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.
Real time team action game (more like MOBA, arena) where you can choose any role you want and compete with others players and show them how good you are in tactic, game skills, strategy, reaction.
Gameplay
Game will start with two teams on both sides, each team will have 3 players.
You will have in control a glowing sphere.
The idea is to win 5 rounds.
On every round you will receive some attribution points to distribute on your sphere, also you need to pick any 4 skills you want to.
Each round you will have some minimal attribution points that you can distribute. On the first round it will be 20 points, on the second 30, and so on. Also for every your kill, assist for killing enemies, heals that you give to friendly spheres you will be awarded by some bonus amount of attributes. Also some attribution points will be taken from you if your team loose a round or if you were killed.
Idea
I like idea of auto chess where between rounds, you have limited time to decide what to do next, and your actions will have impact on all game session. So if you will fail somewhere you can try to fix it in next game session, so every new game you will have more experience as a player.
Features
Glow effect of your sphere will depend on attributes you choose more.
Sphere itself will have some base stats like (HP, move speed, rotation speed, resistance again specific attribute and so on) and every attribute point will increase something (or decrease).
Attributes points will have effect on skills.
Visually - change color and particles effects. (not all the skills)
Mathematically - add radius, damage, heal points, projectile speed, etc.
Bonus effects - for example burn effects, push effects, freeze, etc. (not all the skills)
Every round you can decide what role you want to play, because you can pick skills every round. Imagine on the first round you will play aggressive with skills that deals a lot of damage, but your defense and escape skills will be weak, on the next round you can heal your team and be super tank, but you almost won’t deal any damage, or maybe you want to take some skills to stun enemies and not to give them chance even to make any damage and be super annoying to your opponents. EVERYTHING you decide.
You will be able to play with your friends or solo.
There will be voice chat to coordinate team work.
You will play with players of your skill level.
There will be ladder (solo + team) and the season will last one month. Each month you will receive some bonuses if you was good at ladder climbing.
Demo video here:
We already plugged PUN 2 and currently testing game session 3 vs 3. Now working on adding bots to PUN session and sound effects. We wish to hear your feedback.
I want to hear your feedback, what I can change in this game, what can I add, what do you like, what do you hate about it, all critics will be appreciated.
P.S. This is our first game and first experience in Unity.
While I think it’s a good idea that you want feedback for your game, it would be good to avoid using the same post that you’ve already used in another thread . (some might consider it spam)
Also, if you would like to specify what you want feedback on, it would be a lot easier to give feedback.
We are still working on it, playable demo can be ready to end of this month. We have some version now, but there will be no bots, so you should find 5 more real players + skill balancing is pretty bad there. When you will play solo, it means you will connect to lobby server and other players will connect to your session. If no player will be found every 5(10) seconds a bot will be connected to your game. Solo in this case: ladder for only solo players, we think if team will play against solo players, that can’t organize their actions, it will be not fair. Still even solo players can use some type of VOIP chat, but to avoid abuse, there will be an option to mute it, and we still thinking how to show other team members what skills and attributes you picking before next round.
Let’s be honest this forum and actually almost all forums now are pretty dead (a lot of people moved to reddit). I found some ‘Feedback Friday’ without any messages, so why to not make some content here?
You can give any feedback, im sorry that I don’t have any demo now, but since its multiplayer game, its not so easy to even show a demo, if somebody wants to try it you can send me email on yarikpwnzer@gmail.com. I will add you to Appsflyer and Google Play, but it will be at the first part of February.
After watching too many XCOM 2 videos while burnt out on my previous project, I got the idea of doing a turn-based tactics game from a first-person perspective. I’ve been actively working on this since the end of last August, and I have a WebGL prototype uploaded here.
Here’s a quick warts-and-all video of the gameplay:
Feedback I’d like
Does the first-person perspective work? In particular, certain actions are free. Should they be?
Looking around (I’m inclined to say that this should be free)
Sidestepping (within limits). My intent for this is to allow units to step out of cover to shoot or to allow for more fine-tuned positioning.
Do the move/firing costs seem reasonable enough?
Is the UI too crowded?
Known issues
So. Many. Sirens! (quoting my brother on that)
The player units intermittently start shivering when they reach their destination. This is clearly visible in the gameplay video, and I’ve been banging my head off this one for a while.
The cost counter isn’t accurate, and it doesn’t show the distance in fullscreen.
My point before was mostly that I think people appreciate it more if the posts you make are unique for each thread, instead of re-using it in many threads. However, I see that you and your team have a lot of passion for the game that you are making so I don’t want to discourage you from posting and asking for feedback.
That being said, you are here for some feedback on your game and I will provide you with some. Graphics:
I think the particle effects looks quite nice. They look smooth and fit in with the element that they are supposed to represent.
While I like the placement and design of the UI, I think that the color white maybe makes it look a bit out of place, while in game. Have you tried using other colors to see if they fit the aesthetics better?
In terms of the evironment, I assume that it is mostly placeholders. Aside from that I think that it might look good with some shadows, which would make it feel more like a real place.
Sound:
The music is interesting, but so far I haven’t been able to hear any sound effects. Have you thought about what kind of sound effects you want for your game?
Gameplay:
It’s a bit more difficult to determine how it feels without playing it, but from what I can see the movement looks a bit jerky. I’m wondering if that could be because of the acceleration/deceleration being a bit too quick. Also, right now it looks more like the player is moving a circular sprite than an actual sphere. I think this could possibly be fixed by changing the movement mentioned above and to add some suitable sound effects.
Over all I think that it looks quite promising and I hope that it goes well for you.
@bigRUSH - Core In Fusion looks like the kind of game where it’s hard to give feedback without playing it – and in this case that’s a good thing because it looks like the fun will entirely be in the quality of gameplay, not in story or anything like that. Games like this that have strong gameplay often have a decent lifespan and a long tail of sales. You have the art down. I hope you’ll get a playable version up and running for us to test, maybe in one of these Feedback Friday weekends.
Thank you for sharing a demo with us.
I do think the first-person perspective could work. I feels quite different to play than XCOM, which is a good thing if you want to stand out.
I agree that looking around should be free, since that is one of the few things that the player can do to get information about their surroundings.
I like the idea of sidestepping is also nice and I think that also should be free, since it gives the player some more room to play around with different strategies. However, one thing to consider would be if the enemies should have the same ability to sidestep.
I think that the firing cost seems quite reasonable. However, I think that the movement cost is a bit too low, since it feels like the player can move almost too far at the moment, which could lead to fewer turns and less tension in the game.
I didn’t mind the UI while playing, but I think that if it’s possible to reduce the height of the UI, it might be better for the UI to feel less crowded.
In general, I think that your game seems quite interesting and hope that you found some useful feeback from this.
@Philip-Rowlands - If you could lock the cursor when the round starts, it would make it SO much easier to play.
The first person perspective works. Looking around should be free. Perhaps there could be some other ways to get board information that do cost, such as using an infrared scope or a surveillance drone.
I agree with Lime_x that movement costs should be higher. It makes you have to consider your movement decisions more carefully. But I think side stepping – or perhaps even leaning or popping up from cover – should have a cost since they’re more directly combat related.
The UI doesn’t feel crowded at all.
Since I struggled with the mouse cursor, I didn’t test out a lot of moves that I had wanted to check, such as if units can vault over short walls. A tactics game like this is all about positioning, so it would be great to have different options with different costs.
At the moment, move costs are simply the direct distance between a unit’s current position and their intended destination. My initial thoughts are to convert this to check the length of the potential path (with or without any fudge factors to up the tension).
Sidestepping is supposed to be common to enemy units as well, though there’s currently nothing that actually uses this yet. If I do add move costs to that, I’m inclined to make it a fixed cost, similar to crouching.
It is currently possible to vault over some walls and climb ladders, but it’s not immediately obvious. The navigation markers that allow this have a blue cube nested underneath them for debugging in the Editor; would something like that help?
I think that could work. Another thing that might help the player is if there is a dotted line between the player and the target destination that the player is supposed to move towards to show the path that the character will take after the player has commited to a move.
planned to release a demo recently, so I uploaded a couple days old build
this is called truckAttack.
it is 82 M in zip.
the full game is around 380 M now
this is windows version.
this is what can you expect. the level is easily beateable.
can change kameras with keys of 1, 2, 3. 4
the game design is a series of minigames.
around 8-9 minigames are planned.
the time for levels is different, 59, 29, 22 seconds.
a bit of challenge is keeping up with statistics for each actor (damage)
and implement it in a meaningful way.
wanted to make cut-to scenes, with dialogues and monologues
but that might not happen
questions:
is it okay for steam?
what size would you consider to be okay for dowload for this scope of game? 500M? 700M?
what do you think about the game?
do you think the idea is well worked out or could be pushed further
what’s there what you would do differently
@Philip-Rowlands - It’s a little more complicated, but what about a curved arrow that goes over the low wall in the path that the character would vault it? Kind of like the dotted line that Lime_x suggested for movement, which would also be very helpful.
Very nice feedback! I have feeling that you read my mind Graphics - we still playing with colors + background + level design, we will think about white colors. Also shadows and lighting will be there, because with particle systems (and we are using it a lot) we will have some nice effects when flame will give some lighting effects on walls and entire environment, but I think we will do it maybe not in first release, maybe in 2-3 releases after. Also - we thing about dynamic environment - moving walls, doors, some specific areas. For now these walls and background is just placeholders.
Sounds - still no sounds, working on them, using a lot of free libraries, trying to do some sounds with FL Studio, but this takes so much time, never worked with sounds
Gameplay - movements indeed laggy in video, because it was few month ago, and we used animations to make a video (we needed some prototype fast at that time), now we plugged PUN 2, and all movements are OK and sync with server (with all these interesting stuff: lag compensation, predictions and so on). So for few months we just worked on Networking code, we even lost motivation, it took a lot of time and there were a tons of issues with networking.
Thx for great feedback! That what we need now, at least some motivation!
You are right, this game won’t have any story or lore - only gameplay. I think im belong to that kind of persons who like more gameplay itself, than some story line. Even if we release it, there will be few game modes, so everyone can play it without any donation, I like Hearthstone monetization and we want to make something like that in our game. Next time I will post demo version.
I have no idea what I will do in this game. Aside from “like MOBA” there is no meaningful description of the gameplay here. If I can play “any role” does that mean I can be an accountant? Or a puppy breeder? Is it like LOL or DOTA where there are lanes, minions and bases? Or is it like Geometry Wars where I just shoot and dodge?
A few things to consider:
How do you win the game?
What are the moment-to-moment actions I am able to perform?
What decisions am I making throughout the course of a game, both tactical and strategic?
What are the different roles, and how do they change the above points?
In what way to the “attribution points” change how the game plays? I understand that they’ll change your stats, but what impact does that have on the above?
What kind of “skills” do you get? How do they work? Are they based on timers, or resources, or shared energy, or…? These are going to make a huge difference to how the game plays.
I’m also interested to hear about how you plan to balance the attribution points. At the moment you say you get points for positive actions, and you lose points when you lose a round. To me that sounds like the winning team is going to get more powerful, the losing team will get less powerful, and the result will tend towards a snowball effect where a winning team just keeps winning. You need to keep your losing team entertained, too. What can you do to make a team who’s just lost a round feel like they have a chance of taking down their opponents in the next round? If you can’t figure this out then you’re dooming every match to be bad for half of its players, and that’s going to decimate your player retention.
I suggest taking a look at games which are fun even when you lose, and figuring out how they achieved that.
It does look attractive, but I think you should experiment with describing the game in more verbs and less nouns. Don’t list features and mechanics. Describe actions.
As example I try changing some of your descriptions:
Game will start with two teams on both sides, each team will have 3 players. > Battle for supremacy in highspeed close combat to vanquish the enemy squad.
You will have in control a glowing sphere. > Master twitchy combat as a fiery orb of destruction.
The idea is to win 5 rounds…
…On every round you will receive some attribution points to distribute on your sphere, also you need to pick any 4 skills you want to. > Survive and thrive. Use teamwork to win the round and gain new skills to outclass your enemies.
Just examples, probably a little corny and I don’t know the details but hopefully you get the idea.