Looking for some free playtesting for your game prototype or nearly-finished product? Getting feedback early is the best way to be sure that your core gameplay loop is polished to the nines on launch day!
No matter which stage you’re at, drop in here to show everyone what you’ve done and get some friendly advice. Feedback Friday runs from Friday to Monday every week.
What To Show
Minimally Viable Product (MVP) - Core game play > everything else
Post a link to a playable game, preferably WebGL. If you don’t have a playable game, post something substantial, not just text.
How To Ask For Feedback
Be concise.
Specify what you want feedback on and what you don’t.
Resist the urge to write an immediate defense. Take the time to understand their points. Remember that your friends here are taking time out of their busy schedules to help you for free.
How To Give Feedback
Be positive. There’s something of value in every game.
One more quiet week. I will try and make sure #127 isn’t quiet. Starting my Turn Based RPG today and will have something for you to test on 21st August.
I’d like to share my game, Hunt the Muglump. It’s a top down, 2D game where you explore a dungeon and look for monsters using the clues you receive on screen. If you think you know which room contains a monster, fire an arrow into it. Other hazards include pit traps that cause instant death from falling and bats that can carry you to another part of the dungeon or even drop you into a pit or onto a monster. There are three different types of arrows that have unique abilities such as lighting up a room, scaring away bats, covering up a pit trap, or trapping muglumps in a net (certain typs of muglumps can move if not netted). The game is based on a much older game from the 70s called Hunt the Wumpus but I tried to add enough new content so that it would feel inspired by that classic while still feeling like its own game. Additionally I took inspiration from a lot of games I enjoyed as a kid on the Commodore 64 and NES such as Gateway to Aphsai and Ultima, so the look and feel borrows a lot of inspiration from those games. Recently I posted a major update that added support for Steam Leaderboards and I have always had support for Steam Achievements. Check it out and I hope you like it. This was all basically a test for myself to see if I could do it - learn Unity, make a game that I enjoyed playing, and release it. So I spent about three weeks learning the basics of Unity last August and then started in working on Hunt the Muglump. It was about seven months from there to my initial release on March 15. I’m also working on an update that will streamline the rendering so that the game will hopefully work well on other platforms besides just PC.
Don’t be fooled by Hunt the Muglump’s simplistic look, it is actually a lot of fun for both kids and adults!
Not really, these threads are aimed more at early prototyping/game design feedback.
However, since I’d rather not end this thread without something useful, I highly recommend all these talks by Mike Rose, this one by Chris Zukowski and this one by Jason Rohrer. I have watched all of them multiple times and they have shaped the marketing plans for my game.
Basically, don’t wait for anything to come to you, because it won’t. Build your own community.
I think you’ve done well for a first game, but just about every aspect (gameplay, art, sound) could be improved.
The main thing that strikes me is that the rooms are generally quite bare and empty and the player is just zipping from one to the other. Try to find ways to engage the player more in each room. The game has an empty vibe from watching the video. I would have been happy to see more creatures and items to interact with.
Also, the art could do with a lot of improvement. Maybe pixel art would be a great idea for that genre?
Thanks Billy4184. In general I want to start contributing more to the Unity community at large as well. I’ve learned a lot in the past year and I’m ready to start giving back when and where I can. Thanks for the links!