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Zair_sadro

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A member registered May 06, 2020 · View creator page →

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Весьма благодарен прекрасному фидбэку)

Спасибо за фидбэк! Да, согласен, что нужно больше подсказок. Туториал был запланирован и расписан по всем пунктам, но как оказалось месяца не достаточно молодой команде для реализации всех планов.

Да, все верно, второй билд уже больше доработан. 
1. Косяки сжатых сроков - не успели настроить кнопки.

2. Это не совсем магазин)) При нажатии на зеленую кнопку с вопросом должна выходить справка "как играть". Тоже нехватка времени, не успели доработать в этом вопросе.

Hi bro. This is a great playground. And you, too, have a successful development of your projects.

(2 edits)

Hi friends!

I want to share my idea for the game. There is already a completely ready-made concept for creation, where everything that is needed is described. But today, I wanted to get feedback on the idea itself.

When writing the concept, I was inspired by previously played and liked games, because we are game designers, and we always have something to add.

And so, let's go:

Genre:

mobile, top-down shooter. I really like how the shooting mechanics are implemented in mobile games like "Archero". Therefore, here I see just such a mechanic.

r/indiegames - Hello colleagues! I want to share my concept with you. Leave your feedback if you are interested in this idea and have something to say.

I really like the mechanics of the game "Archero"

I wonder what's up there !? - with such a phrase, you want to start the game itself, but the player from the very beginning will already know why he is going up the floors to the very top floor of the building. In my turn, as a game designer, I will make this rise more interesting and try to convey some experience.

Plot:

In an office building, a person goes up in an elevator to the very top, while clearing away from each floor. He must get to the top floor and get a medicine for his family.

Control idea:

I really like the plots, when the main character gradually reaches the main enemy. Where each level passed is pain, joy and experience. In fact, I want the player to climb higher and higher in the elevator without forgetting about the main goal.

r/indiegames - Hello colleagues! I want to share my concept with you. Leave your feedback if you are interested in this idea and have something to say.

The player will be happy if he can get into the elevator after passing the hardcore level

Setting:

Nowadays, augmented by futurism. The game will take place inside one high-rise business center. There are a lot of interesting implants in the building that will coolly modernize the character. On the lower floors, everything will take place without fantasy, as usual for the player. Simple enemies in the form of guards and ordinary offices, simple human bosses. With each floor higher, enemy implant upgrades will appear.

Setting problem:- a large number of guards, lack of access to the upper floors.- the enemy in the game is getting stronger all the time, the player needs to feel the weaknesses, constantly strengthening his character parameters.

Key features:- the game gives the player all the time new gains, new opportunities. This always happens as a reward for the passed floor. It says that everything is correct, you are great, continue as well. And yet it selects one of those that already exist.- every time a floor is passed, the player has a choice of buffs. They all work for utility, but enhance different characteristics of the character. Plus, there are only three gains to choose from.- every time a player rises on a level, his characteristics change randomly - this will undoubtedly break him by upgrading, but it should also add interestingness.

Gameplay:

A lot of the concept has already been described a little above, but to summarize, the player needs to:- clear every floor of enemies- find access keys for the upper floors- destroy periodically appearing bosses- choose the best improvements in the form of implants- use the most necessary out of 8 weapons- look for additional keys to reinforced rooms- look for the right balance of power-ups and weapons versus 11 uses of additional bonus

According to preliminary estimates, a team of 6 people will have to spend a total of 1,500 hours in work to implement the concept. As a result, it will take about 4 months to release the game, these tests, soft launch and so on.

r/indiegames - Hello colleagues! I want to share my concept with you. Leave your feedback if you are interested in this idea and have something to say.

A team of 6 people - everything you need to be happy!

Friends, I will be glad to receive any feedback. This concept turned out to be a very good concept. What do you think?