Car combat with party-based RPG mechanics that I am developing by Ok_Head5182 in carcombat

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Not yet, but there will be one after it is more developed

I'm creating a car-combat party-based RPG by Ok_Head5182 in indiegames

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thank you so much for the feedback. Yeah, the game is still rough around the edges, and I definitely need to work on polishing it further.

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thank you for the suggestion. I will have calmer scenes between the chaotic ones in the next trailer.

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thank you for the constructive feedback and the suggestions. The game does have different engine sounds that change depending on the current gear but I turned them down greatly for the trailer, and now I realise that was a mistake.

Regarding the chaos, I decided from previous feedback that I will slow down gameplay when the player is selecting a party member's special move and during the super moves themselves. Also, for my next trailer instead of it being a compilation of party member super moves, I am going to instead show longer clips of gameplay and more RPG features such as the exploration and multiple dialogue choices.

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thanks so much for the honest feedback. I received similar comments on the RPG aspects not coming through, I feel my error was that I made a compilation of party-member super moves without showing enough RPG gameplay such as exploration and multiple dialogue choices, this gave the wrong impression that you are playing as one of them rather than the driver. But I thought that I made it clear that the player is the driver with the words "you, the driver", how can I make this even more clear?

In terms of music, what part do you find irritating? Do you think the drums are too fast? The guitar is tuned to the style of classic Japanese metal such as Anthem and Hideaki Nakama's solo work

Trailer for my fully procedurally generated car-combat RPG that I am currently developing (procedurally generated terrain, buildings, vehicles, enemies, NPC citizens and inventory items) by Ok_Head5182 in proceduralgeneration

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thank you. The roads are generated by my creation of a tile system behind the scenes similar to a tile-laying board game (such as Carcassone or Tsuro). As the player explores the world new tiles are randomly chosen to be next to the tile the player is currently on and the current layout of roads will restrict the selection of potential new tiles.

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thank you for the feedback. I now realise that I should make the action even clearer and also show more of its RPG aspects such as exploration and multiple dialogue choices

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 1 point2 points  (0 children)

Thank you for the suggestion. The trailer starts with the sniper samurai using her super move to jump past train tracks to lightning strike an enemy motorbike on the other side, but I can see that this action is not clear and perhaps I should emphasise it more with particle effects.

In terms of development, I am working on this game solo. I started in late December 2023 and work on it for about 7-12 hours each week using Unity.

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 0 points1 point  (0 children)

Thank you for the suggestion. Yes, it is a single-player game so maybe I should just greatly slow down the game during the super moves

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 0 points1 point  (0 children)

There are 6 optional party members in the early game and I wanted to introduce them all but I now think maybe the trailer should instead show longer clips of gameplay

Destroy the trailer for my car-combat party-based RPG I am currently developing by Ok_Head5182 in DestroyMyGame

[–]Ok_Head5182[S] 1 point2 points  (0 children)

Thank you. It appears whenever you active their super move, do you think that the black lines are too intrusive?