The Forgotten City definitely got it’s due last year. It was on an awful lot of people’s GOTY lists. Which was warranted, because it’s really really solid.
Duskers is fun but I feel like it would put it over the top of it was even more scriptable, like Screeps or Bitburner. Whenever I played it I always imagined I might be able to get to a point where I could write code to play the game for me, but I don’t think that was really the design goal of it.
With Survivors-like games, auto-fire becomes a necessity as the screen fills with enemies and you have multiple weapons or abilities. How do you plan to balance this theme of the genre with the need to activate abilities manually?
Oh, sorry for somehow I only see your comment by now. You'll have "passive skills", too. They are called, in the game, Support units. And artifacts to modify the gameplay as you progress through the run. But your skills (you can equip up to 4 simultaneously) are (in most builds) the main damage engine, the main source to trigger cool synergies.
Hey, just wanted to let you know, you might get penalized in the algorithm with that fake release date on your steam page. I just had an in depth talk with a colleague about the steam algorithm in his own experience, and release dates with a fake date far in the future are completely burried. Consider changing it to TBD or something like that, whatever other games are using.
1 is great, loved it.
2 kind of sucked, bad story and collecting treasures wasn’t fun.
3 was great, but felt too short. 1 was also short, but it wasn’t too short.
4 is great, so much content and all of it is fun.
Good luck with your game! However, if I can make a suggestion:
Think of a way to describe your creation without referencing another game. This might be the only time you're going to get it in front of my eyes, and I know nothing because I've never played the two games you used to compare it to (never even heard of one of them in fact), so I'm not going be hyped or follow it. (While it's true there's a trailer, I'm not in a spot where I can watch it.)
Marketing is important to success, use your limited eyeball time well!
I can't be the only one thinking that your image looks like a knockoff of "Star Wars: Rogue One". Same font, same alignment of words.... Make the game YOUR game. Don't rely on familiarity with other brands to draw people in. They'll be disappointed when it's NOT a Star Wars game and you also open yourself up to legal issues from Disney, who owns the star wars brand.
No worries. In case that came off overly critical, please know I just want you to shine. Not accusing you of anything. Just want your unique self to show through. That's part of the beauty of an indie project; it's not the same corporate stuff.
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Aktywne