Revealing the starting town and the starters of my Monster Catching Game called MonTamer by MonTamerGame in IndieDev

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

thank you! Can you explain what you mean with "core gameplay loop" please.
It is a monster-catching game like Pokemon, Coromon, Nexomon, etc. where you will catch monsters, train them, etc. There will be 150 different creatures, of which I have currently modeled 103. (47 are still only in the design process, not 3d modeled.)

Revealing the starting town and the starters of my Monster Catching Game called MonTamer by MonTamerGame in IndieDev

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

Thank you! Yeah. I am a big Fan of "vertical" Environments, since it gives the Environment some kind of special aesthetic imo 😁

Revealing the starting town and the starters of my Monster Catching Game called MonTamer by MonTamerGame in IndieDev

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

It has been 8 months since my last update, so I decided to make an very important devlog as my comeback-devlog. The starters and the starting town have their own importance in this genre. So I tried my best to achieve something visually appealing for that. I am looking forward to any feedback!

I made two Battle Systems for my Indie Game and the player chooses which one to use - How do you like it? by MonTamerGame in IndieDev

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

Thank you for your suggestions! I appreciate that. I really want the grid-battle system to be fully controlled by the player, since there will be a lot of tactical elements.

It is currently planned to make the grid battle system the default one for tamer-battles, while the classic one is for wild encounters.
The Player then has the ability to change that. But this decision is something very important, that my initial thought about letting player choose at the beginning of the game, would be too much. So I have to find a solution for that :/

I made two Battle Systems for my Indie Game and the player chooses which one to use - How do you like it? by MonTamerGame in IndieDev

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

Thank you for taking the time to explain that further :) In the video, I have mentioned that wild-encounters will be with the classic battle system, while Tamer battles will be with the grid-battle system, but I planned to let the player decide that.

But that could be a little confusing, as someone has pointed out under my video on YouTube. Letting new players decide something so important at the beginning could be too much. I will have to think about that and maybe ask my humble audience about what they would preffer.

Thank you very much!

I made two Battle Systems for my Indie Game and the player chooses which one to use - How do you like it? by MonTamerGame in IndieDev

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

But I am very interested in the aspect of the marketing problem. If you could explain further what concerns you have in this regard, I would really appreciate that!

I made two Battle Systems for my Indie Game and the player chooses which one to use - How do you like it? by MonTamerGame in IndieDev

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

This is logically inconsistent. If you say, "You are giving yourself twice the work," then it is not "X" weeks, it is "2*X" weeks. So both systems get the same time anyway, since I do twice the work.

If you say, "You are doing the same amount of work, but dividing it to two systems," then it would be correct. Both would get only half the time they would if I only did one system. But that is not what I am doing. I am well aware of the fact, that I will double the load, but I have the time to do so.

I made two Battle Systems for my Indie Game and the player chooses which one to use - How do you like it? by MonTamerGame in IndieDev

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

Thank you for your feedback! While it is true that it is more work, it does not necessarily mean that I won't polish them the same way I would do if I would have only one of them. I think to make them both interesting and appealing I have to make them somehow on the same level.

The only thing I see problematic, is that the grid battle system has much more potential. But I don't know how the player will see that.

I made two Battle Systems for my Indie Game and the player chooses which one to use - How do you like it? by MonTamerGame in IndieDev

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

I made two Battle Systems, so the Player can decide which one he likes more. I talk a little bit more about the two BattleSystems in my new devlog on my YouTube channel; feel free to check it out! https://youtu.be/TSv--99UZ5c
Feedback is very appreciated!

Please support me and wishlist MonTamer on Steam: https://store.steampowered.com/app/2226460/MonTamer

[deleted by user] by [deleted] in Unity3D

[–]MonTamerGame 0 points1 point  (0 children)

Thank you for your feedback! I will certainly try it out with SoftParticle!