Developers need feedback on game mechanics
69 posts across 4 communities in the last 30 days; 59% from r/IndieDev.
“Can't build a metroidvania without a musical element! So far, it's used for fast travel, musical puzzles and rhythm challenges. Also, I just love handpans.”
“Pretty much just woke up and had this craving to make even a working prototype of it. What I'm asking is what people liked and disliked about it that needs fixing. I'll listen to some suggestions cause currently I've mostly been adding something what I find kinda interesting…”
“In my game you play as a retired legendary hero and can't die but you have to train/save villagers from monsters. During playtests some feedback was that at times it could feel like a "tank and spank" so I figured what they were really feeling was a lack of needing to react to…”
Multiple developers are seeking input and opinions from the community regarding specific aspects of their games, including gameplay loops, visual effects, and combat systems. This indicates a desire for external validation and iterative improvement.
SOURCES (60)
“Test it here: https://meticulai.com/games/last-drop/ submitted by /u/Available_Drawer4879 [link] [comments]”
“I’ve gone through some playtests for my game, and I consistently get feedback that they’re lost when they start. I’ve added a starting interactive tutorial, but that didn’t work as well. I added a mission task list. Players said it was overwhelming having so many tasks. I added an Epoch timeline, which is really just a different view of the task list, but that didn’t help. I feel like I’m throwing spaghetti at the wall and seeing what sticks. What’re you guys doing? Any good examples of games an”
“Can't build a metroidvania without a musical element! So far, it's used for fast travel, musical puzzles and rhythm challenges. Also, I just love handpans. submitted by /u/mindnektar [link] [comments]”
“I will be posting my stuff here for my ASYM concept and to receive thoughts and opinions about it! Some notes: This is unfinished, and I'll be focusing on Game Mechanics before I work on any of the characters. This took a while to flesh out on my end, and this'll probably change as more things are added. Combat Asym is the Placeholder name as this will still have horror mechanics of course, however the goal is to actually kill or be killed here as it'll take that much more primal/str”
“Working on the player characters attack animations, the old version of the basic forward attack was really stiff and awkward so it needed work- Note this is a hollow knight inspired metroidvania with robot performer themes so the more pretty backflips or spins the better 😂 Took some of the feedback from my last post and applied it to a new version! I think it’s much better, and I think it will look even better in the game but even if it isn’t perfect I have to move on to the other animations 😂”
“I'm debating two different concepts for the 1st level of my first game. A little background information: This is primarily a revenge story. It all started as a mod for Fallout 4. I had a companion character that the player followed to several vanilla locations looking for clues to catch the antagonist. The companion was the one seeking revenge. Then it transitioned to a custom worldspace I made. I switched this project from a mod to a standalone game using Unreal Engine to give myself more c”
“This Is my First game. The goal is simple: go down without die. No login https://domdive.net submitted by /u/Silent-Assumption292 [link] [comments]”
“I developed Beat Taurus, a cyberpunk top-down shooter, which has a unique feature: Adaptive soundtrack reacts to your play. If you kill more enemies and take less damage = Audio engine plays new instruments. Audio engine features 7 musical layers tied to 6 Hype thresholds; as your gameplay improves, the soundtrack dynamically evolves, adding new elements like a driving bass arpeggiator, drums, and brass etc.. to the mix. I hope the music will gradually build up and trigger the release of dopamin”
“I'm a solo dev working on Granule, a physics sandbox. How does it look? I'd love feedback on how these two items in the game look/feel. :) submitted by /u/Chesquikk [link] [comments]”
“Creating an anime inspired superhero game called "Teenage Warriors: Ice Hotel"! submitted by /u/NekaiCoderX [link] [comments]”
“Hello everyone! I’m in the process of creating a project that I will soon hopefully bring into a AAA title similar to outlast; I need some real feedback regarding the appearance and current mechanics of the project. Let me know what I could change or add or improve. I’d also be looking to see if someone would like to help me write some ideas down 🥺 Thank you! submitted by /u/EmbarrassedNumber265 [link] [comments]”
“Hello everyone! I’m in the process of creating a project that I will soon hopefully bring into a AAA title similar to outlast; I need some real feedback regarding the appearance and current mechanics of the project. Let me know what I could change or add or improve. I’d also be looking to see if someone would like to help me write some ideas down 🥺 Thank you! submitted by /u/EmbarrassedNumber265 [link] [comments]”
“How is it looking? I’m having a hard time balancing this but it feels really fun submitted by /u/AlanMakesGames [link] [comments]”
“It's a narrative roguelite and farming game inspired by the Babushkas who lived in the Chernobyl exclusion zone on their own after the catastrophe at the power plant. We wanted to focus on their strength and pragmatism, not so much about the radioactivity, so we made the forest dangerous in other ways: In "Babushka", the forest has been damaged by a strange, magical substance that makes forest creatures react aggressively towards people, which is why almost everyone else evacuated”
“no is not ia generate, it’s escape from tower, my game build whit unity. let me know what do you think (video from gameplay in unity) submitted by /u/Escape_From_Tower [link] [comments]”
“Hey all, this is my first game, Find the Box. Its a small game intended to be relaxing, but can also be played to speedrun if thats more your thing. There’s a huge cube made of blocks, there’s one box hidden somewhere inside it, and you have to punch your way through to find it. If punching gets old you can level up as you dig and unlock spells and perks to tear through the cube faster. There are global leaderboards too. Theres a few game modes which vary the cube size (from 1M to 8M) and object”
“I’d like to introduce a video game I’ve been working on for a while; in it, you control a cannon and fire at interactive objects on a scale model, destroying them. There are four power levels available, with the cost increasing based on the power you choose. I still need to finish populating and painting the model, polishing the visuals, improving the camera and its shake effects, and a whole lot more—but the game is already up and running. What do you think? Do you have any recommendations or i”
“name: wall stick guy link: https://muamen217.itch.io/wall-stick-guy create 15 level and add mechanic little by little so the game is understandable and a little leaderboard for speedrunner submitted by /u/Striking-Ideal-2608 [link] [comments]”
“I updated the Zap Mutation and made a building go boom in the new town level. That is level 1. You will need to wait for the demo for levels 2 and 3. submitted by /u/Crafty-Variety-7635 [link] [comments]”
“I am making an adventure survival called Foul . Demo is available on Steam! submitted by /u/rob_robi_gry [link] [comments]”
“Pretty much just woke up and had this craving to make even a working prototype of it. What I'm asking is what people liked and disliked about it that needs fixing. I'll listen to some suggestions cause currently I've mostly been adding something what I find kinda interesting: Jumping holding an object and slamming it to the ground, Spinning the object around like a hammer throw to deflect incoming projectiles, Air dodge, target lock, etc. Still having a bit of problem with the hit de”
“I'm working on a voxel-based destruction game, and have now spent a little too much time on the glass breaking phsyics, however I'm very happy with where this is now. What do you think? submitted by /u/elpabl0 [link] [comments]”
“I like it, but think it could be more intense. Thoughts? Do you like as-is or would prefer more or less? submitted by /u/MainManLlama1 [link] [comments]”
“Appearance of the Titan in my game, looks cool, or meh? submitted by /u/KlemiX [link] [comments]”
“Just something I wish was a thing: sharing behind the scenes view of cutscenes. For our game SHOCKFACE I learned to make them and made (I think) 15 minutes of cutscenes in total. submitted by /u/adrenak [link] [comments]”
“Hi, I have uploaded my mobile game on Google Play and would love some feedback whether id be on the gameplay or the way i can market my game to reach more audiences. Lethal Bullet: https://play.google.com/store/apps/details?id=com.lethalbullet&hl=en oh yea, no ai was used submitted by /u/MrGun3r [link] [comments]”
“I'm making a game where you smash piñatas. Does it look fun enough? Playable Link: Steam: https://store.steampowered.com/app/5211050/Break_the_Pinatas_Demo/ Platform: PC (Windows) (Steam) Description: An incremental game where you smash all kinds of piñatas, earn sweets, and upgrade your way to unlock new features and even more sweets! Free to Play Status: Demo Available! Involvement: Im solo developer To be honest, promoting incremental games has gotten a lot harder lately - maybe people ar”
“Hey everyone! We’re the team behind MegaGum, a 3D platformer where you play as Uja and use gum powers to explore a strange factory. We’re working on a weapon that still needs a name, and we could use your help! The idea is that you don’t start with any ammo. Instead, you use its vacuum function to suck up gum from the environment, catch incoming projectiles, or swallow Gummies. Everything you collect fills a tank, which you can empty in a single blast. The fuller it gets, the harder it hits and”
“A little while ago, I made this post to this sub, asking if my game gives you a sense of claustrophobia. While I did get quite a reaction, the consensus was that the player was moving too smoothly through such a narrow space, and he couldn't have been able to move through there anyway (hence the big hands comments). I got comments asking me to make the player struggle through the tunnels, to make more of a shaking, reactive camera, to add particles and proper sound, vision effects etc. to ac”
“I first added in one ball, then tried with another, made it hang further away as well. I'm actually having so much with this mechanic, I'd honestly want to make the whole game around it, instead of making it just one of the skills... Kinda stuck now what to do submitted by /u/ScavHD [link] [comments]”
“We are at a very early stage of development and would like to get some feedback on our game concept to understand whether there is general interest in this kind of game. Game concept: A post-apocalyptic semi-linear colony simulator set aboard a massive train. Perspective: Side view Visual style: Pixel art Premise: A mysterious asteroid crashes into the planet, creating dangerous anomalous zones and triggering devastating firestorms. The world as people knew it is destroyed, and a group of surviv”
“In Over Human , fighting back isn’t an option because you don’t have any weapons . So I’ve been working on giving the player other ways to outsmart the drones. One of them is this my throwing mechanic, where you can grab objects you find around the world and throw them to make noise, drawing a drone’s attention toward the impact. That can open up a path or give you the chance to escape from them! Seeing mechanics like this finally come together makes this whole journey feel even more real to me.”
“Do you think this is worth digging into more? I guess the story scenes are kinda ok, but there are lots of things that aren't yet settled in my mind especially for the exploration scenes, so I'm all open for suggestions/feedbacks. Used genAI for some visuals here for prototyping (specifically player and npcs right now) submitted by /u/chaylarian [link] [comments]”
“Designing this for my game "Not Again". What do you guys think of the concept and the visual style? submitted by /u/Bulky-Alfalfa1071 [link] [comments]”
“I'm a motion designer/animator and I've been tinkering with a small 2.5D Metroidvania in Unreal. The clip is a first prototype – I've made the assets and animations and put this little section together in Unreal myself. I'm looking for another hobbyist who's comfortable with Unreal and Blueprints and would like to develop the game together. Someone who enjoys level/world building would be especially great. PaperZD experience is a big plus, but not necessary. I have a rough st”
“I'm a 25+ year AAA veteran now working independently on a 2D metroidvania. I'm looking to trade thorough, honest playtest feedback with other experienced developers. What I'll give you: A full play session on your build, with written notes covering moment-to-moment feel, pacing, level flow, onboarding, and bugs Specific, actionable feedback rather than "it's fun" or "I didn't like it" A recorded session if that helps What I'm looking for: The same leve”
“I've been working on adding short dialogue scenes before the puzzles begin. Still figuring out the pacing, but I really like how much personality these little moments add to the game. Here's a glimpse of one of them! submitted by /u/SauronWasRight [link] [comments]”
“Hello everybody, I am currently making a game thats about a character who has gravity powers. He has to defeat his enemies by smashing them against walls, floors, against other enemies, etc. I would really appreciate you giving me feedback. Also ideas to expand my game further. Thank you, it is really appreciated ❤️ submitted by /u/Yusthekiller1 [link] [comments]”
“Hi everyone so this is my first time making an proper game, and mainly i want peoples feedbacks and whether would anyone play this type of game as this as i many like to play an mobile game that dont require much of an input when watching some shows likle sitcoms,etc and i now i am having a blast playing this while watching the office. So i just want your guys feedback to where can i improve and more and thanks submitted by /u/atharva557 [link] [comments]”
“We're finally back with a short in-engine clip! Most elements are still in development, for example the attacks and the double jump are placeholders and far from final. But we wanted to share this to show you the game's feel, the dynamic lighting and the sense of depth we're creating. We'd love to hear your thoughts on the character movement and the environment. Plenty of updates will follow! submitted by /u/PakaGames [link] [comments]”
“Zigdig is my game that I made and I need feedback , please help ! submitted by /u/stehudz [link] [comments]”
“What would make spinning capsule machines and collecting more fun for you? 👀 submitted by /u/gogo4470 [link] [comments]”
“I'm building a game called Luminaris, a minimalist RTS. Core gameplay is feeling pretty tight, and now i'm adding some extra "excitement" into the game, blackholes, etc. I've been playing with this neutron star that charges and decimates anything when it releases it's energy. It just doesn't feel right though. any suggestions on how i make it feel meatier, and more impactful? submitted by /u/substrate-games [link] [comments]”
“I showed some of it on my channel in live streams , reactions were so variable , from its decent for one guy working alone to why did you decide to make a game when you clearly can’t ? submitted by /u/Plastic_band_bro [link] [comments]”
“I'm curious where you land? Just comment 1, 2 or 3 to represent your chosen level, if you are up for the test. And if you care to elaborate why, I'm obviously keen on the discussion. The game is made in 4 weeks and it's the most rock'n'roll release, I've ever been part of. So all of it is rough and unbalanced, but it still holds up somehow in my mind. submitted by /u/EsbenTheReaper [link] [comments]”
