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Hi Nine,

Thanks for the feedback. The mood board was added at the last minute, partly to get some content that showed the idea of how the "characters" could vary and partly so I had another reason to play with Midjourney. However, as Gwen mentioned, they don't actually match the art scheme for the game (top-down) and so probably would have been better left out.  I should have booted up one of my many tower defense games and grabbed some screens.

I was already thinking of something to add more interactivity between streamers and viewers, a more social and less passive connection, and this GDD theme forced me to sit and think about it instead of just idly wondering what I could do.

I agree that the document was too long, and I adhered to the template too much. As I've said over in the Discord, I'm frustrated I didn't take the time to add a few simple diagrams (especially since I required them from my students).

When you mentioned the actual genre, do you mean I should have tried to define it in text?

I'm not following the comment about first person. Can you elaborate?

Thanks!

Hey Maka,

I actually tried to not read any other comments until after writing my own, so I would only give my first impression, but Gwen made a very good point. I suppose I was thinking that the aesthetic was more what you were hoping to convey, since in the GDD you mentioned that it didn't fit the perspective you wanted. If that's the case, then I think it would be helpful to an artist to convey the a stylistic stand point (immediately I  would think character requirements would include being rounder/squishier, more muted palettes, quirky/cartoony physical proportions, with my very limited art knowledge). You could have also shown some examples of things in the correct perspective, but my hunch would be that you'd find an artist who could translate that stylistic guide into what you wanted (ideally). 

I will stand by my adoration for your Twitch integration idea. Learning that it was something that you had to sit and think about more thoroughly makes me feel like that was the whole point of this exercise, and you understood the assignment. It's both a good thing, especially in a multiplayer/party game and a good way to stretch your design muscles.

I think you did a good job under the constraints, so I wouldn't worry too much about what you didn't get finished in time. When I mentioned the genre, I did mean the listed genre in section 2.3 Genre. You have a lot of possibilities listed with question marks, which created some uncertainty for me. One reason a lot of elevator pitches reference other games is to help others immediately understand how a game is going to work, the same would have been true for this section: if you reference well known genres as the building blocks for your game, people will have an  image in their head about what sorts of mechanics might be in the game. The most successful examples in this section would be "Tower Defense Battle Royale" and "TD-survival-like" which immediately gave me ideas of what to expect in the gameplay section.

About the first person thing...it's very nitpicky, but most of the doc is written in third person, "The player creates paths..." but in the audio section it switches to first person, "I don't know" or "I'd like to find." I can't disclaim it enough, it probably doesn't matter, but it caught my brain like a sock on a floorboard nail.

Ah!  I see what you meant by first person now.  I also use second person in quite a bit of it -- switched around too much.

For the genre, I wasn't sure what it would be called, so I was suggesting possibilities for the name. None of what I had quite made felt right, and I still haven't found something I like.  For that matter, I went poking through what was listed as Tower Defense on Steam and the tag there seems to cover way more than I'd have thought. 

Thanks again!