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Create free accountthis week I once again asked you to send me your indie game so I can give you some constructive feedback on them as always you've sent me so much awesome stuff I don't even know where to start I'll just play as many games as possible and hopefully give you some useful feedback let's go the first game is called GTR or one which I chose completely at random as you can teleport back to the teleport device at any time use extra operate switch and terminals I see so it's a teleport based puzzle game I would say that the acceleration and deceleration of the robot is too slow I mean you can't even jump it's not a movement based game it's a puzzle game so no there's no need for a momentum based system like this did I mess up it seems like it due to the fact that I can't jump the game of the fields a little bit one-dimensional at the moment everything is just happening in one dimension it's just not necessarily wrong but it's also giving away a little bit of potential I think or the one on the very right never turns off once it's on it stays on this flips all of the lasers around that's a bit
confusing I'm not entirely sure what each button does because this one clearly does something else you can't even see the entire puzzle wow this is quite a difficulty spike okay maybe like this yes what did you see that why did the laser turn on when I teleport the laser on the very right is off now when I teleport there suddenly on again that feels like a bug I'm not sure how I did that but that's the solution djv easy peasy rocket jump oh are we starting to use the second dimension now let's try to get as much momentum as possible I think with enough momentum you can get over there not quite interesting I'm intrigued oh okay that fell a bit glitchy thank you for playing okay that's it so quick feedback I would make sure to use two dimensions in a 2-d game
doesn't need to be a traditional jump perhaps you can connect that to the teleporter somehow that'd be cool for example if you place the teleporter what if you'd basically throw the teleporter upwards and that's how you can get upwards to higher places or perhaps every time you teleport towards the teleporter your character jumps after that just something that allows you to use verticality in your level design cause otherwise your levels will always stay very one-dimensional and that just limits what you can do other than that actually really nice I really like the puzzles I really like the idea with the teleporter cool mechanic very very nice oh this looks nice that's a shame if you lose progress on a project like that a couple of weeks ago I lost my project to corrupted files so I'm taking a little break from developing our intolerance it must be so annoying it seems like this is outside of the level okay I'm assuming I can build my dwarf cavern here right so let's start the tavern here no I can create a room here a room except can acquit sure what
I'm supposed to do Aled Wharf is already in my tavern and seems pretty confused and lost Wood nice and turn these walls into wood yeah this definitely looks like a project that's pretty tough to take on on your own I think this is a blessing in disguise because this project was a little bit too much for me to work on by myself I really really need to tone it down when it comes to my game ideas so that I can actually really it's my second title I can't really figure out how how to build something here my main feed biggest that I don't understand like I think I'm supposed to build a tavern but I don't understand how ah here maybe you should read the tool tips purchase the room space after selected America who minded k-zone and worker needs to mine it I'm not sure how how to select workers or how to get workers employees can I hire one yes higher higher get to work okay and they have alcohol levels and I can fire them
as well if I want pillars what happens if I put pillars here nothing okay maybe that feature is not implemented yet come my customers come do I need to hire new people worker let's turn this into a barkeeper and this into a barkeeper head seems like it's working already pretty cool make this a nice wouldn't ever I can see can see potential in this but I definitely agree that's a little bit of a big project I guess the main lessons to learn from this is back up your project regularly and don't over scope the problem with simulation games like this is that they rely pretty heavily on content at some point the players done all of the things that they are to do and the only way you can extend the playtime is basically by adding more and more content this game is quite a strong fantasy and therefore is already quite a bit of Appeal however to be honest I'm not sure if as a solo developer you can create enough content to make this kind of game work if so it would probably take quite a while perhaps you can find a way to increase your team size maybe a
Kickstarter who knows otherwise I try to reduce the complexity of this game a little bit and make it less focused on the simulation aspect of the game find a different focus and try to find a game loop that is fun without having tons and tons of content moonlight maze buy mushroom games let's play the tutorial it's not a playable tutorial playable tutorials are always a bit nicer Kay so enemies and player will move at the same time I think that is something I would have figured out myself the second enemy type will rotate in a fixed position I feel like all of that is all the stuff you could have just explained in the game by putting a little text in the game at the correct moment would have been pretty much the same amount of effort and would have been a nicer result oh my God look at that art it looks so very nice look at that okay I can see I have 10 steps left and what do I need to do in that amount of steps you were captured ah I'm I'm not the guy with the sword and this creature here that makes sense I
did it I made it to the door wait a sec why was it captured there ah because I was seen damage the the way you have to restart the level is a little bit annoying I would just make the level 3 start automatically because the entire game can be played with the keyboard and then I don't want to switch back to the mouse every time I need to restart and although it costs too much time they are just constantly rotating but they can also see infinitely far dang it okay I did it this will already be difficult enough even without the move limit pretty nice puzzle I like it it looks so nice why does this game look so beautiful no that doesn't work it's a very good example of how you can make an awesome game with a couple of very simple rules right oh by the way this is a really good puzzle cost what in my opinion makes for a good puzzle is if you can see all of the information you
need on one screen like this is not complicated this is very little information this is easy enough that you can understand everything that's going on but the solution is not obvious like there's obviously some sort of trick to that solution that I haven't found yet so in terms of puzzle design this is very nice oh I glitched the enemy outside of the field I don't think that counts here I'll research an undo button would be nice as well sometimes I just press the wrong button no I have seven moves that's not enough five hours later [Music] it's always a little bit of a problem in puzzle games how you can handle people getting stuck not quite sure what's the best way to go about this is either so I'd say this is definitely a very nice game to learn from in terms of puzzle design because the puzzles are very small they're very simple but they're still pretty difficult to solve perhaps there should be a hint function perhaps there should be a way to proceed if you really get stuck for a very long time really be curious to see the solution
for this now I just can't figure it out cool game I like next up is a mobile game called power lust as I've said I won't be playing any more games but I can still give your feedback on the store page and on the trailer and first of all this game looks amazing like thing I've seen this a couple of times before on Twitter just had a look at the trailers well I would say in the trailer you don't need all of the text at the bottom because the gameplay really communicates quite well what the game is you can see what the game is about learn new spells find awesome gear look out for traps all of that is pretty much communicated in the gameplay anyway so the text doesn't necessarily convey any new information you can pretty much assume that all of those things are in the game anyway procedural dungeons so that is something you cannot necessarily see from from the gameplay footage so perhaps that text can stay in there tip number two for the trailer at sound effects cause it's kind
of lacking sound effects at the moment and sound effects can make this feel a lot more juicy and powerful for sure on the plus side I want to say that trailer feels like it has just the correct length it is 30 seconds long which doesn't feel too long it doesn't feel too short it's a very nice length for a mobile game trailer or the effects look so awesome and then of course you fight a boss we can see that you're fighting a boss so no need to put the text there and then you're the final shot download now with menu in the background feels a little bit unpolished as a final shot perhaps you can just use the background off menu especially at the end of the trailer where you really want to end with a bang that feels kind of unpolished to me why not use the background image you used for the menu and then just put the text on top of that or something like that but I can hear I'd argue probably looks a little small and finicky when it's scared down a bit right I'm not sure how big these icons usually are but in general it's quite intriguing amateur I'm not an expert on on mobile games and on the plus side it definitely pops out
it definitely looks different than all of these other mobile game icons here like most of them have a very very different style yours and thoroughly looks different and then this text honestly is not that important cause who reads that anyway this game is under active development as I said I don't have a lot of experience with publishing on mobile I wonder if it's a good idea to publish in development mobile games because obviously box will quite heavily tank your review score and from what I can tell down here most of the people who are giving lower star reviews are encountering box of some sort our last is an action RPG roguelike with a dark atmosphere and then we have a bunch of development roadmap stuff I would definitely put that at the bottom maybe yeah maybe put a little disclaimer here that the game is still under active development and then this should be further up what to expect here for example procedurally generated dungeons that should be further up that's stuff that can convince people who download the game I feel like some of these
points can probably just be removed plenty of enemies we can see that in the trailer skill based gameplay and combat and then incumbent ok those two together make sense then I guess okay very nice I feel like him there's unfortunately not a lot more I can say about this one looks very cool here's a game called double invasion by goofs letter games which will come out on Steam would have put a steam link in the description unfortunately the steam store page is not up and running yet so I can't do that cute I've got a bad feeling about this place oh you want to conquer it oh no [Music] Oh No very interesting okay I can go ahead and retry main or hop okay what the hell is this I'm so confused by this game okay now I can move and to collect all of these things what happened
did I cure the lungs I'm so confused what is that green thing and what is it shooting at give me a hint oh there's no hint is this the hop you know this again sure I'll collect all of these thingies and not go somewhere from here no not the same thing again well things like very early in the game I'm already stuck yeah I'm sorry I'm not sure what to do so far what I can say about this is the intro was very cute overall the art is very cute one thing that's a little strange about the art but perhaps that's the desired art style feel like it kind of works in this game is that you use pixel art where all of the pixel sizes are different like sometimes the pixels are really huge sometimes the pixels are really small usually I feel like that doesn't really work for some reason here it works a little better because you do it in a way where I feel like you did it on purpose where you assume went really really close to a character and gets really really pixelated and that feeling
that you did it on purpose makes it less obnoxious to me and I'm willing to tolerate it a lot more and then of course I mean I just don't know what to do I got stuck if someone purchases your game and has that kind of experience on Steam that will be a refund so perhaps I'm just stupid but for those cases you've got to make sure that people just know what they have to do so they don't get stuck especially not that early in your game I think the game already looks quite unique and interesting it definitely stands out it's something different I've never played anything like this and that is definitely a big advantage hereis cosmos by city builder games which can be played in the browser so far I've chosen all of the games completely at random just clicked on random emails very very glowy almost looks like fork T is for tutorial I don't think there's any sound oh yeah there's something you jump higher when you're on walls or and you can fire oh and there's lava coming up or walking on the walls works sometimes and sometimes it doesn't a wall below me
appears probably to stop me from falling too far down hey I would like to have some better feedback for when I'm attached to a wall the game quickly restarts when you lose which is something I appreciate okay here we have new enemies but they still die in a couple of shots which is nice because it makes the gun feel powerful there's the last one here interesting touch that some of the enemies are walking on walls not sure if I'm a big fan of these rock barriers I feel like if your levels have this tower like architecture then why would you get rid of the tower like architecture by putting in this vertical walls you know why not use our horizontal level if you don't want players to fall down what's the advantage of this level shaped for this game actually the controls feel kind of nice once you get used to them took me a while to get used to them honestly at the beginning they felt a little strange now I'm starting to get the hang of it actually I personally would prefer if I could fall down problem then of course is that the enemies can fall down as well but a lot of your enemies can't fall down anyways
it's mostly these blue ones that can fall down I like the fact that you're slowly introducing new enemies I'm not getting bored it's it's nice I feel like at the beginning you could have introduced a new enemy a little faster no I feel like the difficulty curve is pretty pretty nice like the look of the game like the feel of the game okay and the lava even stops here interesting one thing you could consider is that the lava lava could also just kill the enemies and then if an enemy falls down its gonna get killed by the lava anyway so I don't need to worry about it and just contextually speaking it doesn't make a lot of sense for me yet why would a line of rock disappear when once I killed all of the enemies perhaps this line of rock perhaps you could replace that by something a little different maybe a very long vertical enemy that disappears when I'm going to kill all of the enemies in this area in rising lava makes sense but rocks that appear and disappear out of nowhere it breaks the immersion more than necessary okay here we have a new enemy random flower at the top oh it's pretty cool
Oh the recoil pushes you backwards I didn't notice that that's a nice touch can I also jump higher and I shoot downwards oh yeah that is a very very nice touch I appreciate that [Music] who feedback we'll take the feedback form first of all putting a feedback form at the end of your game that is always a good idea anything Jonas just wants to say that putting the feedback form at the end of your game will unfortunately make your results quite biased because only the people who make it through the game will answer your feedback from them that means you'll mainly collect data from people who like your game and not from the people who dislike your game it was definitely fun interesting and challenging how hard was the game actually just right as I said I would probably make the recoil a bit stronger especially when using it to jump higher because that is a really cool effect it's there but it's hard to notice at the moment whereas the vertical recoil the pushes you of a platform that can feel a little frustrating so perhaps that could be a
little bit weaker add more and me very early on because once there is a certain amount of enemy variety it is really really fun and cool I would really try to rethink those vertical walls if they stop the player from falling down and also from progressing upwards then what exactly is the purpose of the tower like level design yeah sure it allows you to do the lava thing by the way I do like the tower like level design I think that is a strength of the game it makes it interesting it makes it unique I feel like you're not playing into those strengths with those horizontal rocks that are blocking the part of you like that is weakening one of the strengths of your game but I mean in case you decide to keep them then I would at the release three thing if you can maybe contextualize them to something else that's those are main things let's play final Guardian and I already start out with 5 different weapons which is kind of cool and all the questions what else use space to jump here I can see objective purpose that should be a little more visible at the beginning I'm not really sure what is the best weapon
against each enemy Rock and with E I can switch into build mode interesting how many of these catapults can I build cool so I can defend this myself and I can also build defenses where can I see my money though we're gonna see how much stuff I can build press oh why oh like really far away on the keyboard like the the boss probably one of the best weapons just because it pierces through enemies I died but now I know how this works now I can build a better defense I don't know what this up here means 10 11 12 I have no idea I'm noticing there's a blue bar and a red bar here oh wait a second what the hell is this there's a different level than before oh are you reviving me oh why do we have cannons now why can I not build any cannons okay I'm in level 10 personally my main problem with this at the moment is that I don't quite understand a couple of things oh yeah and enemy HP bars would be great as well because if there were enemy HP bars then I could tell how much damage I'm doing and then it would be way way easier for me to figure out what is the
best weapon to counter which kind of enemy I don't even know at the moment if this is a good weapon to fight this enemy but if I saw an HP bar there would be a way to figure it out restart and once again I'm restarting in level 11 but without any defenses some things in this game are really intuitive for example the inventory down here and switching between weapons or thought key stuff like that are quite easy to understand for me yeah I'm I'm fulfilling the quest I'll use queue to switch material Z the objectives teach me that ah I see of course these chests encourage me to move around a little bit more also they give me resources and now I might have enough wood to build some more stuff oh I can upgrade the turrets I didn't know oh god what is this this can't be good but I feel like there's no way I will ever defeat this because I'm always starting at level 11 or 13 or something like that level I'm level 14 ah I'm at
level 20 but I'm starting out of the waveone okay okay okay okay okay okay oh and maybe this is my own health button why is that so hard to understand I'm not sure yeah I was just confused with your UI they're interesting my main point of critique for this one would be that it's too hard to understand and if you have that little amount of information then it's also not possible to do anything strategically like I didn't know which kind of weapons I had to build in order to defeat which kinds of enemies or which weapons I had to use in order to defeat which kinds of enemy the game doesn't tell me as I wonder other even different strategies you can play cause there are 4 different resources and every resource just allows you to build one kind of tower in terms of the turrets you build they are not even that many different strategies you can go for which I guess is fine it can still provide you with that power fantasy of slowly building up on giant defense and nothing will ever be able to get through but then perhaps at the rallies the weapons you use yourself should have different upsets and downsides and they
probably do I just don't know which up and down sights they have and if you like the game should do a better job communicating that in terms of the art style I would say pretty nice I especially like the colors of the game looks nice looks high-quality looks like some effort went into it and then here of course would be nice to know what that means as well what does the blue circle mean and then what does this health bar mean this probably the health of the car but why not communicate that a little better by putting that diamond next to that bar or something like that I just want to know a little better watch all of these things do here that circle what what does that circle do I have absolutely no idea and then why do I start a wave for now I want more clarity on what things to this game is nice very very nice I like it I like tower defense games it just doesn't explain itself very well so that is the main thing I would work on next up we have a VR game that can apparently also be played in non VR and I've got to say this already looks super funny and look at that is that VR footage
that looks like it would be super fun to play in VR and what the hell is Dumbledore doing in this trailer why is there Dumbledore there's a little bit of a weird resolution that is not native resolution no no no this menu here is quite unique and cool seems like you can also create your own levels or whatever this is but it's locked oh yeah are you ready I'm kind of disappointed that there's no giant Gandalf oh and I can restart with enter big plus points for that I don't have to switch back and forth between mouse and keyboard all of the time character really takes a while to perform all of these loops of pressed to the side it's not performed super instantly everything feels like it has a little bit of delay it's quite hard and here's something very interesting I notice that the background is not moving at all right and I think the main reason for that is to prevent motion sickness and VR right if the entire level is moving in VR a-- that can oftentimes lead to motion sickness so this is a pretty interesting
way to get around this problem I feel like you could ramp up the saturation a bit might not charge you have to time this so perfectly unfortunately I feel like this not a game a lot of people will be interested in when not playing in the RFA like this can be very cool and we are like the the our footage resolve this Omega how do that the VR footage resolve that look pretty cool [Music] there's something about these spikes the problem with those spikes is you can really see the spikes that come after that very well Errol's and stuff like that work a lot better Beansie every time there are these spikes you can't really see what's what's behind these spikes especially
when they're in the center character by the way animated really nicely these collectibles on the right there abating me every single time now why did I collect them and why does the game always plan to such an ugly blue when the level research tests I'd go for black or white now you here you can see what I mean with the spikes you can't really see how many spikes there are or what's behind these spikes pretty hard to see the spikes are in the center here I definitely pressed to the left and the character just didn't react so perhaps the character should remember the input for a little bit and then to perform that action please kind of nice and rewarding when you get it right when you fail it feels a bit unfair sometimes I pressed to the left it didn't do
anything the animations are very very nice yeah I didn't make it past level one we roll a play menu looks cool and you can play with controllers well alright it's a nice casual game one thing I'm just seeing in the trailer is that there's a progress bar at the top I didn't even notice that to be honest one thing I would definitely do is that once you lose you make that a little bigger so whenever your game over you should see how far you made it through the level and that should be quite a prominent feature on the game over screen for me personally that always encourages me to try again because then I see oh I was already halfway through the level or oh I was already 80% through the level yeah it's encouraging when when you die show how much progress you had a where's Gandalf we won't Gandalf we won't yeah I like it next up light wanderer WASD to move is to jump and then we have fled from seer lighting up and now I got a new ability okay and here's another light I can apparently stand on very interesting leftmost shoot right mouse to recover
your light Oh left mouse to solidify and create a bridge oh it was pretty cool it has pretty cool very interesting mechanic escape to pause a restart and I feel like four-game gems that is always such a nice and easy solution to teach to teach me mechanic just put the text directly in the level it's very intuitive way it allows you to split the information up and consumable pieces and you can teach the information when it's needed it feels more interactive right a wall here I can use for wall jumping up here you can see how this slowly builds on knowledge I already have this games pretty good at teaching me its mechanics which I appreciate there's another one of these blue balls let's all jump up here ah you can shoot past that got it like this yes very nice learning curve is very well balanced learning curve not
a lot of negative things to say so far the wall jumps they're so unforgiving they don't allow you to get back that was a pretty good puzzles very nice multi-purpose mechanic this light maybe I can use the light for scouting this game has got a lot of interesting elements and a surprising amount of awesome level design as well for a game jam game very very cool level design really slowly building it up always building on whatever we had before and now what that is the question very nice and it's still not over how long is this game the level design is so good I always knew what to do even though the core gameplay mechanics are not that easy to understand you did a great job explaining that in the way you build
build up the difficulty curve I always knew what to do pretty cool concept as well so for what it is absolutely well done good job great game gem game of course if you wanted to turn this into a commercial game it would require quite a bit more polish here and there for a game jump game like what what else do you want okay next one is called darkness and a crowd okay first of all this menu background looks very very nice this right here does not look nice that's too many buttons settings and menu for example to just be a little gear wheel icon in one of the corners and then updates list social links disclaimers and other all of that should be in the settings this way this list will just look a lot shorter the first thing I see is a lot of user interface I wonder if all of that user interface is already necessary oh and even more text press e to communicate when the blue chat bubble appears over your head text pop-ups feel very intrusive and especially for an atmospheric game like this you don't want to destroy the
atmosphere with with strange pop-ups I wonder what this is ping your spirit key use WASD to move around task menu at some points here and there feel overwhelmed very tutorials and even more text I can handle that not much text what does this button here do what does this right here do oh this is too many pop-ups talk to the man in the speaker well designed game would just make the man in the speaker very visible and intriguing so I want to talk to him I'm not sure what these arrows are pointing me towards as well 7.5 G what does that mean okay and need to pull enough force onto that the silhouette based outside works pretty well the hell is this does this show me what to do or problems I can't see anything on that screen it's too dark hello is anyone here can you hear me oh I got an objective knock down the boulder and roll it to the right unblock tornado jump in your elements when you wind tornado jump it allows you to
double jump okay that's too many arrows by the way there are three arrows on the screen I have no idea which arrow to listen to so perhaps the the arrows that I don't need anymore should disappear and also figuring out that I need to knock that down will be more fun if the game didn't tell me well I guess it kind of needs to tell you because otherwise you feel utterly lost in this now that ship could disappear and another overlay soak this in this is too much it's it's too much information that one's first left click when the health bar of the enemy appears over overhead I feel like this up here should be just a small little button in the corner and then it should show me the tip when I want to have the tip when I click on the tip apparently at some points I can't proceed if I don't unbox the correct operation a little scare to buy stuff here unlock growth in your elements menu grow plants with your right mouse you're sure we'll buy that for school that
there are so many different abilities ok things there are a lot of plans and I can't grow those so that is already another thing that is a little inconsistent perhaps you should highlight the plants that you can grow so you know which ones you can grow and which ones you can't grow oh my god I'm going to die everything is ruined complete the task American re-activate round them up the hacker the mother this game has so much user interface it's crazy putting all of this into the game must have been so much work as well I feel like it's much especially at the beginning where I just kind of want to play feels like I'm still playing the tutorial and I've been playing for I don't know for how long it feels like 20 minutes and it's still tutorial stuff get past the big speaker which big speaker there's an arrow pointing here but as you fluent the arrows don't necessarily mean a lot I do you mean round them up check activate and can buy flare damage if I want right click to destroy already scorched items okay oh yeah I could actually destroy that Uzi at least I
figured that out myself so far this feels like a puzzle game where the main puzzle lists which upgrade do you need to buy and then the fighting it's just also just clicking I haven't quite figured out what the vision for this game is what this game is about tasks still get past the big speaker and all the question is which upgrade do I need to buy this time in order to get up there here's a tree that I can grow oh no oh no where what the hell where am I now no I'm so far back I haven't even unlocked this spell right here or ever no I haven't okay here's well quit playing this game I don't really know what this game is about so far so that makes a little tricky for me to give constructive feedback because I'm not I don't really know what you're going for here from what I've played so far I would say give me more gameplay earlier on this feels like a very long I like a very stretched out tutorial and it's cool that you do that is cool that you
teach the mechanics of your game however maybe you can stretch that out a little bit longer and give me a little more gameplay so I feel like I'm actually playing a game and not like I'm just playing a one-hour long tutorial I would also say try to simplify the UI wherever you can get rid of all of the unnecessary pop-ups try to hide them somewhere where I don't have to look at them all of the time this entire level bar here is just another immersion breaker why not hide that in in my stats here you know do I really need to see my level all of the time and then here passive and special what about just making them invisible as long as I haven't put anything in there so beginners like me don't have to worry about this and then all of these pop-ups up here other really nice I'm just asking wanna also say is something very positive about your game and that is the art like the art style looks very very cool I really dig this I like you can clearly tell that you've already put a lot of effort into this there's a lot of content already in here
I can clearly tell however I'm at the moment I'm a little bit afraid that most players will not get to see the majority of that content perhaps you can rethink your system for saving and loading the game as well so people don't get frustrated when they have to redo a huge portion of the game I'm not sure if your game is focused on puzzles if it's focused on combat I can't really tell so far first you should check out the steam page with help from a tiny frame embark on an epic journey to save the planet you once called home okay so this is an adventure type of game haven't even met that tiny friend yet not quite sure what that refers to game playing okay the first thing we see when we scroll to gameplay is puzzles using many mechanics from beloved physics platformers and taking advantage of a brand and brand new ones okay so it's basically a physics puzzle game learn and shift the word to your will so this is already sending me mixed signals what is it is it an adventure a puzzle game brand new actual it and reliable weight system which takes into account the magnitude
of each collision so far we've seen that used once at the beginning of the game and that is also the clip we see here so I wonder if that plays another role later on so that is definitely something I would really recommend to you before you introduce new mechanics over and over again try to get a little more out of the mechanics you already have so why not let the player play around with this white paste mechanic a bit more why not have a couple more puzzles that rely purely on that weight system before you move on to other abilities and that way it would feel more like playing a game and less like playing through a giant tutorial that is my opinion hope it helps you out what is this game this game looks amazing Wow of the same is for you to die just jumped you back into the spikes please oh yes I love time yes yes that was awesome okay oh my god this game is so beautiful just kidding of course that
was will you snail the game I'm working on at the moment if you want to support this channel and if you want to do me a big favor the best thing you can do by far is check out the link in the description and to wishlist the game on Steam that is super duper highly appreciated and helps me to make more videos like this I've been playing your games pretty much for the entire day now hope you enjoy it hope you learned something a question that always comes up is will we do this again and the answer is of course yes we will do this again don't worry I hope you found this interesting how we found this useful and I'll see you in the next one bye bye you don't want to play this game trust me [Music] humanity I want your houses burned when my drones fill the sky [Music]
oh my god [Music]
Successful indie game development hinges on the delicate balance between mechanical depth, intuitive user experience, and effective communication of core gameplay loops. Developers frequently struggle with over-scoping, particularly in simulation genres where the demand for content often exceeds the capacity of small teams. To mitigate these risks, projects must prioritize organic onboarding processes that teach mechanics through progressive difficulty curves rather than relying on intrusive, text-heavy tutorials. Clear objective communication and immediate feedback loops are essential to prevent player frustration, as even visually striking titles can suffer from high refund rates if the user interface obscures the core experience or fails to provide necessary information like enemy health status.
Marketing and presentation strategies require a similar focus on clarity and accessibility. Mobile titles, in particular, benefit from trailers that emphasize direct gameplay over excessive text, supported by high-quality sound design that enhances the tactile feel of the game. Store page descriptions should be benefit-driven, and developers must exercise caution regarding the release of unfinished builds, as technical instability often leads to lasting negative impressions. Ultimately, the goal is to establish a distinct identity that allows players to engage with the adventure immediately, rather than forcing them through repetitive or overly complex instructional phases.
Refining the core gameplay loop remains the most critical step in ensuring long-term player retention. By simplifying user interfaces to hide non-essential information and focusing on deepening existing mechanics instead of rapidly introducing new ones, developers can create more immersive experiences. Whether designing puzzle games that utilize verticality or complex simulations, the primary objective is to ensure that every design choice serves the player’s understanding of the game world. Maintaining this focus on clarity and player-centric design is the most effective way to transform unique concepts into polished, successful products.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Thomas Brush · 2026
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