What do you think about mix of castle defence and runner?

Hi All! I’m Looking for feedback for my game: Yeti Home Defence - unusual 3D first person castle defence game:

https://play.google.com/store/apps/details?id=com.omega486gamestudio.yetihomedefence

You may watch trailer here -

I would appreciate feedback both on gameplay and trailer

Thanks!

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Furthermore, here’s the question:

I have created this 3d person view superattack:

And asked myself whether this game could have second mechanics: runner with collecting crystals left by dead enemies when you win the battle?
What do you think?

Every change has pro’s and con’s. What does the game gain by adding the runner mechanic? And what does it lose?

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It’s a little hard to tell from the trailer exactly what sort of game it is. It looks like a wave shooter, but with some sort of upgrade capabilities.

You might try to clarify that, if not in the trailer than in a “Yeti Defense Explained” video or something.

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Sure, my next video would be “Yeti Defense Explained” with feature highlights.
Do you mean my game genre is wave shooter (never heard about it, could you please give some examples?)

That’s what I would like to discuss here.
Pros: differentiate user experience, to make game not monotone
Cons? Shooter and defence lovers might not like runner, runner lovers might not like shooting?

A wave shooter is one where waves of enemies appear (generally coming at you) and you shoot them. QuiVr Vanguard is an example, but there are many others.

i watched the trailer twice but im not sure what the gameplay is. Try to make that crystal clear for the dumbest dummy, and then add sophistication as you want from there would be my advice.

as for the writing in the trailer, always look for way to condense and avoid redundancy. First scene, we see a blood red evening sky. No need to say “they came from bloody evening skies.” We see that. Then, “we thought they were boulders”. Don’t tell, show. Show the boulders turning into monsters.

This just my personal preference, but i always find dialogue more immediately engaging than any other perspective. Like if the two characters on the tower delivered some of the words as dialogue, i just personally find that more engaging.

try to limit words to just a few phrases that summarize the gameplay. I dont think a tiny indie game like this anybody is really looking for deep lore to get into. They just looking for some rewarding game play. Everything else is expected to be low budget, so make sure oyu are selling that one thing they are interested in very well.

good luck!

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Mage stealing crystals and Crystals healing enemies - dev preview:

What do you think?

Be careful with adding ideas because they’re unique rather than because they are good. When you mix two different types of gameplay like this, you usually end up with one that feels like a chore so you can get to the mode you actually enjoy.

What happens is that instead of getting players that like either one mode or the other, you actually scare off both groups of players.

That’s what I was thinking of.
So two different games would be better than one mixed

While reading your idea all I can think of is: “How are your 2 mechanics synergistic?”
This reminds me of Nier Automata, a horrible game, where cool hack-and-slash action is often interrupted with hacking scenes, completely unrelated and a different play style, something the game could have done without.

You should focus on making a good core gameplay loop and see what the player will be doing constantly and then throw stuff at that loop, secondary or tertiary loops, that brings excitement to the play. In most games, it is a travelling period, interrupted by combat, which is fine. The player primarily attempts to travel from A to B and in between, stuff happens.

The worse is when you try to push 2 primary gameplay loops, sometimes completely unrelated, together. Imagine you are playing Halo and mid fight you have to solve a puzzle. Doesn’t make sense!
Or imagine a racing game, where you strive to be #1 and randomly you are paused and forced to fight pokemon or something… it’s just weird and lacks synergy.

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Heh, I remember MassEffect, where you had mini games to hack code and to ride on asteroid looking for satellites.

My intention was to make runner part as secondary, and obvious for real world: after castle attack you should have something to collect on field, yeah?

But as I have severe fps drops - to 20 fps - on runner part that you can see in video in second post, I have to postpone this idea to future.

Btw, do you have an idea Why I have framerate drops and what to do?

Depends: either you have too much to load at once or too much processing is running in the background. That is why using the update or fixedupdate method is kept to a low.
You could fix it by hiding stuff or having less stuff or using textures instead of objects in the background.

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IF the entire MATCH is fun, when a MATCH it’s just that, a MATCH, and will take 3 or 5 minutes to complete,
then, yes. If it is not FUN, then no. How to know it is fun? Share Alpha builds.

I have new trailer here:

Do you think it is better that first (first post in this thread)?

Sorry, didn’t catch your idea, could you please explain in more detail?

Btw, Yeti Home Defence is published in Google play:
https://play.google.com/store/apps/details?id=com.omega486gamestudio.yetihomedefence

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The new trailer is better. You could still cut its length in half. You don’t need to provide as much information. Provide just enough to hook the customer. The sooner you can get the customer to the download page, the better.

Also ask a native English speaker to proofread the English text. There’s a misspelling and some awkward grammar.

I will love to give you feedback but i see russian version from here,
i was thinking on learning russian after seeing Better than Us in Netflix.

Ok, what parts do you think are most attractive to customer?