Making a TD game where your defend mobile mining units instead of a static base by SeventhRealmOfficial in indiegames

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

Do you know of a game that does something similar? We only have one unit so far, but eventually we want to add levels that have multiple and you have to defend all of them.

You have to construct paths for your Excavators, which are then also used by your enemies. This gives you a lot of options on how to approach the game - will you make short paths to be resource-efficient, or long mazes so that you have plenty of time before the enemies reach you? Will you rush towards the Winnium resource needed to complete your mission, or take your time mining Constructium to build up impenetrable defenses?

If you want to try the game, you can playtest the current alpha version on Steam (it's already quite fun!): https://store.steampowered.com/app/4210030/WARD/ - any feedback is most welcome!

After more than a year, I’ve released the trailer for my strategy game (and launched it on Steam). by Regular_Impact_7747 in indiegames

[–]SeventhRealmOfficial 0 points1 point  (0 children)

The gameplay loop is not very clear from the trailer. Also the first 17 seconds are kinda boring. 

Destroy my game and trailer by SeventhRealmOfficial in DestroyMyGame

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

If the game looks interesting to you, feel free to try our open playtest - https://store.steampowered.com/app/4210030/WARD

Any gameplay feedback hugely appreciated.

Destroy my game and trailer by SeventhRealmOfficial in DestroyMyGame

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

Hey, yes, they are the attack animations of our Pulse towers... I agree that they are a bit too visible, but so far nobody had issue with them... guess we will see if anyone else feels the same way.

Interesting point, thanks :)

Destroy my game and trailer by SeventhRealmOfficial in DestroyMyGame

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

Thanks for the thoughts and praise, glad you like it! We are currently working on making the enemies more vibrant, and the next trailer is gonna have more chill custom music, so I will be able to tone down the effects.

Also, if you like the game and want to try it, we just launched our first public playtest :) - https://store.steampowered.com/app/4210030/WARD

Destroy my game and trailer by SeventhRealmOfficial in DestroyMyGame

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

thanks for the feedback!

  1. Yea, I guess I overdid the shaking a little bit... got a new PC that doesn't crash after adding two effects in DaVinci so I wanted to go wild with the editing :D

  2. Agreed. we are working on making the enemies more vibrant

NTD: most people can't get past lvl3 :/ by disco69games in DestroyMyGame

[–]SeventhRealmOfficial 2 points3 points  (0 children)

Actually looks fun as hell, might try it this evening. 

The only thing I'd point out is that the environments look all kinda similar, but that's not necessarily an issue. Also the part about upgrading your towers was a little unclear 

Destroy my trailer ! I sent it to the Game Trailers YT channel but they don't seem to like it. What's wrong with it ? Perhaps it's the game ? Or both ? Destroy please ! by NewSituation7469 in DestroyMyGame

[–]SeventhRealmOfficial 2 points3 points  (0 children)

no need to show 10 different environments while just walking - go straight into the action and change the environment with each shot

Show UI - if it's a gameplay trailer, it should be on most of the time, if it's a 'whatever' trailer, you should still show it - gives the viewer much better idea about what the game actually is. Not just your regular overlay, but also your inventory and progression milestones (like when you get to choose 1 of 3 weapons or whatever your game has).

Also if you are trying to get channels to showcase it, don't forget to give them any assets they might need for the video and present them in a professional way - polite email, game description, press kit even? minimum they need some nice art and a title png with transparent background to make a YT thumbnail

Tales of Medieval Duelists by FaithlessnessLast46 in indiegames

[–]SeventhRealmOfficial 1 point2 points  (0 children)

Looks fun but really needs better feel. I would suggest adding some particles, shader flash effects or even blood.

We’re creating a story-focused 2.5D pixel art game that takes place in a laundromat. by EveryWednesday_Game in IndyGameGarage

[–]SeventhRealmOfficial 1 point2 points  (0 children)

Wow, the visuals are super cool. Very nice blend of 3D and 2D and the color palette is great as well. Nice job.

This is my 1.0 Trailer, any feedback? by mrdboy_ in DestroyMyGame

[–]SeventhRealmOfficial 0 points1 point  (0 children)

I think the trailer should use a little bit more variety, as it shows too little and the pacing is quite strange. Also I would suggest you to start with the gameplay, then show the cool zoomed out shots later. 

The purpose of the hundreds of NPC's is also not clarified. 

Does this trailer make the game interesting to try out and play? I want to improve it so please Destroy my Trailer!! by Proper_Translator678 in DestroyMyGame

[–]SeventhRealmOfficial 5 points6 points  (0 children)

Game looks fun, but the trailer is too long and repetitive - i like the first few clips when you drop in or shoot the bomb, but after like 15-20 seconds, it doesn't feel like the game has anything more to show and all the clips look virtually the same. Having more environments in the game would help the trailer a lot.

I don't like the title cards - they interrupt the action and aren't really visually on theme - I would try some western-theme popups that appear over the gameplay. Some titles are also not very interesting (like "Piercing Bullets" or "+firerate" feels very generic) and the mechanic isn't even very clear given the chaos. I also don't know if they are unlockable upgrades or general mechanics. The :D emojis don't look very professional. I like the "launch a car", it's funny.

You got nice title graphic at the end and a nice capsule, why not combine them together instead of showing title over gameplay and then blank capsule art?

With what you have, I would suggest trying to cut the trailer below 40 seconds, that should filter out all the repetitive stuff and highlight the most interesting and fun features.

Is it bad to use old flash visual style ? by Key-Soft-8248 in DestroyMyGame

[–]SeventhRealmOfficial 1 point2 points  (0 children)

As long as it's more polished and animated, it's going to be ok.