My Advice To Game Developers After My Game Failed!

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  • Опубликовано: 1 дек 2024

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  • @neonspider5224
    @neonspider5224 Месяц назад +1

    Good tips here, especially the 12 year old test. Those kids don't hold back and will say games are bad even if they're still in development

  • @Swagbastian
    @Swagbastian Месяц назад

    This is actually really good advice! Thank you for making this video.

  • @Marshall-Argentmetal
    @Marshall-Argentmetal Месяц назад

    These are good general tips, even for single-player, campaign-style games like God of War.
    Which is similar to a game I want to make

  • @ninochaosdrache3189
    @ninochaosdrache3189 Месяц назад

    That were some nice insights

    • @Nadestraight
      @Nadestraight  Месяц назад

      Thanks :) Hopefully they help some people diving into making games

  • @Ggaimer2006
    @Ggaimer2006 Месяц назад +2

    Not all hope is gone, u can still work on marketing

    • @Nadestraight
      @Nadestraight  Месяц назад

      4 years is a long time to spend on 1 game, so I think the whole team is just done with that project, there were a lot of disagreements too and over time it just because a bad environment sadly. My focus now is RUclips and finding a full time job, as those are 2 things that actually bring in revenue.

    • @Ggaimer2006
      @Ggaimer2006 Месяц назад

      @@Nadestraight ok at least you have it in the back pocket just incase you wanna rebirth it in the future or sell its assets

  • @Moonswirly
    @Moonswirly Месяц назад +1

    absolutely no offense when i say this, but i think my issue with Crossplanet not having played it - maybe you've heard this before - it feels kind of..."sauceless?" which kind of ties into your last point.
    i don't really like the aesthetic, it's rather overdetailed with too many little greeblings and things on the textures that distract your eyes. it reminds me of a blend of the worst of Halo 4/5 and Planetside 2. the best looking map to me in this video is the egyptian(?) themed one, because it's the most subtle and restrained. the player models don't look super great to me either, they look more like jumpsuits or actual power rangers than armored sci-fi soldiers, and the weird little decals and lines and unnecessary patterns pull the eyes in the wrong ways, feeling like there's no cohesion. the UI also feels too budget and "clean," especially the kinda cheesy looking sci-fi font.
    a simpler but more stylish art direction not only would've drawn more eyes, but also would've had the added bonus of speeding up asset creation and making it easier. i vaguely remember a quote from an ex-Arkane dev, where he mourned how an asset like a chair that used to take only hours or a day to make would take weeks now to meet current standards. i think "PS2 but how you remember it" is probably the minmaxed best option for indies looking for a balance of fidelity and ease of dev - mid-low poly and res beautified by shaders and strong art direction. it's the strat i'm going with, personally.
    the gameplay also kinda looks like it lacks this "sauce," as it's a lot of the same high-mobility, twitchy, no-inertia, high inputs-per-second stuff that a growing vocal part of the shooter audience has been getting burnt out on, and there was almost no chance an audience was going to build around an indie project like that when taking in the aesthetic problems. look at how far Battlebit has fallen - the devs failing to communicate and all but abandoning the game was the main problem, but a huge contributing factor was their refusal to do anything about the broken exploitable movement in a timely manner. XDefiant is failing not just because of the garbage netcode, but also the broken twitchy movement and physics that they only keep throwing bandaid fixes onto, which do next to nothing to solve the problem. also, Halo Infinite strafe speed anyone?
    halo-likes especially don't play well when advanced movement mechanics are thrown in, they become really squirrely and mess with the 1v1s. this looks like it plays similarly to - again - Planetside, with a lot of the same jank and none of the things people love about it, like the massive scale wars and combined arms. heavy movement-focused games or twitchiness like this creates player fatigue quickly, and even ex-Titanfall/Apex dev Jason McCord explained as much on twitter, saying Titanfall's gameplay was ultimately unsustainable and like "eating candy for every meal." and while it hurts as someone that does like Titanfall, i 100% get it, especially as nearly every shooter game since has tried to copy that same "sugary" formula in some way.

  • @DraconSmol
    @DraconSmol Месяц назад +1

    my attention span isn't shot yay I made it here :) 13:01

  • @akj3344
    @akj3344 Месяц назад

    Game dev is ridiculously difficult and not worth it in my opinion. Its almost impossible to earn a good living making games.

  • @TINJ_
    @TINJ_ Месяц назад

    The game doesn't have a hook. Games have to stand out, especially indies. The first fifteen seconds of gameplay footage need to show why your game is different/better than the others. It seems like you guys made a Halo game but Halo already exists...

    • @Nadestraight
      @Nadestraight  Месяц назад +2

      I truly believe that this is another case of someone spurting out words or sentences they've seen online. Which like, I'm not mad at you for, I even agree to some extent. But that simply isn't the core reason/ sole reason for a games failiure.
      15 Seconds of gameplay from our game one time resulted in a Halo RUclipsr with 600,000 subscribers contacting me about the game and following our social media, another with 50,000 also played the game and gave us feedback etc. The minor differences were enough for them to reach out and show interest. There IS an audience for the game, well, there was. But Halo just officially announced a third person mode, due to demand haha, which even further proves that this idea had potential.
      I think for us, it's simply hard to see what is different about the game at face value, other than 3rd person. But when you actually try it, you discover that the visual comparisons are actually the only thing that is very similar. The actual gameplay is polar opposite. Halo is slow and methodical in most cases, obviously more recently they've sped things up. Our game is very fast, very precise, focuses a lot on verticality, with most maps having 3 different heights of gameplay rather than 3 lanes, and there is a lot of hidden movement tech.
      But, without touching the game you don't really see that, and that is a huge problem for standing out and not coming across as generic, so I do understand comments like this! If we do continue it, it's our job to bring those things into the spotlight and seperate ourselves from Halo a little more.

    • @TINJ_
      @TINJ_ Месяц назад +1

      @@Nadestraight I'm not trying to be pointlessly negative here. I absolutely respect the amount of time and effort that went into your project. I hope you didn't take my comment as pointed at you, your work, etc. What I'm trying to get at is that the requirement for grabbing people's attention nowadays is insane. There's an endless stream of 'content', and everything creatives make now is in competition with everything else. It's legitimately difficult as all heck to get people to give something new a try. You seem to be more aware of this than I thought, so I apologize if I just came across as telling you stuff you already know. Best of luck with the game and job search.

    • @Nadestraight
      @Nadestraight  Месяц назад +1

      No need to apologize for anything, a ton of the criticism on the game looking like Halo and not being unique enough is valid, but I just think a lot of people don't know to what extent that factor alone has impacted the games potential.
      What we could do, is take what we have built and try to center it around a certain mechanic, change some visuals to steer away from hyper realism, etc. And maybe it could branch away from being compared to Halo so much