It’s a exploration/PvE type game inspired by Steep Steps, Dead Rails and many others. The goal is to reach the Cube of Life, a celestial object that guided you through your journey. However, there are many creatures that will try to stop you, but will you progress?
My goal for this game is to have lots of replay-ability. Here are some features I plan to add when it’s released:
Enemies
Chests (Rewards)
Level Unlocks
Some sort of battlepass or something similar
Classes, similar to Dead Rails or BedWars
Titles
Low p2w features
Detailed maps.
Matchmaking
Custom, original music composed and designed my me (here’s an example)
Interactive Environments
LORE. Because who doesn’t like lore?
Would you play this game if you saw it on the home page? Do you think you would like it with this sort of spin? I genuinely need feedback, as this is one of the biggest projects I’ve ever worked on.
Not a fan of the lobby, but that’s just me. You’re aiming for a retro style but to me it ends up looking a bit cheap and rushed.
Seeing the lobby, hell, even custom music, I would’ve thought there would already be a game, but turns out it was made only 4 days ago. Starting development of a game with a finished lobby and the starts of an OST is like building a house and starting with the roof. Such things for now serve no purpose other than creating some hype for yourself, its developers and people on this forum, which is a bad idea. It’s not even clear what the goal of the core gameplay is, I couldn’t imagine how this would play. Exploration… where? For how long? What is the player looking for in their exploration? Or is it simply a Dead Rails competitor with a ton of features from other games?
Answer similar questions before jumping straight onto things like progression and monetization. Before even writing one line of code think to yourself: why would one play this game over Dead Rails or similar games? What makes it worth someone’s time? Such questions cannot be answered to solely based on a lobby and OST.
The lobby is not even finished so it’s not “rushed.” Also, that screenshot was from like 2 weeks ago, and a lot has changed. Plus, I’m not even able to show a more recent screenshot because I’m away from my computer at the moment.
The lobby is literally the first thing you should start with when making a game with matchmaking, so therefore, your argument is invalid. How would the player start the game without a lobby?
Which, is why I exactly linked all the rest of the info for the game at the bottom of the topic. This is just to ask for opinions on this type of rogue-like steeps steps game.
I guess I should have clarified this more. But it’s inspired by Dead Rails because if the classes and “end” goal. But it’s very much inspired by Steeps Steps and it’s super high terrain and mountainous areas.
I LITTERALY listed everything that makes this game different from other games like Dead Rails or Steep Steps.
the map could definitely get some changes if you want it to be unique. i’ll help if you want, i’m pretty good with working in the style youre going for.
The lobby is literally the first thing you should start with when making a game with matchmaking, so therefore, your argument is invalid. How would the player start the game without a lobby?
You’d start with a basic baseplate with functionality that teleports player(s) to servers with maps (I assume that’s the point). Visuals are a later priority, and even if it’s unfinished, it remains in a similar building style which is just not my taste. From the last time I peeked at the image you’ve sent, all I recall from it is it being green and having some trees. The floating texts are hilariously colorful to the point where I’d find it hard to digest the lore seriously. This is a first impression you don’t want the average player to have.
I LITTERALY listed everything that makes this game different from other games like Dead Rails or Steep Steps.
The listed features wouldn’t make me want to play the game over the two you’ve mentioned, in the contrary, things like battlepases, reward chests, p2w, titles would make me not want to play it. Even for those who like a little FOMO-based grinding might get overwhelmed by all these features combined, to the point where these get more attention than the gameplay itself.
Yes. I have started to work on teleportation systems and matchmaking. Along with class selection and the player getting certain items from that class when they join the place that contains the game.
I said low p2w. I planned on adding robux purchases for classes, like BedWars. But that’s not the only way to get classes.
3 free classes of the week.
Classes can be unlocked by wins or a unnamed currency, for f2p players.
game looks cool and everything but the map in the picture is basic you need to improve it.
I can’t really judge your game by features and how it looks i need to try it by myself so i can judge
Yes, I know the lobby is basic. I just needed a starting blueprint for the lobby, to see how the game performs with it. The lobby is heavily in development.
Maybe after it gets fleshed out a bit more, and has a basic gameplay loop, people would actually be able to understand the concept you are going for. I enjoy the gameplay loop of Dead Rails, so I’m looking forward to this!