Hey Winlu do you do commisioned work? How can I reach you?
Magno-M-S-Silva
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Que bom que você gostou! Foi meu segundo jogo feito em Unity e eu não costumo jogar endeless runners. A ideia inicial veio dos meus colegas e eu tentei dar uma polida e desenvolvida nas ideias.
Sim, a diferença é a velocidade inicial, foi uma forma para oferecer variedade de gameplay e de dificuldade dentro do tempo. A gente queria colocar um highscore, mais variedade e uma UI com mais efeitos visuais mas não deu.
Yeah I saw him the first time around, skipped on my second and I'm talking to him a third time since you asked.
Who are Argenti and Aegrit? This is not a decent story introduction. Ideally, you show don't tell but let's say you went with
-Aegrit was a novice angel tasked with guarding a jail where he met and had a crush on Argenti, the last of the demonkind. He decided to break her free and escape with her to a free haven called Edyn.
Now you have a very basic description of your main characters - an angel and a demon; you understand very superficially how they are related - a jailor and a prisoner who fall in love; you have an idea of their objective - find a place to be safe in the city of Edyn; and an idea of their motivation - escaping from persecution.
Additionally, you already start the player with 2 options east or west and even then there is a lot to walk through, and a lot of space to cover. We don't even know if this section of the story has some urgency and so should be tense or if they are just cruising the world for fun. The music seems to be tense but we don't have anything to go by in terms of story.
The problem is not having a story is having too much all at once. I like what I saw in a game design video that mentioned that games are interactive media so you need player interaction. Maybe you could let the player fight some soldiers by themselves? Explore 1 or 2 rooms in the castle? You don't need nor should give a lot of freedom but just enough so we can get a brake and play for ourselves.
And I think if you start collecting player input and add a skip button you'll see more than a few players skipping the occasional scene especially if it's not something that is hooking them up, if it looks long, slow, and repetitive, if you can get a TLDR version. I'm not saying it's your case, I'm just saying it's nice to have the option.
Cloud starts at lvl 6/7 on Final Fantasy 7. It reflects his narrative point of being a former elite SOLDIER who has become a mercenary. Even though you don't get a long story scene you get something and when you take over control after the intro the first mission is extremely straightforward and linear. You don't have a large open map you walk around forever, multiple directions, multiple skills, etc.
I understand that you want to start your game dev not from the playthru start but it's a bit complicated for the player and the most important parts of a game should be the start and the end so maybe you want to start working on that start.
When replaying the game or if a player wanted to skip the story altogether and just sample the gameplay (which I think would be very rare).
My personal experience:
I played your game twice. The first time I went as far as the first introduction of the baby. By then the story was taking so long I decided to quit, it didn't hook me to keep investing in it.
The second time I just skipped through dialog (and that's when the skip story would've been extra helpful) so I could actually play the game so I could make a more accurate assessment to rate the game.
My comment on the story isn't specific, it's about the whole plot lines and the tone of the story. Collect stars, enemies become friends, the protagonist is a hidden gem... I mean can't we get a subversion maybe? Maybe an original plotline? An interesting twist? Or at least keep just 1 trope and develop it more considering the time you have to make the game, at least it won't feel so rushed. Alternatively, use a different tone like a Shakespearean tone, or down on your luck, or something strange, unexpected, or different.
Anyway, I'm sorry you don't feel my feedback is not helpful, I did mention the lack of depth, if you had time constraints just try reducing the scope and prioritizing things. I suggested turning it into a comedy then you can make fun of any problems you might have, suggested you add branching narratives (so choices matter), suggested boosts, traps, enemies, and items, any of them could enhance gameplay. Finally, I suggested a race if you want to go for the pressure route, which could also make the experience more interesting.
If none of it gives you something concrete to make real improvements then I'm sorry, I tried.
Thanks for the comment Nivarian, we worked hard on this game and we're glad you enjoyed it! We were trying to balance difficulty literally up to the last minute, we definitely will add a diff slider and some tips to make it more manageable.
Hope you keep following our progress and let us know what you think. ;)
Hey there! I feel like this game was meant to be a hybrid between an interactive story and a platformer but it didn't have much depth in either direction. The story was quite corny I feel like it would be better if you turned it into a comedy and made fun of yourselves, the characters, and the cheesyness. It also gave several dialog options but I bet the game doesn't have any branches it pretty much doesn't matter stuff happens the same way.
As for the platforming you only had one sequence of platforms and that was it... I mean... Maybe the stars could give you speed/height boosts? Maybe add some traps, enemies, and items? Maybe make it a race where you have to compete to see who gets to the stars first?
Anyway please don't feel discouraged and keep trying, I hope my suggestions help improve any future games you guys do.
Some friendly comments:
1) The story had too much text for too little actual content, you should get rid of these long story parts if it's not advancing the story or developing the characters, cut the fat, and keep the meat.
2) Text did go by super fast. I actually felt it was part of a design choice where the player doesn't do much, the game mostly runs itself for him. We need more interactivity, let the player click to move the text, let the player control the turrets to kill monsters, and give us a hacking minigame to get computers to work.
3) You need to check the sound of your game, when we turn the turrets on the same annoying sound plays over and over again as the monsters get it. Just stop the monsters already, 1 wave is enough.
4) My bot got spotted by the big monster and nothing happened to him but since the monster kept following the robot he got stuck in a corner
Hey there friend! I know it's hard to make something so fast here are some suggestions:
1) Start the jam either with a core idea or a team of like-minded people. Check if you like the same kinds of games and if you have the needed skills to complete a game.
2) Once you decide on the core idea try developing further. Picking one or more games as a reference would be nice but remember people don't like pure clones, think of something that makes your game different. And it can't be "the awesome devs" or "love for the genre" or something like that. It needs to be specific like the controls are reversed, in our story you are the villain, you can't directly control your characters, etc.
3) Now that you have a better idea of what you wanna do you need to split your project into small tasks. What would you need to make a game? Well the main loop is jumping around, so you need a task for coding a jumping characters, you also need levels so you need a task for designing levels, you need a gameplay music so make a task for that, etc. You can use Trello for instance.
4) Once you split all the tasks you would need to accomplish to get the game done you now need 3 things.
4.1) You need to assign priorities (for example high, mid, and low) to each task based on how important that task considering the importance of the feature. You could have a task for creating a title screen but you don't need a title screen so that could be a mid-priority. If you are making a platform you need jumping mechanics so that is a high priority. Always work on tasks based on their priorities, higher priority stuff should be done first and should take most of your time and concentration.
4.2) You need to assign someone responsible for each task. People need to know who needs to do what so you can communicate with the team.
4.3) You should have deadlines based on the task complexity and the project length. This will help you deliver things on time and check if the scope of the project fits the deadline you have.
Awesome game! I love tactics games and this one was nice. A bit too easy but it was fun. Maybe you could add more asymmetry to it? Like a more varied cast of units, add abilities, and environmental hazards or just have the enemy try to focus on your bomb carrier since it's a victory condition for them? I guess fog of war could also be interesting to plan an ambush?
I loved the art style but I thought maybe you could give us more input if we're doing well or not? During the market phase, I didn't see the items I made being reduced, there is no currency so I don't know if I actually made a sale or even if I'm actually helping the town.
Also, the market phase is quite dull, maybe add some mechanics where you try to push your possible clients to buy your stuff? Like a dialog minigame?
Cool game! I like the feel, the art, and the sound but I also have some suggestions.
1 - You don't need to add "Inner Thoughts" to your inner thoughts. It's clear enough.
2 - You should add a hint to where to find your sister. Her corridor looked literally like any other.
3 - You desperately need a map. I gave up on the second dungeon after wandering through the same corridors several times.
4 - The story is super light as is the combat mechanics. Either pick 1 to be the focus of the game or both.
5 - When I buy spells there is no description of what they do. There is no tutorial or any information about the different status effects and damage types.
6 - There is no rest, no camp or town. You could expand that location with the skill purchase to have more stuff going on.
7 - The tension in the game should be a roller coaster with ups and downs. After the boss battle, there should be some lull. Some story, rest or respite. Instead, it just goes straight into more of the same random combat and dungeon-crawling loop.
8 - As mentioned before combat mechanics is quite shallow. For the first boss, all I did pretty much was just spam normal attacks. For instance, if you have a double ATB, one to select an action and another to implement it you should let the second delay take different lengths depending on your action and possibly let you cancel opponents' turns like some similar RPGs have (Grandia for instance). You should probably also have a list showing turn order to help the player plan around that.