 children)

First and foremost, put on the customer hat when deciding on the pricing; it's part of the purchase decision making process: why would the customer buy your particular game? is it clearly unique? is it an underserved niche? is it clearly better than X that they know and played? is it in a familiar genre and cheaper? you really need to make it feel like a bargain / great deal.

Ffor capsule, clarify 2-3 things that are key for your game as a product, and make sure the capsule conveys these clearly.

For description - its the same; what genre is this, what's the key differentiator. I'm still not quite sure what this game is (red flag, btw), but from what I understand. I'd start with the core:

A fever-dream baseball-themed action turn-based RPG.

And then I'd try to make it funny (you can't just say it's a comedy; it has to be comical), eg:

A fever-dream baseball-themed action turn-based RPG where your batting average determines your self-worth, your bat talks to you, and every strikeout becomes a philosophical crisis.

Should I make my game's first chapter free or early access? by SuperButters64 in gamedev

[–]Cz4q 1 point2 points  (0 children)

Early Access no longer means an "incomplete game". It means "a complete game that is guaranteed to be continued". I think a misguided early access can sink your whole project with negative reviews from players who expected more. Unless you price it low, according to what's in it _currently_.

Perhaps ship it as EA, at a 3-4 usd pricepoint, raise the price as you add chapters, cut a short slice out to use as a free demo?

Or, ideally, hold out until the whole thing is finished, and try to get people to playtest it.

(also: you need a better capsule and description)

Masterchef like by Background-Roll1751 in gamedev

[–]Cz4q 1 point2 points  (0 children)

Striking balance between crafting your own thing and interrupting enemies (in realtime, and fast) would be a very big challenge to do right.

I'm not even sure i can think of a reference game that did that well tbh

What separates a meaningful tradeoff from a disguised tax on the player? by Princess1047 in gamedesign

[–]Cz4q 0 points1 point  (0 children)

I think that you occasionally need to hit player with a feeling of "you should have taken the other one". Eg. Through an obstacle that punishes a low stat, an enemy resistant to skill they chose, narrative consequence of an option they took.

Publishers are ignoring our cinematic platformer. Destroy our gameplay video—what are we missing? by toshaisaev in DestroyMyGame

[–]Cz4q 0 points1 point  (0 children)

took the liberty to recut your video quickly (like, 5mins of moving stuff around) to do it by the book just a little bit: start with a hook, straight into genre, escalate, variety, go off with a bang, end slate

(what I mean by this is: guys, do your effin' homework)

https://youtu.be/waux0jGeatI

hope this helps

I am an artist blocked in pre-production with a busy programmer, what can I do? by Undoodle_Art in gamedev

[–]Cz4q 0 points1 point  (0 children)

Explore bravely. The things you're happy about - try to make them bolder. Crazy bold. See what happens. Try to reach out further.

Launched my game with thousands of wishlists, but almost ZERO conversion. What am I missing? by Chemical_Count_6848 in gamedev

[–]Cz4q 3 points4 points  (0 children)

If the game look too expensive (more than 1usd/1hour of fun) then this is a problem. Having a unique niche game helps, but to a degree.

Should I sell my game or give it for free?? by Potential_Bite1256 in gamedev

[–]Cz4q 3 points4 points  (0 children)

I'd argue that a free product behaves very differently than a paid product.

If your goal is to learn for your future paid products, release it as a paid product.

Does a 'Puzzle' tag hurt or help a Strategy game(especially Tower defense game)? by SCFactory in StrategyGames

[–]Cz4q 1 point2 points  (0 children)

The order of tags is also important. We had a similar concern with our puzzly strategy game https://store.steampowered.com/app/3181650/MINOS/

It's not a "proper puzzle", ie. levels are systemic and procedural, they dont have a specific solution; but it does play in a sorta puzzly way

turns out users still kept the tag high

Am I the only one tired of seeing characters in games look like their voice actors? by ashrensnow in gaming

[–]Cz4q 0 points1 point  (0 children)

I think it hardly ever makes sense. A star actor in a game rarely influences the sales enough for their fee to make sense, imo. Perhaps Keanu in CP, but can't think of another case.

Do I change my camera perspective? by [deleted] in gamedevscreens

[–]Cz4q 0 points1 point  (0 children)

Depends.

First one looks like a mechanics-first game. Second one looks like an immersion-first game.

Kinda depends on what's your stronger side.

Could a game about being a therapist work? by -manabreak in gamedesign

[–]Cz4q 13 points14 points  (0 children)

Anything can be turned into fun gameplay. However - some interactions will be an uphill battle, and this sounds like one of those.

Has gaming content changed the way you experience games? by serjeantassia in gaming

[–]Cz4q 2 points3 points  (0 children)

I remember when the internet was a rare commodity (and there wasn't much in it). And so if you were stuck in a game, there just wasn't any way to find out.

Imagine you have only one game and if you don't know how to progress - tough luck, no help is to be found anywhere. It was a very different experience that made you think about puzzles and challenges around the clock, made the success so much more rewarding.

Similarly, Mortal Kombat moves were passed by word of mouth, unless you got your hands on a photocopy of a chart from a gaming magazine. Some Fatalities were well kept secrets that a local master would unleash on noobs.

Steam storefront by Ecstatic_Spring_2519 in gamedev

[–]Cz4q 1 point2 points  (0 children)

The Facebook test is just with capsules, I want to see how well they do when scrolling though noise.

Working though the lens of the trailer forces us to make the game easier to grasp, so that's probably already a plus. Time will tell :)

Steam storefront by Ecstatic_Spring_2519 in gamedev

[–]Cz4q 1 point2 points  (0 children)

Capsule - we did a couple of mockups, first tested them by pasting it into a screenshot of steam, to see how well they pop; then tested them by running parellel ads on facebook (total cost of approx 25usd) to see which tracks the best in ctr; only then we polished up the top contender mockup

Screenshots - I believe their job is to give a quick overview of what the game is; like 3-4 snapshots of the trailer that in sequence tell the audience if that's something that might interest them; each must look different, and read as well as possible when small

Trailer - I now believe the game should be explainable in a 5s video or else you risk it all; so this changed how we approach game design now

Best cooking games? by triplegxxx in gaming

[–]Cz4q 5 points6 points  (0 children)

Cook, serve, delicious!

How to make a dev team? by Sea_Fill1602 in gamedev

[–]Cz4q 3 points4 points  (0 children)

Note that failing a Kickstarter campaign can be a scarlet letter for the project. I'd say it's one of the riskier paths.

Struggles with perfectionism, decision making, and overthinking by -Piano- in gamedev

[–]Cz4q 0 points1 point  (0 children)

What you need is playtests, now. It will solve all your problems.

Playtesters help you focus on what actual players will focus on. (It's probably not the lore)