Hi everybody. I’m a developer in need of help. I’m posting this here because I thought it might a good and relevant place to do it. If I’m violating any forum rules, then please feel free to delete this or move it to the proper place. I am new to these forums and I’m sure I may have missed a thing or two…if that’s the case, I am sorry mods…my purpose is not to link dump, spam, or troll. I’m just a sincere game developer who is looking for some honest feedback from players with regard to a project that is very important to me.
For the last two years I’ve poured massive amounts of creativity, time, sweat, and tears into my game and I look at it now and I’m not sure what to do with it. I’m at the point where I’m considering abandoning the project or changing it drastically from its original vision…this is a tough decision for me to make because I’ve invested so much of myself into the game…but before I go ahead and do this, it occurred to me that I should gather feedback from game players who might actually understand the game’s controls. Given that my game is essentially is a twist on the fighting game genre, I thought I would come here to Shoryuken and ask you all what you think of it.
Some people have told me the controls are exhausting, difficult and tedious. I get what they’re saying to a certain extent, but I also have wondered if I’m asking the right people. There are lots of synchronized button presses in my game, which are essentially “special moves” borrowed from fighting games. I’ve tried to create a simple control scheme (only 3 buttons) with a high layer of depth by putting in special abilities that require timing, reflexes, and finger dexterity. So while there are only 3 buttons, those buttons can be used skillfully to launch some awesome abilities.
Kaboom! is essentially a fighting game in casual clothing, with a few twists. I started out with a “grand vision” of sorts: that short, casual games have the potential to offer richer, deeper, and more dynamic controls than they currently do. I believe that fast, twitchy combat, when done right, can be immensely rewarding and fun. The joy and challenge of split-second timing…pulling off an ability at just the right moment…dodging at the opportune time…a frenzied pace of combat…these things are largely missing in casual games. Interestingly enough, these attributes are very common in fighting games, so that’s why I thought you all might get what I’m trying to do with Kaboom!. It’s also why I think you all may be the best critics and judges of my game.
Kaboom! is my attempt at creating a proof of concept of my vision and I would really be honored if you could try it for me. It’s hard to explain how valuable your feedback would mean to me. After working on this for two years in a bubble, with no idea if I’m heading in the right direction or not…a little guidance would really go a long, long way.
Thank you all for reading! Here is a flash version of my game:
https://bekblaku.itch.io/kaboom
Warmest regards,
Bek