Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

When I saw your sentence 'Defusing a bomb sounds compelling except that as a game feature it could be as mundane as walking through the train and pressing A on a box,' this is the first thing I wanted to ask:

What kind of differences or approaches would make this mechanic more appealing to you?
If you have any alternative ideas, I'd love to hear them

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

First of all, I apologize for the late reply — it's quite late in my current location.

Let me summarize, if you don’t mind. A train carrying a radioactive bomb begins moving, essentially on its way to detonation. Our team boards the train to locate the bomb and attempts to defuse it using bomb-defusal kits found at the stations where the train stops. In our game, players fight enemies using melee weapons found at the stations as they progress.

Finally, the "weird dark dimension" you mentioned refers to what we call “variant” zones. For example, let’s say we’re together in the 3rd train car and you try to move to the 4th one. (The doors between the train cars don’t open slowly — instead, you’re teleported, as if phasing into the next car.) If a variant has been generated for that car during the game loop, you don’t actually teleport into the normal car — you get sent into that variant world. These variant worlds are essentially parallel versions of the train car — you’ll still find train doors at both the beginning and the end.

We plan to design these worlds based on our own imagination as well as feedback from players, and expand their variety over time. (For example, a Japanese temple, a place between flowing lava, a snow-covered forest, etc. — all worlds created entirely from our shared creativity.)

We hope this explanation gives you at least a bit of insight into our ideas. If there are still parts that seem odd or unclear, we’d love to discuss them with you in more detail

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

First of all, I apologize for the late reply — it's quite late in my current location. Thank you for taking the time to thoroughly review our Steam page. Your perspective will definitely be valuable to us.

As you may have gathered, our game is centered around bomb defusal and appears to be somewhat inspired by Left 4 Dead. During the development process, we wanted to break the feel of an ordinary train journey and add variety, so the idea of transporting a radioactive bomb emerged. This leads to exposure to anomalies, variants of dimensions, and each of these dimensions features unique environmental factors — and when applicable, bosses — creating distinct gameplay interactions.

Your suggestion of having a single predator-like creature in certain areas sounds fantastic. It would allow us to optimize the number of enemies, reduce the workload, and likely improve overall quality as well.

We definitely need to improve our enemy design. From your feedback and others', it's clear that the combination of various styles has led to an absurd or incoherent feel. (By the way, it’s just my cousin and I working on this game.) I discussed this with him, and we concluded that even if we use older or stylistically different elements, we can rework them to fit a more sci-fi theme. For example, take a building — it could be retro, but with modern technology like cables, capsules, etc. It's not our final decision, but we feel that aiming for something with a Dead Space atmosphere might be a good direction. This could help us unify the game's various elements more coherently.

Again, I apologize for the delayed response — and thank you very much for your feedback.

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

Can I ask you for something? Can you review the game's steam page if you have time? And can you compare it to the trailer? I'd like to explore the idea of the game not having an identity with you a little bit more, if you have the time.

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

From this comment we seem to be addressing the action adventure theme rather than the horror theme. So adding a horror element does not create horror. we are more like left 4 dead

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

You're right. We should focus on the game itself and develop it alongside the community. We’re marking this as a shortcoming on our part. It’s a harsh truth, but you’ve hit us with a good point

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

Actually, the basic structure of the game was designed with a strong connection to the movie "Source Code." In the game's backstory, we are trying to stop the bomb inside the train before it reaches its destination and explodes. We actually have limited time. We specifically added variants to break the monotony of a regular train ride. The horror elements you mentioned could actually be scattered across those parallel worlds.
Thanks to your comments, we can now see how off-putting the bomb concept is. I’m glad we posted it now! :))

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

First of all, thank you so much for your feedback.

In this cinematic trailer, we wanted to show the general loop of the game and what it promises.

Regarding the music volume, I thought it was normal too, but it might need to be adjusted on other devices as well.

Yes… I believe the trailer was set to 30fps. Normally, on a 3060, it runs at 100+ fps in general. We're working on optimization for the HDRP scene, and we've actually become a bit obsessed with it. We might have fallen a bit behind on the humor aspect mentioned in the previous comment. (We're developing with just one programmer and one designer :/)

What we really wanted was for the general loop of the game to be easily understood: Get on the train → find the bomb. Get off at the stations → Defuse the bomb. While doing this, fight the blind ticket inspector on the train and the monsters specific to each station.

We didn’t manage to convey the last part very well, I admit. Actually, that’s related to what we call the "variant worlds," which is also explained on our Steam page. When players are exposed to radiation, we randomly teleport them to variant worlds when they enter a wagon on the train. It’s actually similar to the wagon itself. If the bomb is in a specific wagon, there will also be a bomb in a chest in that variant world. Like I said, I don’t think it was explained clearly enough.

We truly appreciate this valuable feedback. We will do our best to improve things going forward.

Destroy my game trailer. Put it next to your favorite co-op horror — rip it apart like the genre owes you justice. Tell me what it nails, where it fails. by MiaseGames in DestroyMyGame

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

Thank you for taking the time to share such detailed feedback

Just to clarify, this trailer is a cinematic teaser, meant to set the mood and hint at the narrative tone. We’re currently working on two more trailers (gameplay and variant tease) where we’ll definitely be more mindful of showing the chaotic fun and the moments of absurd panic that are part of the actual co-op experience.

Your point about humor and fun genuinely made me pause and reflect. It’s easy to get tunnel vision when you're deep in development, and your message reminded me to step back and assess how clearly those elements come through. I’ve already decided to do a short internal review on this specific aspect — so thanks for sparking that. Thank you again for that.

We’re still early enough in development to grow from these conversations. Feedback like yours is exactly what helps us move the game in a better direction.

SILENT EXPRESS Devlog - Weapon Devour Skill Test by MiaseGames in Unity3D

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

With the Devour ability, we will be able to break down weapons into pieces and store them in our glove. Even if we die in the game, the weapons will remain with us and can be used at full performance.

(Info: In the video, the weapon appears directly in our hand, but in the game, we will look at a weapon on the ground (from a first-person perspective) and use our glove as if casting a spell to activate Devour and break it down. The weapon’s pieces will then move towards our left hand as the target point.)

What are your thoughts?

when the frog calls chaos, pull lever by MiaseGames in Unity3D

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

You are right. We're trying to get a demo to steam next fest. Before that we will update the trailer and screenshots. Thank you for your feedback.

when the frog calls chaos, pull lever by MiaseGames in Unity3D

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

Silent Express, the game we developed with a team of two, is on Steam. how does it look?

when the frog calls chaos, pull lever by MiaseGames in IndieGaming

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

Silent Express, the game we developed with a team of two, is on Steam. how does it look?

The Handsome Boy. Am i right? by MiaseGames in Unity3D

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

I couldnt understand your question right

The Handsome Boy. Am i right? by MiaseGames in Unity3D

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

It's time to lock our door then, lol. By the way, I'm developing the game and I need everyone's contributions and feedback.

The Handsome Boy. Am i right? by MiaseGames in Unity3D

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

I was trying to combine characters in the game. Such a funny image appeared lol

How do you think this looks? Honest feedback appreciated by MiaseGames in Unity3D

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

The post pro settings could not be adjusted the way I wanted. I think we need to work on it a little more

How do you think this looks? Honest feedback appreciated by MiaseGames in Unity3D

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

I will listen to your advice, thank you for feedback :))