I'm working on an indie game, and I could really use some help coming up with ideas. I already have all the gameplay done, 90% of the code is done, and most of the level design is done. The problem is that I'm an engineer, not a writer, and I'm having trouble thinking up a main character and a title.
edit:kickstarter link deleted
The game is basically a 2D metroidvania platformer/shooter with a focus on getting the best time.
Now, I'm not asking you to do all the work for me, I would just like some feedback on some of the ideas I've had so far:
A "bro" in search for the golden keg
A hot girl who is going to save her boyfriend
An alien back for revenge on scientists who experimented on him
An anime guy whose arms transform into different weapons
A buff army dude sent by the military to destroy a monster
A monster hunter who just travels around killing monsters
A robot with no memory of his past searches for his purpose
I'm also new to this forum, so if I committed some kind of faux pas don't hesitate to call me out on it
My friends and family have all given me positive feedback and said how cool it is, but I know that doesn't mean anything so I would really appreciate some honest, harsh feedback.
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I'm still not sure how I feel about launching it before I have a title though so I would really appreciate any thoughts from anyone before I start it
2: It doesn't look like you have 90% of the code done from that video. How are you going to handle bosses? Different enemy types? Upgrades? Enemies spawning ammo/health? What about different types of jumps? Wall-jumps? What you have right now could be programmed by a beginner XNA programmer in a few hours at most. Don't start a kickstarter asking for funding until you actually have something to show for it. It's not going to help your cause.
3: If you don't have an idea for the game, don't start a kickstarter. Yes, doublefine did it, but they have a degree credibility and a fanbase. It's not going to go your way.
So basically, work more on the programming side, get a more feature complete game going. Art and sound are secondary to gameplay, but decide upon a theme and stick with that when designing your levels. When you have both a theme, and a more feature complete engine, try the kickstarter route to get funding once again but this time you'll seem focused and know what you're doing. No one wants to give money to a project that doesn't seem to know what direction it's moving in. At the moment, you have a 2d sidescroller that most programmers could program in the matter of hours.
2. The code for different enemies, guns, upgrades, actually almost everything you mentioned is already done. Specific enemy behavior is about all that is needed. Most of those features aren't in the video because I don't have any of the art assets yet to show them off.
3. The idea for the game is in the gameplay. Right now I am just trying to figure out the minimal story and art direction
I understand you aren't trying to be mean, and i honestly appreciate your feedback. I know the kickstarter looks kind of sketchy, and that's why I haven't launched it yet and instead I'm trying to figure out how to make it better before I launch it.
If you're interested, this article has some great analysis of Super Metroid and the variety of ways in which it guides the player.
I don't want to discourage you because there are definitely resources available that would let you complete a project like this. I just want to stress how much thought goes into the design of a good Metroidvania, and how far the design extends beyond creating different shooting patterns and powerups.
Also, even if you're not a sprite artist there are still techniques you can use to make a good-looking 2d game. Think about the silhouette art of Limbo or Pixeljunk (both of which you can check out on Steam if you want.)
Anyway, best of luck.
The main goal of the game is that you are timed, and it shows your time and completion % when you kill the end boss.
With the non-linear level design, there is multiple routes to the end and players are encouraged to explore and find faster routes.
More direct routes will have harder enemies that really punish you for ignoring them, while if you take a more roundabout path you might not have to stop and shoot as much
Most of the mini-bosses can be skipped to try to decrease your time, but that also means skipping the associated weapon that drops from the boss
You want to know what I was expecting when I clicked on your thread? A debate and discussion in regards to Indie Games that is some way didn't fit just having a proper thread over in Games & Technology, comprende?
Well, the point of the kickstarter is that I would like to hire an artist for these things but I have no budget
Honestly I didn't really care about the setting at all when I first played the old metroid or castlevania games, I just really enjoyed the feeling of exploration, looking for shortcuts and shooting bad guys.
edit: I'm still in school, so I tried to set a reasonable goal for this project. Maybe $5 is too high of a price point for what I'm trying to achieve.
edit #2: I'm not trying to make some big artsy pretentious indie game like Limbo or Braid, I just want to make a fun little bite-sized metroidvania game.
This is atmosphere. And it's all about setting. If the setting isn't interesting you wouldn't get the feeling of exploration. Metroid can be summed up with two words: Isolation, Exploration.
In other words, for simple sidescrolling games they usually can be summed up in one or two words. It's the theme of the game. If your theme is going to be "Exploration, Ticking Clock", then what would be a good setting or story based on those two words? What would make you feel like there's a need to hurry, but a need to also explore? Not just because the game tells you to, but because the setting informs you that's the right thing to do.
I never really considered it like that but you're absolutely right
edit: My original though was that the need to explore would be driven through the desire to find a faster route. I was thinking of going with 3 difficulties, and it would only be timed on hard. The easier difficulties would be more geared towards exploration and scouting, because in the harder difficulty planning your route ahead of time will make a lot of difference
Don't feel like you need great art to do great design. If you want to design games, just sit down and do it. Check out Nifflas's work to see how you can do a Metroidvania without a lot of complex art. He even has a toolset you can use to build your own Knytt games, if that's what you'd like to do.