I’m having doubts about my fps mechanics and would love some off the cuff feedback

So the current plan that I’m working on as a first person Metroidvania.

I would very much like boomer shooters style mechanics, but the obvious problem with that is rocket jumping

I’m leaning into this idea that the game starts off as a more modern shooter with sprint and reload and iron sites and head shots, but as you power up it becomes trivial.

Sort of shifting genres as the game progresses.

One solution for the rocket jump problem is to simply not have jumps be a concern.

But I’m also wanting to increase mobility and have a lot of mobility gameplay.

For example, I would like bunny, hopping to be the fastest means of movement and give the player from the very start to hold down melee in the air to do a drop kick that if done on surfaces will make them face the other way and give them a speed boost and jump.

Sort of a built-in wall jump.

Play testing this it’s immediately apparent that there is a lot of potential in this since I’m using a physics based player control controller.

It’s going to be a speed runners dream.

I’m pretty happy with how everything is, and I think I’m willing to make the sacrifice of making verticality not really be a key.

Probably most keys will be one way doors and boss rooms, with lots of double back passages to unlock.

All of it feels pretty good and I spent a lot of time tweaking it.

My main concern is I feel like I’m approaching an identity crisis.

It’s not a modern shooter like Titan Fall, and it’s not a boomer shooter like Quake.

I feel like there’s some genuine gold here, but I feel like people are gonna be repulsed playing it until they get the groove.

So just to give a little slice of what it would feel like, I foresee players having three different modes they switch in their brain.

Shooting, scrambling, and speed running.

Every weapon will have an iron sight that slows you down, but it’s gonna be more of an alt fire than just better accuracy. The rocket launcher will huck grenades from the hip and rockets while iron sighted.

Iron sites slow the player down, and slows down things done with the offhand which I won’t even get into because it’s way too complicated to explain.

Just know that player will have a dedicated grappling hook/gravity gun that works as both, but they can’t do it while iron sighting.

That’s probably the biggest thing.

So yeah, the player could be firing from the hip and moving fairly fast, doing iron sites to really pin down an attack, or just completely breaking the game and getting insane speeds.

Three clean distinct modes that they can jump between very fast.

And in my plate testing, it feels very good.

But I feel like I’m going to be fighting uphill battle with people that don’t initially get it and immediately dismissing it. Especially reviewers. And you know how that goes, once an opinions out there that’s kind of solidified.

Any suggestions?

Should I lean into modern mechanics?

Should I lean into boomer mechanics?

Should I disregard standards and roll the dice?

Playtest with people, not with yourself and collect the feedback.

There is your answer.

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But I’m scared…. That’s ma baby!!!

Yeah, you’re right.

So, uh, how DOES one find playtesters?

Look on social media.
Post there that you are looking for alpha/beta testers or something.
Be specific.
Also, you can post on itch.io.

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Ask your IRL friends. In my experience, they’re usually happy to play at least 20 minutes of something new and interesting and provide some feedback. It also doesn’t hurt to buy them lunch or a drink as thanks

Im interested to know why you think players will be repulsed, like what exactly is off-putting about the movement/gameplay

I am curious about why you refer to a “rocket jump” as a problem…

Fun gameplay often involves achievements the devs never expected. Why take an extreme stance on open ended gameplay?? Gives me a “stick in the mud” type of attitude towards fun…

Generally speaking players tend to prefer tweaks on existing formats, not new formats.

They expect FPS games to either feel like quake or Call of Duty.

Something in between is going to frustrate people.

For example, my controller is 100% physics based so it’s going to not have instantaneous input and movement will be more deliberate less reactionary.

This is clearly going to frustrate a lot of people because they’re used to other formats.

It’s like when from soft started making souls likes, a lot of people struggled with them getting rid of animation canceling. Now it’s part of the game’s appeal.

Meanwhile, I also have sprinting, which is probably going to turn off a lot of boomer shooter fans.

I’ve put a lot of thought into these mechanics and a lot of tweaking, and I feel like I have a very good framework. But I also think it’s gonna have a little bit of a learning curve that is going to repel a lot of people..

In combat, nothing it’s great.

In terms of Metroidvanias it basically completely eliminates verticality as a lock.

The title here reads “I’m having doubts about my fps mechanics and would love some off the cuff feedback” and let it be known that I mean no disrespect, I want to keep things professional. So you’re working on an fps or a meteroidvania?? :smiley:

Both.

Although I’m not sure (heh) that “Metroidvania” is the word, maybe more of a souls like.

But it’s an old school gamer I personally think souls like is just a metroidvania.

If it’s not clear, I’m working on an FPS where it’s an open world with save rooms and lots of locks, and because I’m overly ambitious the meat of the game will be in an underground facility and the surface will act as a sort of fast travel, once you unlock different entrances.

And of course the last boss will take place on the surface, so that all the time you spent learning to navigate will play a crucial role in the final boss.

OK i see what you mean. I happen to like physics based controllers, my philosophy is to start extreme, then dial them back for gameplay and find a sweet spot.

Honestly COD movement is a certain type of person, but then there’s Tarkov, which i found jarring for about 5 minutes until I realised how immersive the realisic movement and handling is, which makes for satisfying long term competitive gameplay.

But at the end of the day these are all principles that can work in some combinations, and unless you let someone play the game, it’s impossible to know whether its fun or not.

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