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- Alright, this is not going to be pretty. Now that I've downloaded it, I know /exactly/ why no one has responded to you on twitter. There are a /lot/ of problems with your game. I'm going to level with you and point out everything I feel was done wrong, but I don't want you to take this as intentionally mean. Without further ado, pour yourself a drink and brace yourself.
- First and foremost, those models. Oh, land alive, those models. I sincerely hope that's not the art style you're going for, because it's hideous. If it's a temporary stand-in, you would /literally/ be better off with cubes and spheres. No one cares that it's a cube if it's temp art, but you can bet they will judge the game at first glance simply because of the try-hard programmer art. Give yourself a chance and make it /obviously/ temp art by reverting to basic shapes.
- Second, your controls. You've disabled the control option menu, probably because you don't support configurable controls yet, but that prevents us from finding out how to control. It doesn't help that the controls themselves are finicky; I had to use the right analog pointed right to shoot and pointed left to zoom forward on the 360 controller. Presumably you are binding the wrong axes and you meant left/right trigger, but the zoom effect is suspiciously like your speed bug in your known issues text file, so that may be part of it.
- Third, your levels are boring. At least, Mt Diztroya was horrid and on your website you said it had the most work put into it, and I honestly can't stomache to play /worse/ levels. Each of the transitions between sections was the same boring obstacle: jump around the lava and land before you run out of mana (and hope that when you let go of the button it actually registers; half the time I had to hover until mana ran out). Your enemies only spawn in rooms instead of on the track next to lava (where they could, y'know, actually pose a threat) and instead you just sit there and hit them with your AoE effect over and over and over until they finally die. You have so much health it doesn't matter; the only dangerous thing here is the lava.
- Fourth, your lack of sounds is distracting, especially since you have music and cheesy voiceovers. Either have placeholders for everything or put nothing in. Like the graphics, you are giving people a reason to not play your game by doing it half-assed; it seems broken instead of merely unfinished when you do it this way.
- So. Visuals, controls, level design/gameplay, and sound. Each aspect of what makes a game a game is painful to experience. I'm sure you have some nice backstory all drawn up and some plot you're trying to portray, but it literally does not matter in the slightest. Every other aspect of your game conspires to not make the player care at all.
- Now, I don't want to simply leave you with a bunch of problems with no solutions, so I'm also going to give you an outline on how to fix this game. You've spent more than a year on this, so I can imagine this is near and dear to your heart, and I feel for that. However, if you ever even think this can be a commercial product on the path that it's on, you need to learn a few basic things about game development. These steps are going to hurt, but it's for your own good, and the good of your game.
- First: Ditch your graphics and sound. All of it. The glitchy wood textures, the lego-like turtles and enemies, the lava particle effect, the cringeworthy voice over, every single thing that you have done visually and audibly. Make everything boxes. Colored boxes if you must differentiate things (such as lava), but don't you dare put another texture on anything. You need to do this right, and that means removing distracting elements.
- Second: Build your gameplay. You have three levels in various stages of completion and like thirty planned, and your gameplay is not solid yet. Gameplay comes FIRST. If you do it any other way, you're wasting work, since when your gameplay INEVITABLY changes, you will have to go back and change every. single. level. that you have finished to match the new gameplay. This is also the part that gamers care about; the only time that graphics > gameplay is when it's hyper-realistic, and that is not an option for a solo dev.
- Open a brand new scene, and rework each element as you add it. Put down a box, that's your turtle. Refer to the scripts you used to control it, but start over. Your basic controls don't even work, and that tells me your input handler is simply not up to snuff. Refer to this website: http://unity3d.com/learn/tutorials/modules/intermediate/scripting/coding-practices for info on some basic practices that I suspect you are unaware of. Get your turtle moving around in a box perfectly. I mean, he jumps, he flies, that sort of thing. Don't even code the mana or health, just get the basic movement and platforming working and BUG FREE. If you can't code a box jumping and flying around another box without problems, then you need to work at it until you get it. There is no way around this.
- After that, add an enemy. Give your box turtle an attack, just one, and get the trajectory, aiming, and everything right. This is also boxes, so you have boxes shooting boxes. Detect when your shots hit the enemy and dump it to the console log, but that's it until you have everything looking and feeling right (movement- and speed-wise). Then, finally give your enemy health and mana, in such a manner that will be easily added to your player, with separate Components that can just be drag and dropped. Don't even put up a GUI; if you need a targeting reticle, then make a box. Seriously. If you can make a game about boxes shooting each other that is FUN, then you can make a game about flying turtles or whatever nonsense and it will be JUST as fun.
- Third: Once you have this, make a level. Not an end-game level, but a test level. This will contain every single enemy and every single obstacle that you want in your game. Moving platforms, lava flows, whatever. It will be huge, just to be able to fit everything. If it is not huge, then go take a break for a week and think of more things to add. You will not make a real level until this one is done. This is your proving ground, this is where you test all sorts of combinations and ideas and physics and everything. If you find yourself grinning to yourself while in your TEST LEVEL, then you are on the right track.
- If you find it a slog to code, that's because it IS. That's how coding works; you have to get the sucky stuff out of the way so you can do the fun stuff. If you find yourself bored with playtesting before you even open Unity, then you need to go back to the drawing board. Come up with new mechanics. Experiment with things. Your game is subtitled "the best forgery ever" and I guarantee that the story that is called that is not enough to carry broken and unfun gameplay. Get. This. Part. Working. Bungie had a blast on their test level while making Halo, driving warthogs around running over Elites and chucking infinite grenades. What fun would anyone have on a test level of your game in its current state? Epileptic lego turtles and bug-things? Controls that don't work? You HAVE to get the fundamentals down, and down pat, before even considering your story or level progression.
- Fourth: actually design your levels. I don't mean "here's a platform, and here's another one" on some graphing paper, but study level flow. Follow the instructions here: http://devmag.org.za/2011/07/04/how-to-design-levels-for-a-platformer/ , and familiarize yourself with the "Further Reading" links. Do not discount it because it targeted 2D platformers for its example; that exact process is what you need to follow. Do this once for the game as a whole, and then go back and do it for each level. It is okay to change things to something different after you've designed them, but it is not okay to make things before they have been designed.
- Purchase or pirate the book "Level Up!: The Guide to Great Video Game Design" by Scott Rogers. Look up other books on game and level design, and follow their advice. Actively follow the instructions on this page: http://www.worldofleveldesign.com/categories/level_design_tutorials/deliberate-practice-for-level-designers-game-environment-artist.php?utm_content=buffer05abb&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer to practice. If a mechanic halfway works but it's buggy, wipe it and start again. Get so familiar with how every tiny aspect of your program works that you could reimplement it in your sleep.
- ...
- Like I mentioned, it looks like you've put a lot of work into trying to make a game, but that simply doesn't cut it. You need to hone your craft; game development is an art, yes, but it is also a science, and has specific tactics you can use to improve not just your game, but your ability to make games. Do not focus on selling this. Focus on making a game, a good game, and then selling that, later, if and when that makes sense.
- Don't give up on it. Keep at it. It may not look this way, but I would hate it if you were to just drop it forever. It takes time, and longer than a year at that to master these things. If you absolutely cannot fathom doing any of this, then join a group. Go make games where you can focus on design and story and someone else does the coding. It's a harsh reality, but it's true. You can overcome these issues, I'm sure of it, but if you just plain don't want to, then you're never going to get this game to a saleable state.
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