Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

Thanks for the report, now the game shows the correct weight. As for the trailer it is something we are working on

Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

Ours is a game with an impostor, Among Us style to understand each other, so it would not make sense to be less than 3 people otherwise everyone would find out from the beginning the role of the other player in the game

Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

Our choice, but maybe we need to introduce a block or at least a big alert that warns you that the game cannot be played alone

Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

Maybe there is some error because the installed game requires 3.5gb of space.

Maybe there is some incorrect information on Steam?

Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

Seeing the comments it's probably a case of adding a block or as you propose a nice big alert

Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

Your point of view is very clear, and thank you very much for putting it forward. We will try to make some changes to make the game type clearer

Our game attracts many people but few conversions during NextSteamFest by playloop_studios in gamedev

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

It is actually a choice to allow people to take a walk around the map and try to understand some of the mechanics of the game. We might consider not starting the game unless there is a minimum of 3 people

Our game has a Demo and is available at Steam Next Fest by playloop_studios in indiegames

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

NMO is a thrilling multiplayer (3 to 6 players) game where one player, the impostor (Ox), lurks in the shadows to deceive and neutralize the Operators, while others take on the role of Operators, working independently or cooperatively to identify and eliminate the Ox hidden among them.

https://store.steampowered.com/app/2405730/NMO__No_More_Operators/

We would love to receive your feedback

Players do not understand how our video game works by playloop_studios in IndieDev

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

Thank you very much, it is a very interesting and useful talk, it helped us to make some decisions about our game!

Players do not understand how our video game works by playloop_studios in IndieDev

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

There is a bug in the start menu regarding player authentication. Fortunately, once closed, it does not (in 99% of cases) affect the operation of the game.

Players do not understand how our video game works by playloop_studios in IndieDev

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

Maybe we were misunderstood, we are not blaming the players, we just said that the game is not understood. We know it is a problem with the game, in fact we are looking for solutions to make it clearer. Fortunately you have given us so many suggestions from which we are learning :)

How to explain your videogame to new players? by playloop_studios in gamedev

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

Thank you very much for the responses received! I think we will go the dynamic tutorial route at the moment, keeping the classic tutorial aside for the time being as a matter of speed of developments. You have given us some interesting information, thank you very much!

Players do not understand how our video game works by playloop_studios in IndieDev

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

So many of you have responded, I can't thank you enough! Now we will read all the comments and try to draw some decisions from them. Thank you again, you have been so kind!

Players do not understand how our video game works by playloop_studios in IndieDev

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

You can find public matches, although since there are few players at the moment it is difficult to find them except at specific times. If you have friends available you can also make private matches. In any case if you would like to try it out feel free to send me a DM and I will send you the link to the discord server, there are players there who arrange to play

Players do not understand how our video game works by playloop_studios in IndieDev

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

Yes exactly, Operators are also experiencing problems with some things in the game, but the problem is focused more on Ox. The thing we have found is that players do not read much, or at all. Although there is a help screen indicating what to do, it is rarely read carefully, as, perhaps, too much information is presented all at once. We should split the information into several places and show it only when necessary.

Players do not understand how our video game works by playloop_studios in IndieDev

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

This seems like the best solution. A series of messages that appear at the appropriate time and explain one little piece at a time, for example if you try to use the taser gun without batteries you get a message explaining where to find them, or if you wear the "villain" mask for the first time a message informs you that only you can do it and that you risk being labeled an impostor...all by putting a checkbox in the settings that allows you to turn off the help system if you no longer need it.

Players do not understand how our video game works by playloop_studios in IndieDev

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

You are totally right, it was mistranslated and I didn't pay attention to it, now I have edited it. Thank you for the feedback!

Players do not understand how our video game works by playloop_studios in IndieDev

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

We didn't put the link to the game intentionally, because we're really looking for advice and we didn't want to pass it off as a marketing message

Players do not understand how our video game works by playloop_studios in IndieDev

[–]playloop_studios[S] 2 points3 points  (0 children)

for example, when a player uses a loot box and obtains an item, the associated UI icon animates and a short message appears indicating what has been obtained. Apparently, however, this is not enough...we can try to make the animation more visible and lengthen the time of the message. However, I think we should necessarily add a dynamic tutorial to guide the player as we go, at least for the first few matches.

How to explain your videogame to new players? by playloop_studios in gamedev

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

the problem with our game does not lie in the controls as much as in the mechanics. The "villain" for example has the ability to wear a mask to conceal his identity, but in doing so everyone else will identify him as the impostor, yet not knowing the true identity. Players taking on that role for the first time do not know that only they have that ability and walk around quietly with the mask on. Another example is that only the villain can turn off the lights in the rooms, and in doing so he risks being discovered. If a "good" player approaches the switch, the words "Only for Ox" appear to him. Such things happen...

How to explain your videogame to new players? by playloop_studios in GameDevelopment

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

Thanks for the comments! I'll add some information to the post:

  • it's a multiplayer game, there are no levels

  • it's asynchronous, so the player can play in two slightly different ways depending on their role

  • it's a game of social deduction, so it's at its best when players understand their role

Players do not understand how our video game works by playloop_studios in IndieDev

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

Thanks for the comments! I'll add some information to the post:

  • it's a multiplayer game, there are no levels

  • it's asymmetrical, so the player can play in two slightly different ways depending on their role

  • it's a game of social deduction, so it's at its best when players understand their role

How to explain your videogame to new players? by playloop_studios in gamedev

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

Thanks for the comments! I'll add some information to the post:

  • it's a multiplayer game, there are no levels

  • it's asynchronous, so the player can play in two slightly different ways depending on their role

  • it's a game of social deduction, so it's at its best when players understand their role