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(1 edit) (+2)

Hi! 

You did an admirable job of preparing a project for Steam Next Fest. It took courage to execute and I'm glad that you learnt a lot of stuff from it.

Reading this post, I think you're still missing a critical learning point though. I have been participating in your monthly game jam for several months and been playing Hungry For Loot. Over time, I saw the game has always been progressing toward a good game. However, the one thing that the game lack is the "appeal" factor. It is fine if the project is still under gameplay development. I was under the impression that you will some time in the future implement the appeal factors that make people want to play an RPG in the first place. These include theme, story, presentation, and music.

In the current state, Hungry for Loot suffers from a mismatch between theme, gameplay and presentation. Playing as slimes in a slime-world invaded by humans is quite a unique theme to be explored. However, all the gameplay and presentation still point toward playing as generic human characters. Flipping around the players and enemy characters would solve the mismatch, but the game will be another generic RPG that is already flooding the video game market. 

Hungry for Loot with its current theme has potential, but it is still very premature. I honestly think it is not ready for market yet if that's what you're targeting. The thematic/gameplay/presentation mismatch is the biggest issue to be tackled first.

I hope I didn't sound too harsh in my opinions, I am quite interested in finding out what kind of unique game experience that will come out by playing as slimes. That's why I was interested in following the project in the first place.

I hope that you came out from this Next Fest experience as an overall better game developer. Let's both make better games! Cheers!

(1 edit)

Thanks for your comments. We are clearly missing some key piece to make it feel fun and engaging. Part of that I have to acknowledge comes from gameplay elements that we thought would be fun, but seem to feel more repetitive and burdensome, namely the Inventory Management. We are going to largely put that to the side and try to focus on other things, rather than trying to make it feel more fun. It will stay as an option for those who want it, and maybe as we build out the rest of the game things will click and it will feel more rewarding.

We have a story in mind, but it feels like the story and gameplay are fighting. Our intro is too slow for many who want action sooner, yet not deep enough for others. We are not finding the right balance. The Compendium was added in part to allow more story and world building for those who want it, but also be skippable for those who don't. We've got a fair amount of culture and story for them, but are having trouble conveying it well in the game. Part of that likely comes from the way we are setting up the neighboring towns and everyone being friendly and knowing each other. As they venture further away there will be more cultural shocks that we can build on. Still, in the end, we are treating them as people. They have their own ways, their culture and society, but they are just living their lives, and suddenly were thrust into this grand quest. They are going to learn and grow as they go. Helen especially is young and innocent, and is going to experience many shocks and have to learn to deal with some harsh realities along the way. Maybe there are other aspects we can explore to flesh things out better, or in a way that will better connect with a grander audience.

Unfortunately, based on the way things are going, I'm not sure that we have the time to dedicate solely to this game to get it where it will appeal to a broad enough audience. We let it grow too much, and it still needs months of work. We are running out of time to get something that will make money, so we need to reevaluate things. It would be great if we could just work on it until it was ready, but that is not where we are. Trying to create a smaller game that will appeal to a broader audience is likely what we will need to do. We are planning to set it in the same world so it can then help to cross promote, and allow us to continue to world build for both together. After we've had some time to rest and recover we will be doing a deep dive over all the feedback we've received and see what we think the best options are. Thanks again for your feedback!

FYI, We have another update almost ready. I need some sleep after rushing for a jam, but then I'm going to finish updating the descriptions for the changes. So probably a day or two. This just refines the recent change to not needing to distribute loot by default, by hiding the individual bags when not needed.

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Yes, finding the right balance between gameplay and story is very hard. But one thing for sure, at the current state the story is very much under-worked compared to the gameplay. And regarding The Compendium, I think you have priorities backwards. Players will look at the Compendium (or any reading materials) only after the fact we're interested in the story first. The Compendium is a nice to have, but it doesn't push the game forward. The story and lore should be fleshed out more first. Since you mentioned Helen being innocent and will experience shock, it is a plot-point that can be implemented in the game. 

If you really want to make Hungry for Loot commercial,  to be blunt... the game still need years of work, not months (maybe you could pull it off in months if you are doing this full-time with an experienced team). So, it may be wise if you have other smaller-scoped project going on that can be viably commercial. But well... this is more like a business/management problem that only you can decide. Me and other devs have no say in this.

I will certainly check the next update by the beginning of next month and give some feedback on the update!