Actually excited for this one. I really want to play a quality fighting game without paying $60 + DLC before the community starts dying or being too elitist.
Most of the fighting games really. I got Tekken 7 on discount and got bodied online, I also picked up a guilty gear game a few years ago and got destroyed. It’s less that they’re elitist and more that after a few months of a fighting game launching, most of the people still playing would’ve gotten good at the game and there are no beginners anymore.
That will tend to happen, but there are always ways to find beginners. Guilty Gear's floor system is pretty good at it; it's the higher ranks that have matchmaking issues. Tekken's ranking system is really good, but the netcode is really bad, so you'll have to wait for Tekken 8 to expand your pool of players that you can feasibly have a good match with. Anything that's on Game Pass, like Guilty Gear is now, will have a regular stream of low-level players. It made it really enjoyable to pick up Killer Instinct all these years later, even though I'm on the Steam version, because it's got cross play with Game Pass (note that KI is weird in this case, because only the casual queue is cross play). For a lot of other fighting games, you can usually just ping a beginner role on the game's Discord, which isn't tedious like it sounds, because you only need one other person to play with to enjoy a fighting game.
I also understand that $60-$70 can be steep, but I'd highly recommend you try playing at launch with one fighting game that interests you. Street Fighter 6 is still enjoying a larger online population (meaning more low-level players) than most fighting games, historically, have ever seen even at their peaks. Mortal Kombat 1 is launching in September and Tekken 8 will likely launch within a year, and both seem to be focused on making single player modes to make that launch price more worth it. Or you can hold out for Project L, but that might be more than a year or two away, and you've got several big opportunities to experience that launch day period between now and then.
Its looking really good except for the price. I don’t want to pay full triple A price for a game that’s going to lock key features behind dlc down the road.
Eh, it’s $50 on Steam. I dropped something like 300 hours into CS1 before any DLC. Even if I got half that out of CS2, I’m fine paying roughly 33¢ an hour for a great experience.
To give credit to CS, Its been out for 7 years at this point, and they have maintained updates for the core game. In addition, they have not locked any “critical” functionality behind a DLC, but rather, the DLCs just gave the game a different experience.
As many hours as I have dumped into the original, I’d feel MUCH better paying 60$ for it, as opposed to half of the AAA crap out there, where I might be lucky to get 40 hours of gameplay.
What kind of games have you seen doing 80€? Only I can imagine ever getting away with it are games that are super specific and specialized so they know they won’t have much buisness and need to charge that just to break even (such as some simulators), and games like FIFA where the people who play it have brand loyalty such that it’s kind of like they have a form of retard strength.
Unless there’s some kind of permanent DLC pass bundle available at launch, I’ll try* to wait for it to go on sale for ~$40 before buying the base game. Do Paradox games ever even offer these kinds of options? I know they offer bundles like this for older games, but what about new ones?
*the amount of playtime I’ve gotten out of the original, even before DLC was available, means there is a very good chance I’ll crack.
This was a great feature video, I really liked that they are making utilities more than just something you have to do but potentially something interesting.
This was a great feature video, I really liked that they are making utilities more than just something you have to do but potentially something interesting.
I agree. As someone who enjoys playing factory and logistics games- (factorio, satisfactory, creeper world, ftb minecraft, etc…), I fully welcome the additional control over utilities, and the additional challenges and elements of gameplay.
Not to mention the automatic placement of water pipes when you lay down roads. That’ll save a lot of time and allow you to focus on the more engaging aspects of the game more
Oh, my poor, poor wallet. I loved C:S and this just looks better in every way. Well, except Linux support, but hopefully Steam Play will be able to mitigate that.
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.
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!
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.
Don't compare your game to another game which is literally a billion times better. Yours is just space invader in a circle but worse. Sorry but that was a very boring trailer, not highlighting very many interesting customisation if any.
Thank you for being honest. But hey, how dare I compare my side project to those mega super hits? I just used them as references since they are really games that inspired mine. It's not and not meant to be VS or Brotato killer. No. But I do hope and am trying my best to make it have values of its own. Give it a chance when the free demo is out, will you?
That person was insanely harsh for no reason. I’m sure lots of people thought similar things about VS before it took off. Don’t sweat it, your game looks cool.
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.
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