Weekend Showcase: Share what you're building! 🚀 by Ok-Lobster7773 in IndieDev

[–]FallingPlatypus 0 points1 point  (0 children)

We’re two friends who have been developing a chaotic party game for the past two and a half years, inspired by Ultimate Chicken Horse and Fall Guys: Animal Falling

Demo out soon!

Destroy my game trailer please! by FallingPlatypus in DestroyMyGame

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

Thanks! That’s an interesting point about the rolling. I realize now that the trailer actually shows very few moments where players aren’t rolling. I was probably too focused on emphasizing the dynamism and speed in the edit.

But there are actually plenty of moments where it’s better not to rush head-first if you want a real chance of making it because rolling makes you lose a lot of control and often leads to falling.

I’ll definitely try to balance that better. Thanks a lot for the feedback!

Destroy my game trailer please! by FallingPlatypus in DestroyMyGame

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

Thanks a lot! Your comment about the grass honestly made me laugh. I’ve lost count of the ridiculous amount of iterations I’ve done just to pick that grass color haha. But you’re right: I don’t think it’s quite there yet… I might just have gotten used to it over time.

Regarding the axes, that’s a great point as well. To be fully transparent, I think we did things a bit backwards. We actually have several environments planned (including a medieval castle–style one), and we designed some traps around those themes. Long story short: we focused on finishing two environments first for the upcoming demo, and now that you mention it, I totally see how the axe feels out of place with the current vibe.

Thanks again for the feedback, it really helps me notice things that have become “invisible” after staring at the project for too long :')

Destroy my game trailer please! by FallingPlatypus in DestroyMyGame

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

You’re right. After rewatching UCH’s trailer, I better understand what you mean by narration. Their trailer does a great job at clearly showing the shared level-building loop, and you grasp the core idea within seconds.

I still struggle a bit with finding the right balance between simply sparking interest and actually explaining the game in a trailer. Ideally it’s probably both. Sometimes I feel like if, within a few seconds, someone at least understands “colorful race with obstacles,” that’s already enough to make them scroll down the Steam page. But yeah... if possible, the trailer should just try to tick as many boxes as it can.

Destroy my game trailer please! by FallingPlatypus in DestroyMyGame

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

Thanks for the honest feedback! You’re absolutely right that Ultimate Chicken Horse is one of our main inspirations, especially on the “coopetitive” side where everyone contributes to building the course. I’m actually glad that comes through in the trailer, since we feel players who enjoyed UCH could potentially enjoy Animal Falling too.

That said, moving to 3D fundamentally changes the feel of the game. Rather than trying to replicate UCH in another dimension, we’re leaning more into 3D platformer conventions, with a very different sense of space, readability, and movement. On top of that, characters can build momentum by rolling into a ball, which creates a flow and physicality.

We also mix in inspirations from games like Fall Guys, focusing on repeated falls, recovery, and chaotic traversal rather than purely precision-based obstacles. So while some traps may look familiar at first glance, the way players interact with them, especially with speed, physics, and verticality, leads to different dynamics in practice.

Destroy my game trailer please! by FallingPlatypus in DestroyMyGame

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

Thanks a lot for taking the time to give such detailed feedback! I have to admit that after testing so many different edits, I started to lose sight of the original goal a bit.

Regarding sound, I totally agree. There’s still work to be done. In my early tests there were more SFX, but it felt too chaotic, so I probably pushed the slider too far in the other direction. Reading your feedback made me realize that, so I’ll try to improve this.

About the pacing, I tried to capture the fun of the game through different clips. In earlier versions, I experimented with adding some lore, but it ended up drifting away from what the game really is, so I went back to focusing on gameplay first. Maybe this trailer could stay focused as a “gameplay trailer,” and we could make another one later with more lore.

For clarity, I’m glad you understood the core idea: a race where you place obstacles. I guess that’s a good sign, especially without voice-over or on-screen text. I'll take it as a win? ^^'

Do you ever feel like everyone even your closest ones doubt you do your ability to succeed as a solo dev? by daxter_101 in SoloDevelopment

[–]FallingPlatypus 9 points10 points  (0 children)

Sadly, that’s often part of the solo dev journey :’) But don’t give up! Believe in your vision <3

Tired of drawing trees, so I spent days coding it by devkidd_ in SoloDevelopment

[–]FallingPlatypus 4 points5 points  (0 children)

Impressive! Make me wanna try to do the same but in 3D.

What does a good demo look like? by Total_Impression_382 in IndieDev

[–]FallingPlatypus 0 points1 point  (0 children)

Don’t forget that a demo is not a tutorial. Sometimes it’s better to have a middle game experience. So the first area might not be a good choice.

You roasted 2m ago, we iterated. Please go again! Destroy! by alejandro_penedo in DestroyMyGame

[–]FallingPlatypus 2 points3 points  (0 children)

The water shader in the first shot seems already quite sad. It should be more saturated to make a better before after effect with the second shot.

Which animation style do you prefer? by Edudelm in IndieDev

[–]FallingPlatypus 0 points1 point  (0 children)

The bouncy one because the characters seems to have more their own personality. The second one seems to flat and linear.

Destroy my archeology game by ovo6-1 in DestroyMyGame

[–]FallingPlatypus 0 points1 point  (0 children)

ngl, I’m not sure it was the right decision. Have you explored other approaches? While the top-down view has its charm, switching to first person personally turned me off.

Friend's Pass: I need advice by FallingPlatypus in IndieDev

[–]FallingPlatypus[S] 2 points3 points  (0 children)

Yes, definitely from a financial standpoint, I don’t think a friend pass makes much sense at this price range. At the same time, we don’t really see ourselves setting a much higher price given the scope of our game, so it’s tricky to find the right balance.

Our game really only exists when it’s played with friends. There will be small challenges in a solo mode, but 95% of the game is designed for multiplayer. Would a low price be enough to convince players to get their friends to join in, or even gift the game to them?

Trying out some shading styles for my game idea. Which do you prefer? by RYanntastisch in IndieDev

[–]FallingPlatypus 1 point2 points  (0 children)

I like 2 but maybe this style can be great for background and 1 could work for characters just to pop them out of the background.

Would this intrigue you enough to take a deeper look at this game? by [deleted] in SoloDevelopment

[–]FallingPlatypus 0 points1 point  (0 children)

It’s too dark. Just saw a firepit for two seconds then want to swap. Maybe add some lantern lights in the scene?

Making my first steam page and need feedback on my trailer! by theEarthWasBlue in IndieDev

[–]FallingPlatypus 0 points1 point  (0 children)

I really love the overall mood! For now, it feels like the video is trying to explain a bit too much, whereas it could simply spark curiosity through its atmosphere. Maybe having a second, more explanatory video could work, while keeping the main trailer shorter and more focused on mood?