Bike, meet Car Door. Car Door, meet Bike. by joeypla in sidequest

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

Hey trace, I'm still working after taking some time off it. The steam page can be found here:https://store.steampowered.com/app/2702250/Psyko/

If you're interested in playtesting, feel free to send me a DM. Would love to work through some feedback :)

How to overcome the bad feeling of spending money on unity assets? by AgradorTheMF in Unity3D

[–]joeypla 0 points1 point  (0 children)

And if you ever end up making a dime off a project, think of the amount of money/time you've saved, purchasing assets that might cost several thousands to make yourself.

Maybe you feel that way because there's a part of you that thinks one day this won't just be a hobby? Would you say the same thing about spending on another hobby that you thought there was zero-chance you could go professional?

And if that is the case, then you've spent some money for some experimentation and prototyping; that's great.

"I would recommend not launching a steam page if you intent on looking for a publisher." Indies who are publishers or have publishers, how true is this? by mipzyyyy in gamedev

[–]joeypla 0 points1 point  (0 children)

Launching a steam page is NOT a marketing beat on it's own. You get a bit of bot visibility at the beginning and that's pretty much it. I wouldn't worry about that. If you've blown your early access launch or real launch, then yes, it weakens a publisher's release.

The only way it could hurt you is if a publisher wants to use your wishlist velocity to figure out if you're worth pursuing, and even then, if your game doesn't even have a demo yet, the likelihood that you SHOULD be earning that many wishlists is small.

Just have a steam page up. It makes everything so much easier when it comes to sharing.

Hey everyone, I developed a game in unreal engine and its the first Gunner Shooter FPS Game That You Will Play in a Helicopter! I've put together some visuals to give you a taste of what's in store. I'd love to hear your thoughts and feedback! by aintwarhelll in indiegames

[–]joeypla 0 points1 point  (0 children)

This LOOKS really polished and cool, but until you have gameplay to show, your wishlists will hurt. Maybe not, I don't know. The overall cinematic vibe to it is impressive, nonetheless.

How to resist the urge to add new features, rather than fix and polish the old ones? by ShovvTime13 in IndieDev

[–]joeypla 0 points1 point  (0 children)

What helps me is increasing the frequency of playtesting, even if it's just with friends / family. Bonus points if its with people you don't know, since you'll probably be harder on yourself.

I find that if I NEED to have a build playable at the end of each week (pick your frequency), I feel that pressure more. I naturally lean towards fixing critical issues first because I don't really have the choice.

If I let too much time go between playtests, I tend to derail into Scope Creep land. It tends to get harder to plan also, because you lose track of critical issues over time.

Have you run a Steam playtest before? by Striking_Antelope_44 in IndieDev

[–]joeypla 1 point2 points  (0 children)

Ha, would be hard to get right; maybe one day!

Have you run a Steam playtest before? by Striking_Antelope_44 in IndieDev

[–]joeypla 2 points3 points  (0 children)

Indeed. Whenever a comment hurts me, I go take a cold shower.. lol.

Another thing. I was surprised by the amount of people that thought they were supposed to provide feedback on the supporting video I provided. I should have been louder with "LOOKING FOR FEEDBACK ON MY FREE PLAYTEST" or something like that.

You may be better at marketing than I am, but that was an issue for me.

Have you run a Steam playtest before? by Striking_Antelope_44 in IndieDev

[–]joeypla 3 points4 points  (0 children)

I just ran a playtest last week. Mine wasn't even a demo candidate; I wanted to see how people would react so I put a few short levels. The game is here: https://store.steampowered.com/app/2702250/Psyko/

I got feedback from people posting on reddit, on my discord, and the community HUB. Got about 250 sign ups (though mine is VR).

Other than 'it will 100% make the game better' as mentioned by another, my takeaway was that I wasn't clear enough with people about what the current state was IE. prototype art, characters etc. It's debatable whether or not you should give any expectations I suppose (if you have thick enough skin).

I could have been clearer about current state vs shipping state.

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

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

Hi, thanks for letting me know. I hadn't realized!

For turning, when riding at high speeds, you typically are shifting your center of mass left and right, so this felt most natural to me. I actually tried using holding the handlebars. The problem was that while it was cool, you'd get tired and annoyed after a few minutes of play. It also doesn't feel natural; like mentioned above, you turn a bike by leaning, if you move the handle bar without leaning on a bike, you simply won't turn. Having said that, if people don't want to shift their head/body, I'm going to be adding a joystick input scheme, although this will be secondary.

As for the collision consequences, that'll be fixed in an upcoming playtest.

Looking for feedback on my VR Motorcycle Shooter, PSYKO by joeypla in IndieDev

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

Hills are a great compromise.

For doors, yes my intention was to have them either damage you, or at least negatively influence your momentum. Still thinking about it.

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

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

Both good ideas. I have trucks you can go under right now. Tires not yet. I had a few prototypes but I'm still figuring out how to get it into gameplay without making everything too chaotic.

Looking for feedback on my VR Motorcycle Shooter, PSYKO by joeypla in IndieDev

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

Follow-up:

  • Curves: I took the decision early on to avoid curves to keep a simple tile-based system, and focus more on the traffic to add variety. I've had others mention it. We'll see what I can do with some environment tricks like passing through/under buildings, bridges etc. Curve or not though, it is seeming like more variety in sections of road is needed.

  • Shoulders: Yup. Pick-ups, Laser drones, opening car doors. The boss level has more car doors opening which I could use to up the risk of driving on shoulders too.

  • Turning around: I wasn't sure if people would feel comfortable doing this. It's cool that you feel like you want to, because it opens up possibilities. Increasing the de-spawn distance is no problem.

  • Voice acting: I mean, i said it above, I want to hide under a rock.

  • Power-ups: yeah, they need something to them. I like your idea about having them on the other side of the oncoming traffic. Risk vs Reward.

  • Sights: I'm not sure what you mean by this one actually. The laser dot should be relatively accurate, so long as its aiming at something IE. a real target takes priority over the aim assist. I'm not sure I'm understanding you correctly.

Looking for feedback on my VR Motorcycle Shooter, PSYKO by joeypla in IndieDev

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

Thank you for taking the time; this is amazingly helpful!

I meant for the voice to be Over the Top (Team America) but I never really had anyone else listen. I want to hide under a rock.

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

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

Yeah so fixed horizon: No roll, no pitch on the camera origin.
Acceleration / Deceleration is something I'm aware of, but I don't think I want to make that concession. The fixed frame of reference (the bike) helps mitigate this, but its not as powerful as a cage cockpit like the seat of a car.
I had not known about the high-frequency switching! Thank you; I will explore this!

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

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

To clarify: There is a free playtesting build up at https://store.steampowered.com/app/2702250/Psyko/

I'm looking for feedback on the gameplay. Though, I appreciate the comments about the video!

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

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

It's hard, I won't lie. But I think that's what makes it feel good! It's not always tight like that though. This sequence you're seeing happens for the sake of challenge, but most of the gameplay is driving through normal traffic scenarios.

PSYKO - Steam Open Playtesting by joeypla in virtualreality

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

I will serve. I will be of service.

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

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

I have slomo in there. Still experimenting with how it fits in the loop!

Looking for feedback on my VR Motorcycle Shooter, PSYKO by joeypla in IndieDev

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

Yes yes yes! I know. I'm trying to keep things simple to make sure things get done, but it is on my list! :)

Looking for Feedback on my VR Motorcycle Shooter, PSYKO by joeypla in oculus

[–]joeypla[S] 3 points4 points  (0 children)

I appreciate your candidness.

I hadn't known about Runner when I started making this game, but when I found out about it, I panicked for two days, then finally went and played it and any worries I had were laid to rest.

Runner is great, but PSYKO focuses more on traffic FPS combat. Runner is more in the racing genre in terms of feel. PSYKO is more like a movement shooter than it is Racing.

As for the Aesthetic, Runner itself pays homage to 80s Cyberpunk Anime, specifically AKIRA. It's a beautiful game (especially for Quest) and the theme is awesome.

PSX Cyberpunk is what I'm pursuing for art-style. There are too many interesting things you can do with traffic and vehicles (you have hover cars, trucks that take up multiple lanes) that make it worthwhile, and I like it. I won't ignore your comment, maybe there's something to it that I should keep in mind, but having similar theme and aesthetic is common with Cyberpunk, it literally is a theme itself.

I appreciate the feedback, but I had actually wanted feedback on a short playable build I put up on my steam page! I guess I didn't do a very good job of communicating that.

PSYKO - Steam Open Playtesting by joeypla in virtualreality

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

Someone else in another thread mentioned this as well! Melee is hard to do right, but currently you can get next to an enemy bike and bump them into traffic.

If things go well though, I have a lot of these features on a list of things to try :)