This is very unrelated to this forum but i need help.

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Maddys Son

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I am trying to make a new game for people to enjoy but i just dont know how. I only know the basics. I dont know alot of things to make a game good. If you do and would love to help. Contact me please :)

AlexiPlaysMC#3225
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Thanks <3
EDIT - Its gonna be an android game, made in android studio. Sorry forgot to add this. Also im not paying sorry :p
 
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Tripps

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I am trying to make a new game for people to enjoy but i just dont know how. I only know the basics. I dont know alot of things to make a game good. If you do and would love to help. Contact me please :)

AlexiPlaysMC#3225
Discord

Thanks <3
EDIT - Its gonna be an android game, made in android studio. Sorry forgot to add this. Also im not paying sorry :p
Make it unique and have some sort of addicting feature to keep users playing, also don't have a shit ton of ads where it is annoying and possibly unplayable.
 

Maddys Son

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Thanks for the suggestion.

I have an idea for the game, i just dont know how to properly build/make it.
 

Maddys Son

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Not quite, some of these tutorials uses other game engines including Unity. I'd rather use Android Studio
 

Ivain

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And this is where I come in. I'm a first year game design, but technical skill (aka programming) is my kryptonite. A few things you want to look at are:
  • game-player feedback. Does the game react to the actions of the player in a way that the player can not just see but 'feel' in a way? A perfect example of this is Smash Brothers.
  • Guiding the player. Instead of pointing a big arrow in the direction they need to go, try using subtler hints to let them know. Options are having a light in the correct direction in a dark area, NPC's dropping verbal hints in the form of area descriptions, or other simple methods. Any good adventure-like game can serve as an example, but I'll name Dark Souls and Ori for this one
    Another aspect of this is the tutorial. If players need to sit through a boring tutorial before they can start the game, they'll drop off fast. Instead, hint or even enforce a bit of progression that teaches them the basics. A good example of this is Witcher II and III, which both force you to get acquainted with the game's mechanics while it feels like you're already playing the game.
  • Gameplay variety. This is a bit tricky, but in most games it's essential to avoid repetitive gameplay. In multiplayer games this is usually achieved by the variety inserted by players (no two games of Overwatch will feel the same). You can try this by adding unlockable skills, different objectives, enemies, puzzles, etc. Another way is combos/synergies in abilities or skills needed to defeat enemies. A fantastic example of this is the Binding of Isaac:Rebirth, one of the more successful Roguelikes because of its enormous plethora of inter-item synergies creating highly interesting and varied effects.
I can answer more specifically once I know more about your game. Feel free to PM me.
 
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