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Guiding Spirit - could use feedback on project page and the game itself

A topic by DarkoJelica created Jul 22, 2023 Views: 195 Replies: 3
Viewing posts 1 to 3

https://darkojelica.itch.io/guiding-spirit

Hi! So, I published my first demo (link above), and I've got some questions. There's a fair few of them so feel free to skip some, or even comment on stuff I didn't ask about.


First, about the project page,  because I'd like to gather feedback from multiple people to see where I need to focus my efforts:

Why does my analytics say I have 2.28% CTR when I have 6 views and 394 impressions? Wouldn't this be 1.52%?

Is using the main menu background instead of a screenshot the right choice for cover image? I feel it conveys the vibe of the game better as the stone age setting is IMO a big part of the game's appeal, but a screenshot would be a more accurate representation of the game.

Related to above, any tips for getting more eyes on a game where more of it's appeal is in game mechanics rather than the visuals? Art isn't really my strong suit, but screenshots focusing on UI (where most of the game mechanics are shown) aren't very attention-grabbing.

Are the tags I'm using appropriate, and would you recommend adding any other tags? I've considered "simulation" and "automation" because they're technically true, but my game doesn't really fit the mental image most people have when they see those tags so I'm not sure if it'd be perceived as misleading.

How's the text volume on the project page? Am I getting into TL;DR territory, or do I need to expand it even more?


Onto the game itself:

Most important thing - have you had any issues running the game? If yes, is there anything in Log.txt?

My main inspiration has been the colony builder genre with it's focus on detailed individual characters. However, instead of making a game about building stuff I'm going with making tech tree progression the star of the show. The long term plan is to to have the player's tribe regularly migrate to different local maps in a big overworld to collect knowledge about various plants/animals/etc. so building permanent structures doesn't make much sense. Basically I'm going for a cross between colony builders and something like "Ancestors: The Humankind Odyssey" Is this a viable concept for a fun game, or am I straying too far from what makes both of these work?

Does the tutorial do a good job of explaining the game mechanics? Should the steps be more granular, and is the information that's not strictly needed to complete the steps helpful or just distracting?

Do the game mechanics make sense to you? Do you like the research system?

I've noticed that a common theme in complaints of colony builder players is that they sometimes struggle to get their colonists to do what they want them to do, so I went with designing the jobs system from scratch. Have I gone too far with reinventing the wheel, ie should I try to make something more in line with standard colony builder controls? 

How does the pacing feel? I'm going for a fairly relaxed pace, but have I gone too far in this direction? Do you find yourself spending too much time with nothing to do, just waiting for stuff to happen? If yes, do you think it's something that can be addressed by simply rebalancing stuff, or does the game need a draft system (ie issuing orders directly). TBH I'm not quite sure how I would fit all the different options in a direct orders system without making the UI too cluttered :/

Is the UI sufficiently ergonomic? Any particular actions that you think could be done with less clicks? Does any information feel too hard to get to? Is the reuse of some icons confusing? Do the icons in general make sense?

How are the graphics? Are they readable enough, ie do you find it hard to tell what you're looking at? I'm going for a fairly simple looking UI for readability's sake, but does that make it too ugly? How would you rate the sprites of the game objects on a scale of 1 to 10?

As you probably noticed, the game has no audio. How important is it for a game like this? Should I use use some free music as a placeholder until I can compose my own, or would that make the game feel like an asset flip?

Is there anything you really loved or really hated about the game?

(2 edits)

I meant to get to this game sooner, but other things got in the way!

- I honestly have no idea how CTR works... I'm new to all of this, I haven't been here for two weeks yet!

- I personally like your choice for the cover image! It perfectly nails the game's vibe and is cool to look at :)

- The only tips I have for attention-grabbing other than hunting down users to try your game is to join discussions with users who have games with similar mechanics/themes to yours. Making topics about these mechanics in games can potentially attract them!

- The tags you have are accurate enough I think! "Simulation" is definitely sufficient. Maybe including the resources you used as tags, like the engine, could attract other users as well.

- The amount of text on the game page is fine, especially since it's quite necessary for beginners to understand what to do. The screenshots depicting the text is also a good touch (And good call putting HanniballNOR's gameplay video there, it certainly helped me out!)

- I'm happy to say that I found no issues with the game! For a game that takes place outdoors, there isn't a  bug to be found...

- Part of making a unique game is taking other genres you like and mixing them together in a way that works and is fun! It's hard to get right, but with enough patience and practice you'll figure it out. Instead of trying to match what made the source material work, try to find what makes your unique game work independently from them.

- The updated tutorial does a great job of teaching the player how the mechanics work, and how a good colony should start off. I will say that I understand the point of the research system, but still don't fully grasp how to use it. I can always go back and spend more time figuring it out, though.

- Designing the jobs system from scratch is probably the best option! It allows you to get a lot more creative and makes it easier to iron out the flaws of past colony games, which fans of the genre will greatly respect and enjoy. 

- Don't worry about the drafts system, I'd say. I actually think it's cool to watch the little guys do what you tell them to, but I see how it could be an issue to people who get far in the game. I would say to make the margin of error for some tasks larger for larger-scale colonies, but players might feel like they're constantly missing something going wrong, and there might be too much to keep up with. 

- Maybe creating and assigning jobs can be done a little quicker. The icons make sense, but reuse of them does make it a bit confusing sometimes, but only at the beginning.

- I quite like the sprites! The sprites of the icons and people are pretty dynamic and convey the idea well, but the UI isn't as stylized (not really a big problem), so I'd probably say 9/10 in general.

- The lack of music was a little unconventional for me at first, but you don't really need to add licensed music if you don't want to. Maybe a few sound effects would be cool, but otherwise I don't think it maters that much.

- I didn't hate anything about it at all, and I really like the amount of realism and detail you put into the colony simulation. The demo makes a very good first impression for what the full game will be! 

I also left some feedback in the community on your game page. The full game is gonna be really cool if that much detail was put in the demo! Good work!

Thank you for the detailed reply.  From what I'm seeing the main drawback is UI ergonomicy/clarity, so I'll be focusing on improving those.

hello my name is Tarique am the game dev for SPEED OF LIFE 3D

I would like to give you feedbacks on your game so it can improve . send me your game link so I can give you feedbacks, review and even ratings on your game .

for those who games have not got a feedback as yet visit this site and join the group

https://tariquegamecompany.wixsite.com/mysite/group/towi-group/discussion