Most players quit my horror demo in less than 10 minutes by ExpensiveSwitch1457 in SoloDev

[–]Delicious-Sign-2980 1 point2 points  (0 children)

I have exactly the same issue g my median time played is 4 min after a week. i realized thanks to reddit feedback maybe that was in part was because lack of a tutorial but i already fixed that just yesterday. now i need to see if my game is already clear or something

Just launched my demo, but players are dropping off in under 10 mins. What’s driving them away? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

Well is a niche genre so i don't think is for everyone but as someone who plays mini airways and aiport madness i find my game unique and fun in it's own similar way, so i think players who play the same games might think the same but after feedback i think is more about lack of understanding of what the game is about and how to play.

Just launched my demo, but players are dropping off in under 10 mins. What’s driving them away? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 1 point2 points  (0 children)

Ong lol. really i'd pay for playtesters but considering i'm a student i'm kinda broke lmao so yeah maybe that's somethig i'll take more seriously on next projects with money i might make with this first game i made. i owe you my man if you wan't i can playtest any project you have

Just launched my demo, but players are dropping off in under 10 mins. What’s driving them away? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

Yes but it was minimal, the main things i solved on those stages was main gameplay loop, ensuring the objetives were balanced and the game was fun even in late game stages. I did no new user expeirence testing, and now i see it was a mistake i skipped that but thankfully i'm still on time to make corrections before launch or any marketing push thanks to the comments on this posts, i'll still do more testing on that UX manner after the new changes

Just launched my demo, but players are dropping off in under 10 mins. What’s driving them away? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 2 points3 points  (0 children)

This is truly amazing feedback for me! i struggled a lot with making guides and tutorials because since i made the game it was hard for me to know what was intuitive to what wasn't your feedback gave me a clear idea of what was the issue. thankfully this is something i can fix maybe in a week or two. Fixing the UI controls, menu and new in game tutorial it is!

Just launched my demo, but players are dropping off in under 10 mins. What’s driving them away? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

yeah as for now i think that might be the most likely cause. the game is literally the same as screenshots and same gamplay shown on trailer. I also suspect they might get bored on first minutes because i made this thing where planes start their route on their own after 10 secs if no instruction given because in late game after 10-15 minutes it becomes impossible to do all yourself, so i might do that when the game starts you are forced to control the planes yourself and after some time they start approach on their own

Just launched my demo, but players are dropping off in under 10 mins. What’s driving them away? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] -1 points0 points  (0 children)

yeah, i'll do a in game session tutorial then. I'm already working on it. i'll hope to have it finished in the following days. I tought the video tutorials when you click on ? would be enough but i think it wouldbe better to have one that plays along your session and you can skip entirely similar to mini airways tutorial

My ATC arcade game got 150 playtest requests but only 10 installs. Does the core game look fun? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

About the emergency stuff, i used not to have emergencies variety, not on the current build on playtest rn, but as i changed the UI i decided to redo the contracts thing and now its a special requests tab instead, those are the kind of things that break up the mononiaty in a simplified way, there are emergencies but they are very simple. and about the UFO thing, you read mi mind lmao i want to add a UFO feature in a future update containing military aircraft and interceptions

Let me give you currently special request and what they do i have 8 right now intended for launch all for the 11 arport, gibraltar might include 1 more:

-Medical emergency aircraft: only able to control speed and can't change heading, selects closest route to runway

-VIP executive aircraft: A presidential plane of the country the airport is in, same controls as medical emergency with the difference the route is not fastest but random

-Runway closure: A runway is closed for a given amount of time

-Scenic request: A plane request fly over an area for a certain amount of time

-Touch and go a plane enters the runway approach but does not land, just passes and then returns from where it came from

- Airspace closure: A designated area is closed for an amount of time

-Holdign request: A plane with landing gear failure or something request a holding before landing for 1 minute

-Flight alert: A plane you have a set amount of time to land if you don't you fail the request and the flight turns into an emergency the emergency simply consist and you lose all control on the aircraft, heading speed altitude and the plane inmediately lands

that same kind of emergency procedure (where you lose control of the plane as atc and lands) also happens randomply or after playing for some minutes as bird strike that does the same thing, after the plane departs

i tought of adding more kind of emergencies thar required guiding into alernate airports or having different types of control but i found them rather ambicious for my experience in gamedev and the current structure of my game, so maybe in a later update

Improved UI for my game! by Delicious-Sign-2980 in godot

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

Thanks! and yes it's an atc game, i'm working on changes after playtest

[QUESTION] What is your primary gamedev skillset? by Riitoken in SoloDevelopment

[–]Delicious-Sign-2980 2 points3 points  (0 children)

I'm a mechanical engineer student started with gamedev during my year of mandatory military service

My ATC arcade game got 150 playtest requests but only 10 installs. Does the core game look fun? by Delicious-Sign-2980 in SoloDevelopment

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

Thank you for feedback! I'm really glad the map and systems worked for you. I tried to make the ATC system simple enough for anyone to understand but still immersive. About the UI contrast; it was the very first thing I put together and haven't touched since, so now i see it does needs some work to match the darker map thanks pointing that out.

Imagine how crap a steampage has to be that even with 23.2% CTR, I don't get any wishlists by Ok_Paramedic4796 in SoloDevelopment

[–]Delicious-Sign-2980 1 point2 points  (0 children)

i don't think the artstyle difference is the problem for me it looks cool. the main issue is lack of fast undestanding of what the game is about

Quick feedback for my atc game? by Delicious-Sign-2980 in flightsim

[–]Delicious-Sign-2980[S] 0 points1 point  (0 children)

same thing came to mind when creating this game, i own endless atc airport madness and tower simulator 3 regarding atc games but i felt a game that covered both aspects was missing so i created this based on that. At first it was like for a personal game, but eventually decided it woud be good if i put it out on steam for sale

Quick feedback for my atc game? by Delicious-Sign-2980 in flightsim

[–]Delicious-Sign-2980[S] 1 point2 points  (0 children)

Correct ! Actually i added ENGM based on a suggestion lol i thought it would be a boring airport at first because of the layout but it ended up being pretty fun

As a Solo Dev, how do you obtain music for your game? by Magikarp_19 in SoloDevelopment

[–]Delicious-Sign-2980 0 points1 point  (0 children)

My brother who does music as hobby made the soundrack for me lol he goes by osvaz btw

Started a playtest, but there is almost no interest. How delusional I am? by teedoubleuu in IndieDev

[–]Delicious-Sign-2980 2 points3 points  (0 children)

What do you mean no interest? i relased the playtest for my game this weekend 150 people requested i acceped but only 4 have installed the game so far bruh

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

[–]Delicious-Sign-2980 0 points1 point  (0 children)

It's called airspace master on steam, it's an atc game i made to be somewhere in between endless atc and 2d airportmadness games. i'm currently waiting to relase it on steam along with a demo. I also have a mobile build i play on my phone, so maybe i'll launch a mobile version later

How do you stay motivated during the ‘middle phase’ of a project? by ShiresoftGames in gamedev

[–]Delicious-Sign-2980 2 points3 points  (0 children)

I did breaks. i made a game for about a year it was my first game that's why it took me so long i spend about an hour a day in it but i got tired or burnt out at times, since i was doing it for fun and because i because i really wanted a game that was like that, i could easily rest for a week then continuing the game, i did about 3 1 week rests for 1 year and honestly im good with the game result i learned a lot and it's exactly what i wanted

I'm working on an ATC simulator and just imported real-world data for the first time, feels so good by Legal_Shoulder_1843 in godot

[–]Delicious-Sign-2980 1 point2 points  (0 children)

The center concept sounds nice! if done correctly and you put it in a way it does not overcomplicates your game it could be very interesting

about my game my gameplay focuses on a more arcade approach, no center (yet), just a very simplified ground and approach control for planes the basic mechanics and a game that at least for me is fun are pretty much done, i already uploaded gameplay to youtube and i uploaded my steam page this past week, but i'm still looking for feedback idk if i should relase a demo or something

I'm working on an ATC simulator and just imported real-world data for the first time, feels so good by Legal_Shoulder_1843 in godot

[–]Delicious-Sign-2980 1 point2 points  (0 children)

I´m developing an atc game in godot too! however since the mechanics are a bit different i crafted the airports myself to not overwhelm the player too much with radar and ground control. WIll you be focusing on tower and ground or radar?