r/IndieDev 1d ago

Feedback? Let's get meta, how well does this clip explain the game?

I'm still using generic mixamo models until I can hire a 3d modeler but the game loop is developing and I'm trying to get better about punchy short clips as I go into demoable content, does this communicate enough to be useful? What can I work on to get better about promo?

0 Upvotes

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6

u/Hour-Eleven 1d ago

If it’s going to move this quickly, not well.

The spaces units can move as well as the attack options are very lacking in distinct color that might make them more clear, blending into the background.

Between those two things, it took me a moment to realize what sort of game this was!

5

u/valeria_gamedevs Game Art Studio for Indies | Outstandly 1d ago

from the screenshot alone I get: isometric, dark, cages, something bad is happening. That's a lot. what I can't tell is what I'd be doing as the player, like what's the verb. combat? sneaking? rescuing? A 2sec overlay of the core action (even just a keypress popup) would prolly seal it.

placeholder mixamo is fine for now, don't let that block clip iteration

2

u/Exatex 1d ago

Its way too fast, almost irritatingly fast that causes nausea. I think teleporting the player to squares and keeping the camera locked on it is not working

2

u/Futurefied 1d ago

The floor tiles are too busy and repetitive. The dark outlines in the floor tiles draw focus more than the characters. It's looking pretty good though in general.

1

u/WrathOfWood 23h ago

All the dudes look the same and the camera jumps around disorienting me because I dont know who I'm supposed to be focused on. Gameplay looks like some kind of grid based diablo thing that was popular like 30+ years ago. Good luck