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(+1)

When you said 

"In the past Devlogs, I said that the items will give player temporary buffs. I have decided to increase their price but make them permanent! (some items like bumpers can still run out of health and be destroyed)"

Have you thought about using both approaches????

For example, maybe have two pieces of the same item, one is temporary and cheap while the other is costly and better? Unless this will break the game.

(+1)

That's a pretty cool idea. However the story mode currently has a little flaw, and that flaw is:
Not having enough levels.

And because player is paid after completing each level, having too many items can get a little problematic...

However, if I decided to make the infinite mode, I will 1000% do that!

I'm not sure what to do about the story. Currently it's short (30-50 min), but if I put some white space in between (levels that don't have dialogue or story progression), I feel like the game would get uninteresting.
What do you think?

(1 edit) (+1)

Erm, I mean you should always focus on quality over quantity. I mean I don't think having a little more levels is bad, nor do I think having a short game is bad. 

I guess if I had to pick, I would say just do what Buckshot Roulette did and focus on a nice short experience and having an endless mode. (Although I doubt people would really bother with a few levels)

EDIT: Also i'm not sure what kind of story you're making, but maybe this video could be helpful:

it's made my Masahiro Sakurai (yes the guy who made Kirby and smash bros.)

However much like he said, "You have the option to disregard these theories and do what feels right." I just thought you might want more help with your story.