How do I get my basic fighting game to stand out...?

I have been working on a game for a couple of months now but it’s just a combat game with a round system and a few game modes but I am not sure if once I begin advertising that its going to stick well with people.

I tried implementing different levels on each weapon so players can work towards a “Gold Weapon” or they could trade for one instead if you own a rare version of a weapon with a special particle effect, wrap, etc. This may cause the game to be unbalanced though for any newer players joining and I am not to sure on how to go about fixing that.

Tell me your thoughts on what I should add before I make the full release?

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Could we try the game out ourselves? It will be easier to get a good gauge if we could.

Also pls move to #help-and-feedback:game-design-support

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You’ve said it your self. Its a basic fighting game.

No one wants to play something that isnt unique on its own. For example the reason why people choose battle field and call of duty over the other is due to the soul fact they offer their own unique gameplay and functionality. (Also can come down to your own preference but even then it still is built off the back bone of what the game has to offer)

Yes theyre both shooters but one is a run and gun and then other is a military simulator.

This is honestly one of if not the best advice you will most likely get on this kind of topic. Please take this advice and keep it close to you as you develope your programming skills.

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Combos, the answer is combos. Combos everywhere

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Second this. Any game needs something different from competitors to make it stand out. It’s why making the 918th Battlegrounds game or whatever will almost certainly flop - why would players move to a new game when the one they are playing right now is just fine?

Thanks, I’ll think about that :laughing:

The key is sometimes people get tired of the same game and they want something new. Someone isn’t just going to play the same game their whole life sometimes they want to experiment with other games and maybe they will find something they like more that fits their style. Personally I have done this and discovered some of my favorite games from doing so. I know you have a point but please do not come here and spread negativity I am aware of this, and this is not what I was asking, I was asking about features that you may like to see in a combat game that you haven’t seen before or think is should be done more. For example when @kr1sz05 mentioned I should add combos to the game.

Add a new mechanic. What about a move that gets you out of stun and ragdoll? A 5th M1 sending the player flying? An aerial combat system? An ability that you can swap in with different characters? Cooldown-based ultimates? The sky is the limit!

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Issue with this statement is if youre not offering anything better than what they usually play then they will not switch. “Whats the point of playing this game when it has less to offer than x”.


Im not. Its a hard pill to swallow yes if you havent been told the truth. If you cannot swallow the hard pill which is truth then you should not be developing. Development is full of critisim. Also if I were being toxic then people wouldnt have agreed with the reply.


Depending on what your making some systems should come STANDARD with your game. For example if you was making a sword fighting game, it should, in turn, have a blocking/parry system.

Same goes for if youre making a tatical shooter. You should have leaning.

You think I haven’t come to terms with this “pill” even though the entire point of this post is me acknowledging this and asking for help? Why did you even bring this up… :face_with_raised_eyebrow: