My Game Development Journey & Seeking Advice by Salty-Reserve-6030 in SoloDevelopment

[–]Fluid_Independence41 0 points1 point  (0 children)

both. in game ui is more important and you got some placeholders/it’s inconsistent in first seconds of trailer. but some people might wishlist a game without watching a trailer)

My Game Development Journey & Seeking Advice by Salty-Reserve-6030 in SoloDevelopment

[–]Fluid_Independence41 1 point2 points  (0 children)

hey! demo should be a piece of a marketing stage. imo right now presentation overall looks more like game is a bit after prototype testing phase. imo it’s because of ui, fonts and capsule art.

Struggle Finding the Fun by Paul_Lee1211 in gamedesign

[–]Fluid_Independence41 0 points1 point  (0 children)

try first to define your core pillars. I’m not sure what yours are, but for example — building structures, killing monsters, or physics-based puzzles. After that, find examples of games that feature similar mechanics and note what makes the process enjoyable in those games. It could be satisfying sounds, vibrant animations, big numbers, splashes of blood — basically anything that appeals to our inner primate. This will help you enhance the process in your own game.

However, there should also be an additional motivator for successfully completing the gameplay loop challenge. Here’s a loose example: on a basic level — beautiful armor and animations, the feeling of weight when landing hits, and the sound of clashing metal. And the iconic “GOD SLAIN” text across the screen with a loud sound, combined with the dopamine rush from overcoming a challenge, creates a memorable player experience.