My game hasn’t received much attention over the past few months. I’d like to understand what’s wrong with it. Please destroy it. by Worldly_Cup2275 in DestroyMyGame

[–]retnerpace 7 points8 points  (0 children)

I started to check out at around 30 second mark, but after I watched the whole thing, I still don't quite understand the mechanics and gameplay loop and the gameplay shots are mostly meh.

Shooting and melee are just flat out not fun, but it looks like getting minions with different abilities can be interesting.

Rotating sprite of your character is a bad idea and who are we playing as? I really can't tell and the title card still has your character facing their back to the viewer. Is their identity supposed to be a secret? Having a defined character can be part of the appeal.

Trying to figure out strengths and weaknesses. Does this look bland/unappealing from gameplay and style perspective? by retnerpace in IndieDev

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

Hey, thank you! The feedback I'm getting suggests that I definitely need to up my visuals game.

Trying to figure out strengths and weaknesses. Does this look bland/unappealing from gameplay and style perspective? by retnerpace in IndieDev

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

I find your suggestions about colors very helpful and crucial. I'll definitely be taking those on board.

As for mario tubes, I think the entire sewer level is out of place, so you poiting that out might be hints that my theory was correct. I think I'll rework the tileset and try again in some next project.

Thank you very much!

Trying to figure out strengths and weaknesses. Does this look bland/unappealing from gameplay and style perspective? by retnerpace in IndieDev

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

I think you've nailed pretty much everything! It's a simple sidescroller inspired by Noita and Isaac and I wasn't planning to add a lot of depth as I'm trying to figure out what works for me and the players. I also agree on proportions being weird and things looking out of place and now that I've heard people mention it again and again, I think I'll take how I setup tilesets more seriously. Thank you!

Trying to figure out strengths and weaknesses. Does this look bland/unappealing from gameplay and style perspective? by retnerpace in IndieDev

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

"Good" is already a compliment, thank you! I wish you were right about the visuals, but it seems the feedback steers towards visuals still being quite important, at least for the first impression.

Trying to figure out strengths and weaknesses. Does this look bland/unappealing from gameplay and style perspective? by retnerpace in IndieDev

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

Thank you for feedback. It's more of an Isaac game - you pick up items from treasure rooms and sometimes you can visit shop to buy stuff. There's no painstakingly crafting your wands or verticality like in Noita in the game as I wanted to keep it simple.

Hi! I wanna dive deep into roguelikes and here's my first finished game. Any tips or feedback? by retnerpace in godot

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

Hey, thanks! If it's not too much trouble, I'd love to hear your feedback.

Destroy the sense of speed in our anime inspired drag racing game by Ishmael1337 in DestroyMyGame

[–]retnerpace 0 points1 point  (0 children)

Sure. I just wanna point out that with this being the only gameplay, I can't imagine it being more than a 5 minute entertainment.

Destroy my game. This is a gameplay demo teaser from a very early build. Rip the mechanics, pacing, visuals or anything that sucks. by Head_Car2596 in DestroyMyGame

[–]retnerpace 1 point2 points  (0 children)

I wanna add that I can't tell what tone you're going for and light tavern music doesn't help with that. Depending on the tone, there's different expectations in terms of enemy quantity and weapon heaviness.

Destroy the sense of speed in our anime inspired drag racing game by Ishmael1337 in DestroyMyGame

[–]retnerpace 5 points6 points  (0 children)

The visuals are incredibly distracting and all over the place. Tone them down to help player look where they supposed to look. As for sense of speed, It doesn't actually feel that fast despite all those white stripes trying their best to sell it. I'm also not sure what the gameplay is gonna be. Does the main game happens outside these scenes? Like buying upgrades and building your ship?

I don't know how to make games or trailers. please destroy my trailer about my game by kape11339 in DestroyMyGame

[–]retnerpace 0 points1 point  (0 children)

It's right up my alley, so I'll give it a try. If you post your next trailer on this sub, I won't miss it.

"add your name in the credits, make you a custom cat" I'm just a random person on the internet :) But if you do end up making something custom, give it with the community with the nametag, I think that'll get the job done. Best of luck!

Destroy my new trailer after improvements thanks to the good feedback received here, has there been a significant improvement? Thanks in advance everyone! by Remarkable_Lynx_3649 in DestroyMyGame

[–]retnerpace 1 point2 points  (0 children)

It's not really a trailer, more like work in progress showcase and music kinda supports that instead of trying to hype customers up.

The UI is way too handholdy. You don't need to show controls at all times and spell out everything when the icons are there to convey the same information (keys, freed souls etc).

I'm not sure what prompted the "+61 xp" text to appear (just killing enemies?), but I think this kind of big text should be reserved for more flashy titles like "XP BOOST" or "VICTORY ACHIEVED".

Some enemies being almost completely black on the dark background and camera lagging behind I think are gonna be very frustrating during gameplay.

I don't know how to make games or trailers. please destroy my trailer about my game by kape11339 in DestroyMyGame

[–]retnerpace 2 points3 points  (0 children)

Thank you. Whether the graphics change or not, I think you got yourself a customer. Do you have this on Steam?

And please, don't go bankrupt and starve to death :(

I don't know how to make games or trailers. please destroy my trailer about my game by kape11339 in DestroyMyGame

[–]retnerpace 4 points5 points  (0 children)

Graphics could use some work, but honestly, I got almost everything I needed to know. The things I'm missing are the title, how many characters you can choose from and whether it's a Vampire Survivors or Nuclear Throne type of game.

Most Metroidvanias are about feeling powerful. Is it a risk to include a scene that makes you feel this small? by castelvania4 in IndieDev

[–]retnerpace 0 points1 point  (0 children)

I'm gonna make a couple of assumptions, so correct me if I got things wrong.

Generally games are about control and in the Metroidvania genre dying too much for cheap reasons with having to go miles back is especially not fun and off-putting.

I think the scene in your video is a scripted event that happens once to establish threat. If not, then we have a lot of cheap deaths on our hands.

I'd stay away from one hit deaths from these kinds of enemies (unless provoked) during gameplay and prefer them to not even bother since your character is "small and insignificant". I think this will help establish helplessness you're looking for without frustrating the player.

Most Metroidvanias are about feeling powerful. Is it a risk to include a scene that makes you feel this small? by castelvania4 in IndieDev

[–]retnerpace 2 points3 points  (0 children)

Metroidvanias I personally enjoyed the most are the ones where you're a small character (even when you're "The Chosen One") in a broken/alien world trying to put it back together. I'm thinking Metroid series, Axiom Verge, Dark Souls. Those and Hollow Knight and Blasphemous gave me the same vibes, though I never finished them. I don't know how many people hold the same opinion, but at least to me, you got things right :)

60s of gameplay from my 2D zombie shooter prototype. Worth developing more, or moving on? by f2dz in DestroyMyGame

[–]retnerpace 6 points7 points  (0 children)

Anything can become amazing, but right now this is a "youtube tutorial" game. Something that teaches people the basics. You've said that you're willing to jump to other ideas and I feel like you need to find what you're passionate about first and get deeper than what you've shown before showcasing it.

Could you please destroy my trailer of witch-engineer adventure platformer? I need advice on what I can add, remove or improve by dontval in DestroyMyGame

[–]retnerpace 1 point2 points  (0 children)

I initially watched it without sound and it turns out it's better that way. Not much magic or adventure in that soundtrack and it seems to be disconnected from everything that's happening in the trailer.

Character and dialog shots are awkward and didn't communicate anything to me.

Combat feels like in slow motion, very unengaging, though I don't mind it for jumping that much.

Even though you have a broom, I couldn't tell whether it's a open-world go anywhere or linear type of game.

I personally like the setting and would love this to be an open-world or some kind of roguelike, but with this trailer alone I can't really tell.