I'm Done With Game Design ...

Discussion and feedback on Construct 2

Post » Wed Apr 29, 2015 9:55 am

I too must say that getting a product done and out the door is an achievement in itself.
Getting the sh*t kicked out of you on steam/youtube/anywhere else with end customer exposure is to be expected, to some degree. Even successful (game and other media things I worked on) products will attract a lot of bile.

On the other hand, if you strip away all the hating and fuming and "this game is so bad my grandmother died from it"-BS of the adolescents are posting, there might still be a lesson to be learned about the scope, depth and challenge people expect from a game.

I've read through a few of the comments and reviews, it seems that some people are seriously unhappy with the performance (which is of course partially out of your control, C2 exports with their browser engine coming along is quite fickle on weak systems, as you probably best know yourself), but other than that, the critique seems to center around enemy patterns and behaviours.

And that is something one could work on in the next product. In my opinion you should let it cool off a bit and not quit, but put all you've learned from this experience to good use.
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Post » Wed Apr 29, 2015 10:14 am

szymek wrote:the other issue is that...

The graphics don't bother me, and the cheesy storytelling is actually kind of endearing, but having poor performance on top of those is a killer. I'm not sure why there are three different darkbase01.exe processes running, using over a a gig of memory combined, or why a game with such simple graphics and small areas freezes/stutters so much.

http://store.steampowered.com/app/35848 ... views_hash

author of Darkbase 01 seems to be yet another victim of Scirra's "exporter" policy

Whilst the bile is quickly getting old, please @vlweb3d send your .capx to @Ashley so it can be profiled.
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Post » Wed Apr 29, 2015 1:20 pm

Hey friend, congratulations on developing a game and releasing it on a major platform! I know its tough to swallow the fact your game is not super successful and being hated on (welcome to the club! haha)

Indie Game Dev is super frustrating, hard, time consuming, scary at times but remember why you went through the whole journey of making and releasing a game, its fun and something you are passionate about. Never give up on the fact that some stooges who have no idea what this process is about say horrible things. Every success story starts with failure, lots of it I hear.

Its a struggle but youre already in the elite group of indie game devs that actually started and FINISHED a game.

Congrats and goof luck to you
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Post » Wed Apr 29, 2015 2:42 pm

You do have a demographic, and you do have a reason to keep going.
Image ImageImage
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Post » Wed Apr 29, 2015 3:51 pm

Steam has one of the worst communities ever, maybe besides GameFAQs. People are just downright rotten for no other reason that it amuses them. Pay them no mind. I'll be willing to bet not a one of them actually knows what it takes to start making and more importantly finish a game.
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Post » Wed Apr 29, 2015 4:03 pm

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
If it can be done, someone on the web will show you how to do it!

CDASI Games Mentality Break Splat-a-bug FlapFleet Challenge
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Post » Wed Apr 29, 2015 4:54 pm

I've never finished a game so you got me beat.
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Post » Wed Apr 29, 2015 7:17 pm

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).
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Post » Wed Apr 29, 2015 7:58 pm

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.
Last edited by Tokinsom on Wed Apr 29, 2015 9:22 pm, edited 1 time in total.
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Post » Wed Apr 29, 2015 8:38 pm

@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):

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