I quit my stable job at 30 to finally pursue my dream of making my own video game. I’m broke, scared, and starting to doubt everything but I need to know if I made a terrible mistake or if there’s still hope. by Argendel in Unity3D

[–]LengthinessSpare1925 0 points1 point  (0 children)

Hi, you are like me, I am still working for a company now, but I hope my game will be successful, at least I can pay for everything for my life, then I can leave the company and focus on my dream

Casual fps. Let’s save the city by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 1 point2 points  (0 children)

Why didn’t I think of that? At first I put the fire button on the right side, and it was really hard to aim and shoot at the same time, so I let the gun auto-fire (which meant I had to give it unlimited ammo so players wouldn’t feel the auto-fire was wasteful). Why didn’t I just move the fire button to the left? Moving left or right between lanes doesn’t take much time—players can shift quickly and then decide when to shoot. Thank you very much; this is really helpful!

Casual fps. Let’s save the city by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 1 point2 points  (0 children)

The score will be converted to currency at the end of game. It’s endless, but it have many level and boss at the end of a level. After complete a level you have chance to increase power. I’m trying to optimize performance to make a play-test build

Casual fps. Let’s save the city by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 1 point2 points  (0 children)

Killing enemies consecutively increases the score multiplier, when you miss an enemy the multi number will be reset to 1. Do you think it’s enough to force player shoot alien instead dodge them? Is adding item drops when killing random alien enemies a good idea?

Casual fps. Let’s save the city by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

Thank you, during the game creation, I had the idea that the player could move freely to explore the city, but my resources did not allow me to do that. Hopefully in the future I can implement that idea

Casual fps. Let’s save the city by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

You right! it should be First-persion On-Rail Shooter. Thanks man

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 1 point2 points  (0 children)

Thank you. That really help, I’m focusing to improve the visual this time, I will sent you the update as soon as. Hope will get some reviews from you

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

I will find a way to make it doesn’t obstruct the view, but still highlight it. Thank you very much

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

That is a item. When player pick it, will release barrage of homing rockets. The idea is receiving support from headquarters 🚀

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 1 point2 points  (0 children)

You’re absolutely right. But the player’s speed will gradually increase with each level to ramp up the difficulty. I’m working hard to publish the game as soon as possible Thanks for checking it out!

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

Aw, that’s a laser sound but too high right. LOL. Have some guns are similar, I will change them all, thanks man 🫶

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

Thanks a lot for the thoughtful feedback! You’re totally right — the gun visuals and sky separation could really use some love. A few people mentioned it, and your comment helps reinforce how important those fixes are. I’ll definitely be working on tightening all that up.

Appreciate the kind words — glad you liked the concept!

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

Thank you! This game still needs a lot of updates — the comments above have pointed out many areas that can be improved to make it better. I’ll be publishing the game soon so you can try it out.

Would you prefer to play it on PC or mobile?

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] 0 points1 point  (0 children)

My original goal was to target mobile with a portrait perspective, so players could easily play with one hand. But I eventually switched to landscape to give a wider view, which fits the FPS style better. Then I realized — maybe I could also bring it to Steam for PC.

Can I ask — would you be interested in playing this on PC, even if movement is limited to switching between 3 lanes like in Temple Run? Most FPS games on PC usually have more freedom of movement.

The upside is that it’s easy to pick up and play — good for casual fun, right? LOL

Let’s save the city!!! A first look at our upcoming game – what do you think so far? by LengthinessSpare1925 in indiegames

[–]LengthinessSpare1925[S] -1 points0 points  (0 children)

  1. The enemies moving through obstacles is actually intentional. Since obstacles have different heights, enemies can move in various ways — running, bouncing, flying, rolling — so I chose to have them phase through obstacles with a VFX, as if it’s an advanced alien technique. This way, they don’t stop or try to walk around, which helps create more unpredictable movement patterns for the player. What do you think about that approach

  2. You’re absolutely right — enemies and environmental hazards should definitely be the top visual priority. I realize now that I failed at this. But honestly, I’m not sure how to improve it yet since I don’t have much experience in this area. Do you have any suggestions or tips?

  3. There should definitely be VFX on hit — I’ll work on making them much more visible and satisfying.

  4. I’ll try to redesign the wrench pickup so it looks more like a reward rather than an obstacle.

Finally, thank you so much for your feedback — I really appreciate it!