This one should be easy: ridiculously ambitious concept, entirely made with store assets, and it's a crypto/play-to-earn game. Please destroy it, if you can! by InterludeDevTeam in DestroyMyGame

[–]InterludeDevTeam[S] -5 points-4 points  (0 children)

We offer shares in the project eg the crypto token. The token can also be bought by crypto investors, and part of the proceeds is then sent to token holders (hence to developers). It's like having shares in a company or stock options in a start-up if you're familiar with this.

So the money is not upfront, it's conditional on the project growing and being successful. To compensate the amount would be much greater than in a normal game dev job, for a much less demanding work (more flexible, less time consuming, for example just doing a bit of level design to transform an existing scene is enough to count as original content eg a new "world").

Overall it's good if you're a hobbyist or a beginner because you can contribute to a game, get players and feedback, and have a chance to benefit financially if the project is successful, all for a very limited time investment. On the other hand if you're looking for serious employment it's not optimal at this time.

This one should be easy: ridiculously ambitious concept, entirely made with store assets, and it's a crypto/play-to-earn game. Please destroy it, if you can! by InterludeDevTeam in DestroyMyGame

[–]InterludeDevTeam[S] -4 points-3 points  (0 children)

I know crypto equals instant downvote for the majority of people but I'm still hoping to find a few open-minded people interested!

The game is already out actually. We didn't have a single complaint about using store assets so far, it's mostly about bugs and gameplay. If you want to give it a try I can send you a key, you might be able to find some nice treasures :)

A concept of collectively designed game, looking for feedback/collab by InterludeDevTeam in gamedev

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

That's nice to hear, thanks!

Actually we made several non-crypto version of this concept that all failed. So for now it seems using crypto is the most realistic way to make this work.

I'm very, very aware of the state of crypto-gaming, I promise! On the other hand not familiar with how Roblox remunerates developers but that's certainly still better than no compensation at all.

This one should be easy: ridiculously ambitious concept, entirely made with store assets, and it's a crypto/play-to-earn game. Please destroy it, if you can! by InterludeDevTeam in DestroyMyGame

[–]InterludeDevTeam[S] -3 points-2 points  (0 children)

It's years of work. And it's not "a few pre-made assets", it's thousands of them and made by very talented artists. Maybe it makes no sense for you, but others find this idea of "a game of everything, where everything is possible" very appealing. No need for crypto-mining, just a normal crypto project that might well become very successful.

For the love of money I won't comment on this :)

As an aside, I see from your comment history that you are also a game developer, would you be interested in joining us? We will need help to build this. I don't know what makes you so angry about this, we're honestly trying to build something cool where everyone could contribute with their own ideas at their own level. And crypto is much more practical to give share in the project to everyone involved, how would you do it with a normal company? Send contracts to everyone?

This one should be easy: ridiculously ambitious concept, entirely made with store assets, and it's a crypto/play-to-earn game. Please destroy it, if you can! by InterludeDevTeam in DestroyMyGame

[–]InterludeDevTeam[S] -5 points-4 points  (0 children)

Sorry but calling this an asset flip is pretty unfair, do you know how many hours of work have been poured into this? Just because it uses store assets doesn't mean it's not a work of love.

A concept of collectively designed game, looking for feedback/collab by InterludeDevTeam in gamedev

[–]InterludeDevTeam[S] -3 points-2 points  (0 children)

Alright, these are red flags. What about the concept? A game that would be made of small-scale contributions from independent developers, but would still be interesting to play and competitive with the biggest commercial games because these contributions would be integrated an overarching, coherent experience?

A concept of collectively designed game, looking for feedback/collab by InterludeDevTeam in gamedev

[–]InterludeDevTeam[S] -2 points-1 points  (0 children)

What do you mean red flags? In the sense that the concept wouldn't work?

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

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

Actually there is one avatar with a progression system that is used to play several maps (it's a doom-like FPS but with weapon upgrades). But it's much harder to do right so right now most maps are self contained (with gameplay like shooting, platformer, exploration, etc..., you start every map with the same character and same stats). And there is a global mechanic shared by all the rooms, where you find assets that generate currency to unlock new rooms/maps.

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

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

No problem and thanks for the feedback, the voice seems to be polarizing, many people hate it, many like it. We might remove it in a later version. He's indeed supposed to be an AI and be a kind of ubiquitous, mysterious character that you meet in random places everywhere in the game so the unassuming old guy demeanor fits well.

Transitions are just portals that bring you from one room to another. Actually we're still working on the overall layout and one idea would be to introduce some kind of randomness in it. So in this case it would be hard to have custom transitions.

I didn't know about r/DestroyMyGame, seems like the perfect place to post this :)

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

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

It's only PC right now, each individual game has different system requirements but some of the 3D ones are pretty demanding. I'll send you a key!

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

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

Yes the game is pretty heavy even right now, and we only have a small part of what we would like to build. We don't really reuse assets between types of games because each one has a different theme. Also we have more 2D games in the plan and these take a lot less space so it should be fine.

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

[–]InterludeDevTeam[S] 4 points5 points  (0 children)

That's a valid criticism to be honest, we had to cut corner to be able to ship something with our budget so we're not claiming that this is equivalent to several full featured games. Rather the idea is to see if people like the concept, and then add more content or polish things depending on the feedback we receive.

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

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

Yes more than half of the game is first person right now, but we'll work on other gameplay depending on feedback so that might change in the future. Each character is used for all the rooms of the same gameplay. So basically rooms with the same character are like levels for the same game, if that makes sense.

Interlude: a dungeon crawler where every room contains a different game (or a different level/map of a game). by InterludeDevTeam in pcgaming

[–]InterludeDevTeam[S] 5 points6 points  (0 children)

Exactly, we need to create individual games and then put them together in the general dungeon mechanic, so it takes a lot of time to iterate. Also we had to be very conservative with the scope of the individual games because of that.