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Create free accounthey this is Jonas making video games with you and unfortunately there are massive problems with our game over slower I recently released a new update is the new trailer sort of thing I didn't receive all that much feedback from you guys this time but I was pretty active on social media I listened closely the problems we have this time are way more serious and way more complicated than last time and also I had a really interesting situation where it was kind of parted in my living room and I thought hmmm why don't I play my game and then I figured out no I don't want to do that it's too boring some realization my gangs way too boring but let's go through the main four problems that were slower has at the moment and they I think they're absolute deal-breakers if we cannot fix them there's absolutely no way over slovers going to succeed I know that from the bottom of my heart and they're gonna be difficult to fix so we'll see what we can do about this maybe you think I'm accelerating a little actually I don't
think so so the first one the first one will come at the end let's start with the ones that are a little simpler to fix a little easier to fix let's start with this one there's nothing my viewers told me there's nothing anybody on the Internet told me this just something that bothers me and that stops me from playing the game it's simply that the optimal strategy is super duper obvious basically what you try to do in every single level is you try to get as pretty as possible you try to split your excess really as possible make as many of them as possible and that that your main as little of your units as possible so that's pretty much the strategy you can apply for every single level and it's a boring strategy as soon as you have that out there's nothing new you can experiment with yes sure we have those abilities in the bottom and we could have more of those honestly what's the point of all the cool splitting mechanics and detonation mechanics if they don't provide you with any interesting decisions at the moment they
don't so our kind of cheap way to fix it is just to add more stuff add more stuff clutter new abilities into the game I don't think that's a valid solution I don't think just any more stuff it's gonna fix the core problem of this the next problem is kind of tied into that you can't get creative definitely connect it to the previous problem it means there's only one good optimal way to solve a level and the optimal strategies already know get a screen as possible that you may have certain units as possible and then kill all the enemies and the abilities you have at the bottom not enough to allow for a creative strategies or stuff like that if you compare my game to pretty much any strategy game released to Starcraft maybe even tower defense games like Kingdom Russia were created with either my game at the moment so that's just an issue for me one of the core things that makes a strategy game fun is getting creative coming up with new strategies and that's just not possible at the moment then another huge huge problem is
the games like intention and watch ability why me but this is I watched my sister play the game and I almost felt asleep it was so boring to watch and not what is this is a massive massive issue because people find those games on the internet they watch videos and if the videos are really boring to watch there's no way you're gonna download the game or share the video or anything like that a big part of the problem is that you can pause the game now that slows the game down so much it's unbelievable it literally takes three times as long to beat every level because you're just optimizing so much pausing every little every second that basically sucks all the tension out of the game and then also the game's super predictable which also hurts the watch ability you know exactly what's gonna happen next nothing crazy nothing funny nothing exciting is gonna happen while you play but funny exciting crazy moments are exactly what you need them what you want in a strategy game that's what makes
people share videos what makes people talk about your game I was number at the moment it doesn't have that and once again you might think it's not that big of a deal if your game is fun it's gonna be fine no it's not no no it's not gonna be fine really and especially this last one here we can't fix that we might as well give up now it's a really big issue and that's simply you don't understand what's going on to be from watching a video from watching or short animated gif that tries to explain the game you don't know what's going on you have absolutely no idea is this a war I'll both factions fighting each other what are those aliens doing why are they exploding and even if you try to explain it with use the left mouse button to duplicate your eggs use the right mouse button to detriment your eggs most people are still like what I totally understand that I mean for me it's so obvious but that's probably run into very often as a game developer you
yourself think everything super easy it's super easy to understand it's just two buttons there's not all that much you can get wrong yeah it's really hard to understand especially because there's no no relation to real life you know all the creatures I have my game are super abstract and you just don't know it all how they act how they behave you don't even know which fraction your plane because both of them look super evil both of them look super bad and young kind of creatures why should you cheer for one of them they both look pretty ugly the problem is if you see a gameplay clip and your first reaction is just what the hell is going on that kind of makes you feel stupid it makes you doesn't make you feel like oh I'm interested in this I want to find out how this works if you don't understand it at first sight what's going on it's more like yeah this is nothing for me when people find videos of your game what you want them to think is oh that
looks interesting I want to find out more and I want to try this and the only way to get that reaction out of people is if they actually understand what's going on they don't have a lot of time if they don't get it right away then why even bother yeah so those are four really massive problems and if you can't fix them then we might as well give up the development of this game let's hope we find a solution let's do a little bit of brainstorming and I hope we can come up with something feel free to leave your thoughts in the comments maybe you can help me a little bit we need to face this otherwise all righty everybody let's end this with a little cliffhanger because I already came up with a couple of solutions but I'll share those with you tomorrow till then share your own solutions and maybe you have some good ideas as well see you tomorrow have an amazing day make the world your playground and see you on the next one peace
The development of the strategy game Ovus Nova faces four critical design flaws that threaten its long-term viability. The primary issue is the existence of a single, dominant optimal strategy that renders gameplay repetitive and eliminates the need for player experimentation. Because the core mechanics prioritize a specific, predictable approach to unit management, players are unable to engage in creative problem-solving, a hallmark of successful titles in the strategy genre.
Beyond the lack of strategic depth, the game suffers from poor watchability and a lack of tension. The ability to pause frequently during gameplay slows the pacing significantly, stripping away the excitement and unpredictability required to generate engaging content for viewers. This predictability ensures that no spontaneous, memorable, or humorous moments occur, which are essential for community building and viral marketing.
Finally, the game suffers from a severe lack of clarity. New players struggle to interpret the visual information on screen, failing to identify the factions, the objectives, or the logic behind unit behaviors. Because the game’s creatures and mechanics are highly abstract and lack real-world context, observers often feel confused rather than intrigued. This failure to communicate the game’s premise at first glance acts as a significant barrier to entry. Addressing these fundamental issues is considered a prerequisite for the project's success, as the current state of the game fails to provide the necessary engagement for both players and spectators.
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Thomas Brush · 2026
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