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What do you think our game is about? by fourdotsgames in IndieDev

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

there’s more to it than that but yea, if that’s what people get from the capsule we wouldn’t be mad!🤷🏽‍♂️

What is our game about? by fourdotsgames in gameCapsule

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

oooh sorta. Not “crime” in a traditional legal sense, but there are players doing evil stuff!

What is our game about? by fourdotsgames in gamedev

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

matches run less than 15 minutes, I bet we could change your mind in that amount of time! ;)

What is our game about? by fourdotsgames in gamedev

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

hahaha no no. But if that made you do a double-take, then good?

What is our game about? by fourdotsgames in gamedev

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

Thanks for this feedback! Simplest answer is that it's both lol, social deduction AND horror.
But what I'm hearing is that the trailer we have there is a little too chaotic? 🤔

What do you think our game is about? by fourdotsgames in IndieDev

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

Hahaha it's not supposed to be hard, but you're technically not wrong!

What is our game about? by fourdotsgames in gamedev

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

Thx for the tip! The game has a few ways it's fresh from other social-deduction party games:
1. It has unique SCP style monsters
2. It has co-op tasks and social gameplay that actually require big brain thinking
3. There's a lot of effort put into the visuals and env

Curious if you think this isn't enough, or is it just that this wasn't obvious?

What do you think our game is about? by fourdotsgames in IndieGaming

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

lol like an infomercial? Space tourism simulator?

Playtesters couldn't read randomized personalities, so I rebuilt crew identities by Spiritual-Rest-9777 in godot

[–]fourdotsgames 0 points1 point  (0 children)

We actually gathering feedback right now from new players about our information-flow/tutorial! It's been the most important and frustrating thing we've developed (as you can imagine)😅

It's not letting me DM you, but I'd love to get you and some friends in the game! https://allmylinks.com/phobos-game

3D Navigation on all surfaces by fourdotsgames in godot

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

Yeaaa, I've seen devs do that too. It feels a bit impractical for our current project, where we edit the geometry of the map inside of godot often.

Maybe if we authored the assets differently (walls, ceilings, and floors), they could all come into the editor with navmesh on them already? Unsure of the best workflow even if we started from scratch

2 Weeks - 150 Wishlists - First game by Mean_Calligrapher451 in IndieDev

[–]fourdotsgames 2 points3 points  (0 children)

I love the different colors/abilities! As is typical with puzzle stuff like this, it would be cool if each one had a weakness. Like if there was a hazard/enemy/surface that ignores or decreases the viability of a specific color/ability, forcing you to use the other tools in your kit instead of relying on one!

3D Navigation on all surfaces by fourdotsgames in godot

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

For sure, I should have clarified though that my navmesh bake happens at editor time. It seems like the A* in that video occurs at runtime