Feedback and critique of my new game. (Any Critique will be taken [even joke ones!])

Hello there!

Recently I released my game, The Button .


The Button is a simple game about pressing the button with a multitude of unique quirk events and will be update weekly.

The game is slightly barebones concurrently but it has a huge amount of potential that will be developed and increased over the next 2 updates.

If you have any free time feel free to play the game and more majorly share the game, and tell me any critiques you have of the game.

:smile:

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I’ll post Update Logs here too for other developers to critique and give me feedback as well.

:slight_smile:

Please give me feedback :pray: :pray: :pray:.

UPDATE 1 TMRWW!!! yooooo!

My main gripe with the game is that there’s not a ā€œmultitudeā€ of ā€œunique . . . eventsā€ that come from the button. Everything that comes from pressing the button is honestly generic and not that interesting.

For the weapons that it gives me, it could be interesting… but those fail from there being no people to use them against. I personally don’t care enough about killing those zombies since I can stand on their heads to combat them.

Also, because of the current market, why should people be playing this over the biggest ā€œdon’t press the buttonā€ game on the platform? As a consumer I see no reason for doing so, as that one has a player base and unique events.

You could jump higher, become faster, get a sword, hyperlaser. But there’s no one playing and compared to the game linked above, this game is lacking in replayability. After about 15 button clicks, there’s no reason for me to keep playing. No reason for there to be coins either. I’m not sure why the mechanic made it into the game when there’s no value to it.

If you choose to continue working on this, I think you should focus on adding a lot more content than is suggested. None of the events feel ā€œwackyā€ and there aren’t a ā€œmultitudeā€ of them. There are no stand-out events either, I don’t feel like any of them have any notable effect on gameplay.

Afterwards, advertise and find a way to foster a community to build an active playerbase. But you should give the players a reason to play your game. What is it that you want to incentivize, fun? Making minigames that offer competition and throwing in a mix of chaos from the button could create that. But the titular button that’s the foundation of your game does not offer anything new or interesting.