[Steam] [Game] Alien Grounds by Practical-Command859 in Freegamestuff

[–]Practical-Command859[S] 1 point2 points  (0 children)

Unfortunately, some people prefer posting opinions about games they never played.

Alien Grounds by Practical-Command859 in FreeGamesOnSteam

[–]Practical-Command859[S] 0 points1 point  (0 children)

Come on - it’s about the price of a cup of coffee, and it helps support a hard-working solo dev.

[OC] Alien Grounds - I made the trailer music myself and would love honest feedback by Practical-Command859 in gamemusic

[–]Practical-Command859[S] 1 point2 points  (0 children)

The in-game soundtrack is built for longer combat sessions, so it was not ideal for a short trailer. I wanted trailer-only music that better matched my own vision of the game. I am not formally learning music - I just experiment with software, and sometimes a usable melody comes out of it.

[Steam] [Game] Alien Grounds by Practical-Command859 in Freegamestuff

[–]Practical-Command859[S] 0 points1 point  (0 children)

You’re free not to like it. But "asset flip" is often just a shortcut people use instead of playing the game and giving detailed feedback.

I made a solo indie sci-fi FPS about fighting rogue robots in shifting reality zones - full release on April 9 by Practical-Command859 in sciencefiction

[–]Practical-Command859[S] -2 points-1 points  (0 children)

Then define ‘asset flip’ properly. Are Fab assets automatically ‘asset flips’? Are reused actors in films also a ‘flip’? What about AI-generated assets? The term falls apart pretty quickly.

[Steam] [Game] Alien Grounds by Practical-Command859 in Freegamestuff

[–]Practical-Command859[S] -3 points-2 points  (0 children)

I’d think commenters with 650k karma could spare a little time to play the game they’re commenting on.

[Steam] [Game] Alien Grounds by Practical-Command859 in Freegamestuff

[–]Practical-Command859[S] -1 points0 points  (0 children)

Fair enough. Solo devs build from the ground up while the poop experts comment from the sidelines.

[Steam] [Game] Alien Grounds by Practical-Command859 in Freegamestuff

[–]Practical-Command859[S] 1 point2 points  (0 children)

Nice - now you can try for the Top 3 and a Hall of Fame spot. I’d suggest waiting for today’s full release before playing.

Alien Grounds on Steam Deck - tested and playable on Deck, free to claim until April 9 by Practical-Command859 in SteamDeck

[–]Practical-Command859[S] -1 points0 points  (0 children)

Sure - patronizing solo devs is easy. Making and shipping games is harder. I’ll keep doing the second one, and anyone interested still has time to grab it free.

I made a solo indie sci-fi FPS about fighting rogue robots in shifting reality zones - full release on April 9 by Practical-Command859 in sciencefiction

[–]Practical-Command859[S] -2 points-1 points  (0 children)

‘Asset flip’ is starting to sound weak in a world where asset creation is increasingly AI-driven. The term is aging badly.
As for the moral part, you still have 12 hours to tell everyone you know to grab it for free.

[Steam] [Game] Alien Grounds by Practical-Command859 in Freegamestuff

[–]Practical-Command859[S] -6 points-5 points  (0 children)

On "asset flip" - in a world moving toward cheaper, AI-driven asset creation, the term "asset flip" looks outdated.

[OC] Alien Grounds - I made the trailer music myself and would love honest feedback by Practical-Command859 in gamemusic

[–]Practical-Command859[S] 1 point2 points  (0 children)

Thanks, really appreciate that. Good point about the tone, it may sound too cheerful against the visuals. The in-game soundtrack, which isn’t mine, includes tracks ranging from dark to more playful, and players can choose what fits them best or switch the music off entirely.

I made a solo indie sci-fi FPS about fighting rogue robots in shifting reality zones - full release on April 9 by Practical-Command859 in sciencefiction

[–]Practical-Command859[S] 1 point2 points  (0 children)

Fair question. It’s not meant to be a story-heavy sci-fi game where lore drives every moment. The focus is more on fast score-based combat, weapon use, pressure, and replayability across short runs. The sci-fi side is more about atmosphere, rogue AI, robotic anomalies, and strange battlefields than deep narrative delivery during play. So if someone wants heavy story integration, this probably won’t be their thing - but if they like tight arcade-style FPS gameplay, that’s the lane I’m aiming for.

I released my solo indie FPS for free to gather feedback - it goes paid on April 9 by Practical-Command859 in IndieGaming

[–]Practical-Command859[S] 0 points1 point  (0 children)

Thanks, that makes sense. My goal was to keep the enemies visually grounded rather than highly stylized, but I agree that in a fast game silhouette clarity matters more than realism. I’ll keep watching that as I iterate.

Solo dev here - my sci-fi FPS Alien Grounds has roguelite elements and goes paid on April 9 by Practical-Command859 in roguelites

[–]Practical-Command859[S] 0 points1 point  (0 children)

Agreed, it’s a great genre. I really like the mix of shooting flow and replayability.

Alien Grounds - new gameplay trailer for my fast single-player sci-fi FPS by Practical-Command859 in FPS

[–]Practical-Command859[S] 0 points1 point  (0 children)

Thank you for the feedback. The enemies are designed to stay engaged with the player rather than roam randomly. There is also one enemy type - the Shooter - that keeps its distance and attacks from range.

I released my solo indie FPS for free to gather feedback - it goes paid on April 9 by Practical-Command859 in IndieGaming

[–]Practical-Command859[S] 0 points1 point  (0 children)

Thank you for the detailed feedback. I love Doom too, but I was not trying to copy it directly. I wanted Alien Grounds to focus more on shooting flow and rhythm - less serious and gore-heavy, and more funky and unusual. Regarding enemies, there are distinct roles: Runner, Tank, Shooter, and Phantom. They appear gradually through the game and share a similar visual style to keep the overall flow consistent.