I'm Done With Game Design ...

  • As far as performance goes, if you haven't done so already, re-export your game with nw 10.5. Anything newer runs like garbage.

    If the performance issues can be sorted then it's just a matter of game play, which any constructive criticism can be used to address those issues in future updates.

    Negative reviews that resort to name calling and rediculous references to their grandmother are not only indicative of the kind of person leaving the review, but more importantly not worth worrying about.

    On the other hand constructive criticism can be hard to hear, but can also help you hone your skills and build better games in the future.

    Never give up, never surrender!!!j

  • I've never finished a game so you got me beat.

  • vlweb3d

    I will be brutally honest: Your game looks like Alien Shooter demo included in C2 with some changes/upgrades ... And for PC there are a lot more eye catching games. I think that Kongregate/Newgrounds or similar site would had been a better publish option.

    Also, while C2 browser engine is nowhere close to native performance, you can use some optimization tricks, like using tilemaps, group your animations, activate/dezactivate unused groups ... etc.

    The good part is that you finished a game and published it on Steam. Even if is not as successful as you wanted, you should take note on your mistakes and try to not repeat them.

    You should read the story behind "Five Nights at Freddy's" . It's creator also got very bad reviews on his previous games (before FNAF).

  • Yeah, you actually finished a game, so that's a start.

    Honest criticism though...IMO this just isn't a very appealing game. It looks like "C2 Ghost Shooter Tutorial: The Video Game".

    -The bird's eye view is just..bad..pretty much no one does that anymore. All you see is heads, flailing arms, and the tops of walls.

    -The graphics are "retro" but not in a good way.

    -Literally half of the trailer is bland text saying "One _____" which...made me want to read the info on the steam page instead.

    -Gameplay looks incredibly shallow. Games like these need to be complex. Lots of weapons, enemies, things to interact with, puzzles, suspense, dread, intrigue, etc. All I'm seeing is one guy in one area with one weapon fighting one enemy...over, and over, and over. Very slowly at that. There's just no substance.

    -Apparently it has serious performance issues.

    So, eh. My advice: Study and play other games like what you want to create first. Figure out WHY people enjoy them and what they liked and didn't like (same for yourself, of course). Use that as a base to meld with your own ideas and innovations. Most importantly: Get feedback early on. You don't want to spend a year or more developing something you have no idea if people will even like...again.

  • Tokinsom Good points.

    I could be a entertaining way to kill some time with a bit more enemies and weapons, as a 0.99 mobile game. But I don't understand why you published this on steam for 5 bucks. Just because you can do something, doesn't mean you should.

    But don't give up if you enjoy making games. I made 2 horrible ( I thought they where good when I made them), 5 years ago. Made 10$ on each. But I'm still making games ( it just harder to finish a project due to a over critical mind). Here are MY flops ( don't laugh to hard):

    https://youtu.be/vaf2HwcAAeY

    https://youtu.be/kNU9crdfBp4

  • vlweb3d

    so you made a game its the worst for the 90% of the people who bought it and you open a thread with the title "im done with game design".

    first of all i saw that youre working with eons vue for landscapes and poser for characters so if im correct you like to do art. so why you want to stop doing art?because some people said that your game is crappy and laggy (thats maybe i said "maybe" is ashley's problem a bug or something and you should send the capx file to him for investigation). so what? do what you want and try if you love it trully to be better.

    and second i dont know how old are you but let me say it straight

    the first time we ride a bicycle or a bike we fell but we found the way to balance after a few falls.

    the first time someone make love believe me like the 90+ of the people it was a semi-disaster...thats dont stop us to keep making sex...

    the first time someone drink alcohol or smokes it was a disaster too (unfortunately specially for the smoking we keep doing it)...

    the first day in a new job (in the first especially job) is a disaster too we dont know what to do for sure but thats not stopping us to be better (if we want to keep the job).

    the first time is always the first time if you really love the process stand up and try to be better dont give it up. and the only advise is to listen the bad comments not the good. the bad comments evolving you the good keep you in the same level.

  • You've achieved a lot more than you think. It's called free marketing. Jump on that opportunity while people are still talking about this one. People spend a lot more time doing great games that rarely get heard of, yet your game has caused quite a stir. It'd be stupid to stop now... really..

  • Oh yeah, and welcome to lesson 1 of Developing A Thick Skin

  • My honest suggestion would be to join a team and don´t make a game on your own. It´s speeding up things and it´s way more fun than to do it as a one man show.

    There are people who lag of artistic skills completely but who are great developers... if you´d focus on art instead of gameplay the game maybe could have been a lot better!

  • My honest suggestion would be to join a team and don´t make a game on your own. It´s speeding up things and it´s way more fun than to do it as a one man show.

    There are people who lag of artistic skills completely but who are great developers... if you´d focus on art instead of gameplay the game maybe could have been a lot better!

    Yeah but it's retardedly hard to find an artist who's willing to help and even harder to find one who will stick around.

    And I'm not even mentioning pay yet.

  • -The bird's eye view is just..bad..pretty much no one does that anymore. All you see is heads, flailing arms, and the tops of walls.

    no, no! you forgot about Teleglitch! That game is amazing...

  • > -The bird's eye view is just..bad..pretty much no one does that anymore. All you see is heads, flailing arms, and the tops of walls.

    >

    no, no! you forgot about Teleglitch! That game is amazing...

    And Hotline Miami. Mos def got a market for it.

  • Yeah but it's retardedly hard to find an artist who's willing to help and even harder to find one who will stick around.

    And I'm not even mentioning pay yet.

    Haha you should mention pay if you're hoping to find someone willing to help and also stick around

  • Don't be disheartened.

    This is your first game. With almost no exceptions, anyone's first game is absolutely going to be rubbish, no question.

    I spent 6 months making my first video game. If that game had made it to Steam, even after 6 more months of adding more stuff, I can guarantee it would get reviews as bad as yours or worse (Actually, it was a pretty similar game when I think about it!)

    The key is experience. There are no instant successes in video games. None.

    Only give up now if you didn't love the hard work of making the game. You can only get better from here.

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  • Everyone gets negative reviews, you are just missing a bunch of positive to balance it.

    You managed to get enough hype to get this thing onto steam, and fair enough it didn't attract much positive reaction, but that is experience.

    You are 90% ahead of everyone else, and have joined the ranks of indie developer (they all have a story about a first game that bombed) You need to bomb your first game (its a rite of passage)

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