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Member Since 23 Oct 2013
Offline Last Active Dec 02 2013 02:20 AM

#5107085 has anyone here released a game that got no attention and make you depressed...

Posted by on 04 November 2013 - 11:13 PM

So for the exact reasons that you did not find our games enjoyable is probably the same mindset that people did not find your game enjoyable or bother to try it. They either didn't like the type of game you made, didn't like the graphics, or thought it was too simple, not engaging, etc. And the same way you can very casually label off and give our games a low score is probably the same type of mindset other people had when playing your game as well. The same way you have no idea how much effort, design thought, and time we had to muster in order to make these small projects, the players don't know (or really care either) how much effort you put into making your game. All they see is the final product and they "are" comparing them to the "best" indie games out there. If you fall short in one category or another, then your game is not worth playing. It's a harsh world for indie game developers. No one care's about your idea, and unless you can make it look and feel like something fun, no one cares how original, or how hard it must have been to make it. 


It's hard, but there really must be a balance between, "I want to make my own idea my way" and "but will people like it if I do it that way?". Like I said, don't let yourself get down. Refine your game, OR in my opinion, just make a better one-

#5106851 Military Jet Copyrights

Posted by on 03 November 2013 - 10:46 PM

This is covered in the forum FAQ and in the little "Getting Started" box for the business forum. Clicky

Talk to your lawyer for a definitive answer. EA is in a financial position where they can choose to fight things out in the court. You probably are not.

My bad Frob. I did try to look for this thread in older sections of the forum, but I couldn't find one that was directly relatable to my topic. 

And thank you for the responses. It seems like I'd probably get away with what I'm doing, But I should really try my best to make up my own jets at this rate. Maybe combining two real ones into one made up one I guess. 

All the advice was really helpful guys, thank you!

#5106839 Military Jet Copyrights

Posted by on 03 November 2013 - 09:44 PM

Hello everyone. I was wondering about using military jets in a game. I read a similar thread about gun copyrights and it seemed that as long as you change the name of the gun, you're OK. So, I am wondering if I create a 3D model of a F22-Raptor and call it like "M33-Vega" and give it a different color scheme, etc. Is that still against the law? 


Thank you for your time!

#5106838 has anyone here released a game that got no attention and make you depressed...

Posted by on 03 November 2013 - 09:39 PM

I wouldn't say that you should be depressed about it. I worked on a game for about 7 months (It's a 9 month project). I made all the graphics for the characters and animations, and like 70% of the soundtrack. My two brothers programmed and made levels for it. We made a demo just to get a taste of how it would be received, and a lot of the responses in general were 50% neutral, 30% negative, and 20% positive. 


Now, as the developer of the game, am I depressed? I think my feeling was more like "Aw man, oh well let's see what I can learn from this". I learned that retro 3D graphics are no longer a good thing, people will judge a book by it's cover, and judge whether the game is good or not before they download it. You shouldn't expect players to have the patience to figure things out, you need to cleverly guise instructions in the form of a basic level. 

It was the first game to put our name out there. And as the first game, we are just happy it's almost done so that we can make something better right afterwards. You just gota keep going and making them better and better, and then if you finally make a good one, hopefully people will try the older games you made before you had a popular one. And then it will be appreciated then. That's how I see it. I'm not depressed, and I don't think you should. Rather, just be happy that you made a game and be proud of it. Make a better one and try to publicize it better. And for the love of god, don't make games for money- Make them because you want to let people experience an idea you thought would be fun. 

For anyone that cares, the game I am working on, and almost done with, it's name is "Spheroid" and you can find it in the "indie project" forum area of gamedev.net here:

Keep at it man- It's really unrealistic to expect for the first game to be successful anyway. lol

#5106155 Feedback needed

Posted by on 31 October 2013 - 10:18 PM


I think you'd got a nice idea, you just have to find a way to make it different from all the "city builder" games already out there that are similar.
As a fan of city builders I need to strongly disagree here smile.png What city builders? Crappy Cities XL? Pathetic SimCity 4-5? Sorry, I don't see all these city builders. Actually I can't find even ONE I could play. I don't want them to be "different", I don't want the ability to "import sims", I don't want full 3D pixel perfect map where everything has different shape and you can't align anything.


I DO want the standard overused SimCity 2000 or Pharaoh or other clear grid based city builder (where I can see how much space I have left). I would definitely buy a standard oldstyle traditional city builder game (and preferably without any combat unless it's made as skilfully as in Caesar/Pharaoh series). Actually, I hate no one make these anymore sad.png



Like I said, this genre is not my expertise. However my point was to give the player a reason to play your city builder over other city builders. It's like making another metal gear, just like the first metal gear on the PlayStation 1. Why would I play your version of metal gear if it's just like the original, when I can just play the original? There should be your own spin on it that the player doesn't really get often from the other games similar to it. 


This is just my opinion though. Best of luck-


#5104434 Tutorial Level Do's and Don'ts

Posted by on 25 October 2013 - 12:53 PM

Hello, my question is how to teach the player how to understand and navigate through the controls of the game in the guise of a normal level. What would be an ideal set of rooms, and what would be in those rooms to get the player comfortable with the later more advanced stages? 


My reason for asking this, is my brothers and I recently released a game (can be found in the indie-game forum section: http://www.gamedev.net/topic/649361-spheroid/#entry5104428), and was met with a lot of players saying that the game was too hard, or too confusing, or was not very well explained. So, I'd really like to change that, and we have decided that before any missions, the first "mission" should be specifically designed to get the player familiar with the game. 


Things I want the player to be familiar with:

-Controls for character-

-Reading Radar-


-unlocking doors-

-collecting all items in the area-


This might make a lot more sense if you try the game. But even just in theory, the main thing is getting the player accustomed to the controls. I got the basic idea of having a single simple enemy in the room. But should I just have a text message (from a character) tell you "fire with left click"? Or should I just let them figure it out?


Thank you for your time, 




#5104428 Spheroid

Posted by on 25 October 2013 - 12:34 PM



So, this is a 10 month project (We are 7 months into it). We released a demo but there were a lot of negative responses about the game being too confusing or too difficult. The demo is simple, only having 3 levels that cover different types of gameplay found in the game. And there are a few things that will be changed in the final version such as better voice acting, and smoother gameplay, more levels, etc. 


The demo can be found here:

(It's an indigogo campaign page, but just ignore all that and click "PUBLIC DEMO [rar]". We gave up trying to reach our goal and are more worried about making the game better) 




But what I really would like to know is what makes the game confusing, and what could I do to make it more enjoyable? We really want to know what would make the game more fun. There are of course things that are too late to change such as the graphics and the overall engine, but that aside I'd really like to hear some opinions. 


If you have too much trouble figuring out how to play the game, there is a youtube "let's play" video up which you can watch to see how we originally meant for the game to be played when we designed it here:



Thank you for all your time,