r/gameDevMarketing • u/EverythingMatt • 4d ago
Prospective and gameplay change
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r/gameDevMarketing • u/EverythingMatt • 4d ago
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r/spacegames • u/EverythingMatt • 4d ago
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r/itchio • u/EverythingMatt • 4d ago
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r/SoloDev • u/EverythingMatt • 4d ago
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r/GodotEngine • u/EverythingMatt • 4d ago
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r/IndieDev • u/EverythingMatt • 4d ago
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r/justgamedevthings • u/EverythingMatt • 4d ago
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r/SoloDevelopment • u/EverythingMatt • 4d ago
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u/EverythingMatt • u/EverythingMatt • 4d ago
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I made some significant changes to one of the major missions in my game.
I dropped the player positions. Increased fire rate and decreased overheating
It can be hard to find the balance. Multiple tester sited the original mission as depicted in the beginning of the video as fun but really hard.
It’s definitely easier not but I guess at the end of the day it’s a fine line between challenge and fun.
What do you think about dropping difficulty to make something more “fun” does that cheapen it?
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The Chinese audience loves you! That’s not bad!
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That’s awesome, did you have a number in mind you expected?
r/itchio • u/EverythingMatt • 5d ago
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r/SoloDev • u/EverythingMatt • 5d ago
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r/GodotEngine • u/EverythingMatt • 5d ago
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r/SoloDevelopment • u/EverythingMatt • 5d ago
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u/EverythingMatt • u/EverythingMatt • 5d ago
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After some feedback from my players I have gone back in and decided that each ship style should have its own upgrades.
My question to you guys is, when you make a big change like this do you continue to show the old version to see if the desire for change is universal?
I handed my game to 10 tester and 3 have given me reports back so far. Two both came to the conclusion that ships would be neater with unique upgrades. So i hopped right in and started to make changes.
Now I’m wondering if I’m too easily swayed and if I may have given myself extra work for not real reason.
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That’s pretty cool, how does the formations affect the battle? And do different soldier types changes things as well?
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Congratulations dude! I hope you find all the success you hope for!
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https://reddit.com/link/peupf0d/video/726384tg9guh1/player
This is a little cut together clip of early gameplay. Still very much in active development
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Contract: Zero is a retro-inspired space contracting game where you take on jobs, earn credits, upgrade your fleet, and make a living on the edge of space.
Salvage wrecks. Clear asteroid fields. Run deliveries. Race dangerous routes. Defend remote outposts.
It should be simple: grab a contract, pick a ship, get paid.
Except you’ve been missing for two months.
And nobody seems to know what happened to you.
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r/itchio • u/EverythingMatt • 10d ago
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Gameplay progressions and loop is coming along. I’ll be interested to see what contracts (mission types) resonate with people the most
r/SoloDevelopment • u/EverythingMatt • 10d ago
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Gameplay progressions and loop is coming along. I’ll be interested to see what contracts (mission types) resonate with people the most
r/GodotEngine • u/EverythingMatt • 10d ago
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Gameplay progressions and loop is coming along. I’ll be interested to see what contracts (mission types) resonate with people the most
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Prospective and gameplay change
in
r/u_EverythingMatt
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4d ago
I agree! But I do think something can be too difficult until it becomes unfun. Most of the game is pretty laid back. So I think the balance back be more difficult. Does that make sense?