Should 1-person or 2-person indie make multiplayer FPS game

I am working on a FPS game, not multiplayer. I search a lot of assets, and I find recently released FPS assets focus on multiplayer.

My first thought is that cool. But after looking some games on Steam, I think it’s impossible to attatract many people. Then bad loop begins, less people , longer matching, negative reviews.

Very small indie has no reputation and budget to promote multiplayer game, less people means bad end.
Is that rgiht?

Multiplayer can take a lot of forms. A match based competitive multiplayer FPS would die without lots of active players to survive. A primarily single player campaign that can be played with 2-4 players cooperatively could do well still with a lot fewer active players.

You don’t need to spend money to promote a game (regardless of whether it’s single or multi-player). We’ve had countless threads on these forums about that. You can create an audience for your game by the time it is ready to come out without spending money.

Paid advertisements are just one way to market your game. There are many others like posting regularly to social media (Facebook, Twitter, etc), getting YouTube personalities to play your game in front of their audiences, and so on.

Thanks.

These assets’ gameplay are similar to unknown royal battle

No idea what that game is, but I can say if you are relying on premade assets to dictate your game’s style of play that your game will not stand out from the crowd at all. You’ll just build “yet another” FPS.

I think using premade assets can save a lot of time if not making asset flip.

FPS is possibly the worst genre for a small indie team to get into. Customers are typically interested in the best in class games. For an FPS that means you are competing with the latest efforts from EA, Bungie, Epic, ActiVision and whatever other AAA outfits are building FPS games. The chances of a two man outfit making something good there are virtually zero.

On the other hand, there are smaller niches that are supported by very few developers. This is where an indie can get in and make something that’s actually profitable.

Thanks for your suggestion. I want to add some horror, and survival gameplay: like farming and fishing.

Current demo: boss fight

Survival games are just as saturated.

I don’t think so. Farming and fishing (Even on asset store) are rare compared to other genre.

He’s not talking about saturation of the asset store. He’s talking about the never ending list of survival games available on the various game store fronts.

Were you not happy picking just one highly competitive field that practically guarantees you no real chance at success?

Please give suggestion on my below demo:

https://www.youtube.com/watch?v=A60TVkwpYjU

Go visit a real museum. You’re competing with companies that are extremely good at recreating environments. You need to be able to create an environment that is believable.

How to explain:
There are two indie FPS games make some success.

  1. witch hunt ,Save 35% on Witch Hunt on Steam, pillar: atmosphere;
    2.mist survival, Mist Survival on Steam, nothing special

Check out the environmental screenshots. Their kitchen (screenshot in the spoiler) has elements of a real kitchen. Your demo has no elements of a real museum.

3661648--299752--Kitchen.jpg

If there are no museums in your vicinity at the very least go search for images.

https://www.google.com/search?q=museum&tbm=isch

OK. I can change the title, no museum. Museum is not the focus of the demo. I want to express using assets doesn’t mean copy.

To quote an old movie, “What we’ve got here is failure to communicate”. Either you’re purposefully ignoring the points we’re making in which case I would argue you’re nothing more than a troll, or you’re just flat out incapable of understanding the points we’re making. Which is it?