If you want a place to start:
“In my game [the gameplay or story goal is this] and you do it by [describe the game loop].”
I’ve seen so many devs fail to articulate that and/or show it in their trailers.
Usually at best they just describe the game loop to which I ask: “So what’s the goal?”
“In my game [the gameplay or story goal is this] and you do it by [describe the game loop].”
I’ve seen so many devs fail to articulate that and/or show it in their trailers.
Usually at best they just describe the game loop to which I ask: “So what’s the goal?”
Reposted from
Daniel Cook
Developing a game: 1000s of inspirations and life experiences fused into a unique and multi-faceted gem via an epic soul breaking journey.
Selling a game: List the one game you copied and how your clone is better.
Selling a game: List the one game you copied and how your clone is better.
Comments
Story could be as simple as: "Make it to the bottom" for Noita or "Save your family" for Spelunky 2.
For Balatro it could be: "Make a deck to create absurdly big combos and win under increasingly difficult odds."
"You explore, collect resources and build bases."
or "You gear up, fight monsters, discover new areas, unlock upgrades."
or "A survival game where you scrounge, harvest monsters for resources, and shelter."
Whereas before it was for any base building game you could possibly name.
That’s how LOW the bar is 👀
So many games fail to even describe the basics, nevermind what their hook is. Btw, this often goes for BOTH indie and AAA.