So I’ve been workin on a game for a long while, However I’ve never been able to get it off the ground.
Ive tried running ads, and as of recent I’ve tried posting stuff about it on platforms like twitter and bsky, but so far nothings came of them, at least yet. But now I’m out of ad money and I’m kinda running out of ideas at this point :/
Hell it isn’t even being recommended at all, so that’s real swell.
Not a bad base at all. I was lucky enough to stumble upon another fellow to play a few rounds with.
(aka. The noob below)
+Menu + sound design is well put together
+Good selection of emotes and titles to personalize with
+Large map selection, kinda surprised.
+Good weapon selection
+Good gamemods - FFA, Arms race, Juggernaut.
The question you need to ask is… what makes your game stand out? What will drive the players to play your game over Asylum, Blood sweat and pixels, etc?
A few random thoughts of mine:
You may need to create bots/npcs to fill the game space to allow people to attack something
Wasn’t on my phone. Is there mobile support? If not, that is a huge market that will help increase player counts.
I would create a backlog of new weapons/abilities that you can release in waves as ‘updates’ in the event the players start to increase. This will help prevent the player base from dying out from lack of content.
Overall though, pretty solid game. Reminds me gmod games. I would probably come back if I saw a few people playing. But yes, you will need to figure out something to make your game stand out from the rest, some sore of twist to the genre, whether that is pulling another system or two from a different genre.
As for why advertisement failed, hard to tell really. How many credits did you use? When did you start the ads, was it on a Friday night? as for posting stuff about it on other platforms, You may need to reach out to content creators and invest your money that way, or even post short form of content through youtube shorts or tiktok to bring people to your game. (Not sure on this advice though as I have not done this, but will try it out once I get to the final stretch of releasing my own game)
Honestly pretty fun game, not too sure how you can get players to join or anything of those likes that you haven’t mentioned but one thing you should ask yourself is what makes your game different compared to Item Asylum or any other game of those likes? If it’s not any different in terms of gameplay to the already existing games then players are likely just gonna play the already existing game. So try to add something different like perks (apologies if you do have perks or something different, I remember there being a shop. Only saw the emotes and didn’t explore anymore of the shop (and also forgot about it .-.) because I wanted to play the game.)
Anyway here’s some critiques I guess:
The bullets for some of the guns are a bit whack I guess. I’m assuming you’re using an instant raycast then playing a visual for the gun. This causes the raycast to hit someone first before the bullet actually reaches its destination which looks like whack I guess. This can probably be fixed by just increasing the speed of the VFX bullet (better option probably) or making the bullet simulate like physics (without the gravity) I guess.
Some of the weapons kinda feel repetitive. This applies mostly for guns but you can still see it some of the melee weapons. Anyway, the guns just feel like remodels of other guns with just different visuals, it’s basically: Pistol, 2D Pistol, Pistol but dual, Pistol but it has higher fire rate and probably same damage(?), Pistol but cooler dual and added ability that just makes it better than all the other pistols (The ability thing is fine, just pointing out that the pistols mostly feel like reskins). This also goes for the shotguns too and a few of the melee weapons.
I would probably change or disable the Shift Lock button (or change the run button) as that’s the button to Run and also to Shift Lock the screen. Of course the player can just manually disable it but it’d be nice you we weren’t in a game and had to do it in game while the players are killing us.
You should probably make the abilities(? They’re more like instructions on how to use the weapon I guess) more visible to the player. It’s quite translucent and pretty hard to notice. Didn’t realize the Shovel was an attack hold until I accidentally equipped it when trying to use a different weapon to see what the different weapon’s instructions were.
And shout out @Mowlinator (the guy above me). Got absolutely destroyed by him but it was still enjoyable playing with him.
Yeah theres already full mobile and console support.
I was also considering bots a bit ago since i already have a (kind of super jank) ai already, so i might take a bit to include that in the next update.
I also dont think holding back content to stagger the release of it is a great idea, Cause more content means theres more things to keep the game feeling fresh for new players.
I would also consider the game to stand out a decent bit against the competition, just not in a crazy way
Gameplay isnt as disjointed as IA, Actually has content unlike BS&P, Allusions is kinda its own thing if im being honest, Alot of the other ones i can think of are just kinda unnoteworthy
Though i honestly dont see it as “Which randomizer is better”, its all the preference of the player
If they want chaos, then IA would prob be the best pick. Stylization over like, everything (Honestly i dont like BS&P), then BS&P. Like a slower and more methodical combo based game, Allusions. And if you want an at least attempted to be well rounded and balanced game, thats what SRBG is supposed to be
I really like the game! From what I see, your icon is a bit hard to read. On your videos, you haven’t placed any link (you could try YouTube shorts or TikTok) and think about what makes your game stand out from Item Asylum.
Hey steel_apples, I finished reviewing Some Random Battle Game and really enjoyed your take on the randomizer genre! The surprise of starting each life with a new mix of weapons and tools definitely keeps things interesting, and the animated UI adds a unique flair. The included tutorial helps greatly for new players, and the overall vibe reminded me of item asylum but with your own flavor.
However, SRBG’s multiplayer focus means it shines best with a full server — solo sessions feel a bit flat. I also hit minor hand animation glitches along the way, but nothing game-breaking.