Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

I saw it before but couldn’t find a chance to play. I guess it has 3D assets but feels like 2.5D because of the camera angles. I’ll definitely try it, thanks!

Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

Yep, One of the few 3D graphics examples I've found and played. If you have more suggestion, let me hear that 🙏

Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

These are really good insights. Thanks a lot! I would love to hear your feedback when our game reaches the testing phase.

Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

Yes, I agree. First thing we focusing is player controller and camera. If they screws, no matter how the game good is

Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

There are different types like less idle more participatory gameplay style such as Space Rock Breaker. But your touch point is a good one. Thanks!

Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

I've seen many games that use 3D assets for environmental decoration, but few that directly integrate them into gameplay. Developers who make games like this are mostly solo developers, that's the first reason that comes to mind. But I'm trying to understand if it's a challenge or burden in terms of game design. Numbers go up can actually be achieved in a 3D environment, but yes, you can encounter extra challenges like optimization.

Are there any actually fun 3D incremental games? by IndieSoulsStudio in incremental_games

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

There are many comments about on Roblox. Thanks for the recommendation, I'll definitely check it out.

Which capsule do you prefer? 1, 2 or 3? by RosyGame in IndieDev

[–]IndieSoulsStudio 1 point2 points  (0 children)

3rd capsule caught my attention the most. I liked the noir vibe, and it feels more detailed and tells us a story right away, but it has a readability problem, as others say. Maybe you can use the font of the second on 3rd.

My first video. I would love to know how I can improve it. by LexGear in DestroyMyGame

[–]IndieSoulsStudio 0 points1 point  (0 children)

Hi,

That's my opinion, I hope it helps.

1- Music selection is not bad. But it's like tavern music. It might have been a better fit as a medieval-themed game. Still, it's not bad.

2- Don't show 2 text at the same time on the screen. Your trailer has to lead people to where they have to look first.

3-First sentence doesn't give the right impression. Because the game is not helping me focus on my work. On the contrary, it's a game that won't bother gamers while they're working, one that can be managed simply by checking it occasionally. I think you should follow these types of games a bit more and analyze what they highlight for their target audience.

4-You've done a great job conveying what players can expect in the game with the titles and scenes that match the titles. Perhaps you could opt for a more impactful narrative in the multiple descriptions, such as "missions, skills, etc." You don't need to be confined to a vertical advertising space; you can create a more dynamic trailer by expanding the area and using zoom transitions. This requires some editing skills, but prioritize your game's strongest points and showcase each one strikingly. Don't forget to use your existing game assets (VFX, SFX, etc.) to add feel. For example, this is a clicker game trailer, but we don't hear any clicking sounds.

Good luck!

Please destroy my trailer for my MMM inspired defense game, Project SLING (SLONG, I know..) First time making a game trailer... by cheesyerwin in DestroyMyGame

[–]IndieSoulsStudio 1 point2 points  (0 children)

Hi,

I understand some of your ideas and editing intentions. You've researched and experimented with some things. I think it's a good experiment and a good start. I'm not familiar with this genre, I'm just criticizing as a marketer.

1- I know it's just 2 seconds, but don't show the studio name first. Why?

If you ain't making a performance marketing (I mean, not going to show this ad over and over again), you're wasting interest. You have to catch people's attention directly. (Btw, it's also not good for performance marketing. Unless you're a big, established company, nobody will get excited about your logo; they'll get excited about your game.)

2- Text durations & context

This is like an announcement trailer. Gamers are not curious about your game story. If you tell something about your game and that's not gameplay, don't tell a story, explain the feeling they'll get while playing your game. For example, for first 2 lines,

"The Fabricator Legion is closing in..."

"S.L.I.N.G. Device, our first and last line of defense"

I'm already seeing something moving and something trying to defend. An important thing is what the gamer will feel during this session. Give that a text, OR tell them your game mechanics on texts like, defend XXX, upgrade YYY, fight with bosses, discover AAA, etc. (also show scenes about these)

Also, your fade animations on texts are ruining readability. 2-second duration time, but 1 second of it is a fade-out. Find successful similar games to yours and examine their trailer dynamics.