Oops, we forgot to include the competition winner in the video 😖😖 Congratulations @SkyGeneral100 , you are our latest winner. Please drop us a message to claim your key!
Some thoughts on diversification of gameplay: If humans have emotional states, activities they are in the process of performing, and can assess what the space they are in is supposed to be, alongside physical attributes, this opens up a whole range of options for you. Guests could want to see humans in different environments (eg home, work, school), want to see all the different human emotional states (eg terrified, happy, in love, in pain), and have favourite human activities (eg reading, fleeing, attempting to escape, sleeping). All of these also become factors in research experiments too
@@outliersocial if there was a custom ride maker or some form of coaster maker would definitely enhance replayability: right now the game looks like parks are going to have a lot of rectangles and square buildings and the game towards the end of the campaign may feel more like a space optimization problem.
There is a second type of Martian that TOPPS introduced in the 90s comics that would be perfect for visitor diversity. They look similar but only have a single eye that sticks out on a stalk from their forehead. They wore fancy robes and were more peaceful and diplomatic. The first 5 issues of the 90s comics were great! I prefer the 50s aesthetic 100% but those 90s comics maybe a good source to pull inspiration from since TOPPS should hold the rights.
I think an interesting expansion for the research mechanic is to create new attractions with strange hybrids, like the human head on the chihuhua in the movie, from research mechanics. The more exciting the hybrid, the greater the risk of excape.
I think you're absolutely on the right track focusing on creating ways to, in essence, be sub-optimal. One of the problems that games like, for example, Jurassic Park or Sim City or Cities: Skylines is that they never really give you much incentive to do the things the game penalizes you for doing, like having unsafe enclosures or building polluting power sources, respectively. Weaker enclosures don't make your park more popular and stronger ones don't make your park less popular, for example. And in the absence of some pressing need, it wouldn't matter if they did. If your park is profitable, you can just wait with the quiet, safe park instead of risking it with the more dangerous one. The other half of this is in making the escapes interesting too; as much a reward as a failure state. Otherwise, they're just the game getting between you and the fun.
I love the progress and the feedback implementation :) Also, thank you for ditching the horrible green screen. this feels a lot more natural and honest :D Edit: 3:10 Martian Scorsese, lol
I had no idea about your game as this video was randomly recommended to me on my feed, but it's really cool to see a dev's process when handling feedback and showing analytics. I just had the biggest youtuber I could contact play my indie game's demo and he did not like it. The last 4 months I've dealt with people picking my game's demo but watching how you guys took criticism with a grain of salt and filtering gripes from feedback made me feel a bit better. I wish you guys the best of luck on this project and maybe I'll see another one of these videos on my feed some day.
Thanks for watching! We may have made it sound like taking criticism is easier than it actually is (it's never easy 🤣 ), but the important thing is definitely to learn what you can from what people didn't like and work on a fix for that.
Thanks for the comment :) Being an indie dev is a bit like being an artist - you put part of yourself out there for people to judge, and negative feedback can be really tough. If it helps, mentally separating yourself from your game is a good way to try and handle feedback productively ("I made this game but the game does not represent me, I can improve it, change it, or make something entirely different."). Best of luck with your project!
I'm a huge fan of the Sim Theme Park games, and your game is bringing back the whimsical element that I feel like is missing from the current park simulator games.
I cannot overstate how visually appealing the main banner art piece is for this game. If you are in the market for additional revenue ideas, consider creating a small park management system board game, similar to Space Park. It could be 1 or 2 players, and you play as the park manager. The goal is to build a park & keep the humans you abduct satisfied. Players will visit each section of the park that you lay out (tiles and ride tokens are placed before the game starts). Upon visiting each tile, dice rolls are needed to satisfy the humans (Add a push your luck element here). If the dice roll is a critical loss, or after some combination of dice roll fails, the humans break free and destroy the park. Add a miniature or two depending on player count, add cards, tokens, and print that beautiful art on a landscape style box and you have yourself a winner. At 7:32 in the video, you can see how AWESOME the art looks as a print.
This was such a fun game to test out, and I cannot wait to see the changes and add-ons that will be applied! Thanks for letting so many of us be a part of the test community. Ack ack ack ACK!
Incredible to see Mars Attacks back after so long, never would've expected a park builder but I love it. As a distant, future hope, I am a personal big fan of the Dinosaurs Attack series that was spawned by Topps afterwards, and considering its crossovers and the current popularity of dino park management games it'd be amazing to see Dinosaurs Attack be worked in somehow. Granted bringing in another IP probably wouldn't be the easiest lol, but damn what I wouldn't do to see it Whether they'd be attractions, new guest types, or something else entirely, there's so many different ways to go with it and I'd be excited for any of them. It's been too long since I've seen the Supreme Monstrosity in something new
Ohh nice, I love the experimenting idea. Like having mutants, half dog humans, or cross bread martians people also escape and run around for more difficulty and bonuses as opposed to normal humans seems like a great idea in terms of difficulty scaling. It also give ya a reason to improve their enclosure (both happiness and security) differently then other humans if the Martians end up putting them into the park as an attraction past the experimental phase.
It was a fun little alpha test! I had fun with it. Definitely looking forward to seeing it more fleshed out in the future. Especially more features diving into how the aliens were in Mars Attacks and really just being mean little shits to the humans.
I'd love to see the ability to mix and match and add and attach different humans body parts together to create new monstrosities. It could be a risk/reward situation. More attraction to the enclosure, but more destruction if/when they escape.
The Alpha was really interesting and it showed the game has potential. I'm happy to see you are already taking actions to tackle some of the most annoying issues. :)
should have a mechanic where you have free range humans in a farm that are solely there for food and have comical butchering (giant blender or something) which count as a show for guest too. Also food stalls that makes the human patties
On human breakouts: One of the cool things about John Carter or Mars was that, having grown up on Earth, he was way stronger and faster in the low gravity environment of Mars. So, humans are kind of *more* dangerous on Mars than they appear in the original Mars Attacks comics/movies etc. That might be a fun way to flip the script. If humans have varying levels of aggression and strength (say, an anthletic one stands a good chance of leaping over the enclosure; a fast one is much harder to catch), that could add a lot to the human dynamic. The more varied *they* are, that could add fun complexity to handling them. Basically, lean into the "these are incredibly dangerous creatures when placed in a Martian environment." Obviously the Martians have ray guns, but you could make those expensive or hard to access (they're for military, not entertainment?) or using them could have a negative impact on park ratings and guest happiness. Lots of options, if you dial up the human danger aspect
This is a really interesting idea. We've tweaked the Martian's scale a bit so that humans in Mars Attracts are lumbering monsters towering over the guests, but using the John Carter gravity twist could make for some unique gameplay as well!
Honestly, I don't think this game will be for me, but I *love* the transparency and have enjoyed watching these! Congratulations ____________ on your new Steam key! 😜
A way to integrate the experimentation into the park could be having guests that enjoy grosser exhibits and some that enjoy more tame ones. Similar to more intense rides. Then the player might need to put up signs to keep more squeamish guests from seeing the experiment exhibits. To me the Martians liked watching the experiments and it could be a good way to add complexity to the guest, exhibit and research systems.
At a card show I found a complete reprint special edition set of mars attacks for 25 dollars and it rekindled my love for the franchise. One idea i have is actually collecting the cards ingame and having a gallery of them
I like the idea of different guests. I want to see how Martians dress on their day off. Maybe get some Martian government or military officials looking around and inspecting the park? Do Matrians have celebrities?
Martian celebrities may already be in the roadmap 😉 Think Theme Hospital "the mayor is coming to inspect" type characters with specific things they're looking out for as they walk around. Hasn't been implemented yet but it's definitely planned.
I am surprised to learn this is an indie project. The story of how you obtained the IP reminds me a lot of how Nightdive got started; their CEO/Founder basically wanted to play System Shock 2 one day, but found it wasn't on any storefront. So he contacted the legal rights holders to the IP, and asked "Hey, what gives with System Shock 2?" and they said "Oh, we dunno. Why do you ask? Wanna make a System Shock 3?" and he was like "Woah, woah, you're just gonna hand out the IP like that? I uh... I guess let's re-release System Shock 2 first?" and formed Nightdive around that.
I was lucky enough to play the Alpha and I really enjoyed it. I’m still hoping we can see a new card set based on the video game to release along side it
I can't wait to play this game when it comes out. Here are a couple of my ideas. Not sure if they work😅 A claw machine that grabs humans and drops them into something, maybe a pool of acid or shredder. Chariot tour that has humans as the horses and wheels. Bumper cars with humans strapped to the front of them and they are in a giant ribcage
It'd be cool if you guys added a model customization mechanic, like spore, but on humans instead for the "experimental aspect" of the Mars Attacks IP. Imagine creating a human farm of multi limbed humans. Or making humans to look like animals. It be a good way to implement a reward system into the game as well such as unlocking new kinds of limbs or tools or costumes for the humans.
Neat timing on this; I'm planning on releasing an alpha demo in just a couple weeks. Any ideas for how I can actually get feedback and properly manage said feedback? Not that I expect to get as much attention as you, but any advice helps.
The two best ways we collected feedback from players were A) an in-game feedback form linked to Trello (if you use Unity then 'Easy Feedback Form' in the asset store works fine), and B) when exiting the application it automatically opened a URL linking to a Google Form. These have much higher response rates than email etc. Hope that helps, and best of luck with your alpha!
Over here eating popcorn wondering if the game is like this video +all the injected nostalgic popculture meme clips (forcing myself not to scroll away) without any substance or merit But realizing that this, as my typical meme comment would be to ask, how can this work more like Rimworld, but it's exactly how I play Rimworld. Typically by creating a relatively defensible base which typically isn't at all secure or defended during the irl months of early game.. with prison labor, locks, better pathfinding, hospitality, hospital, and learning mods to encourage 'guests' to show up and pay to hang around.. is similar to the enclosures featured in this game and in theory gives many different reasons for you to host guests that aren't all interstellar/intergalactic/universal (and maybe even multiversal) intrinsic war crimes. Where an atypical way to deal with prisoners trying to escape is to just let them roam free and run if they want to because if they get away there's more where they came from. While they are guests they get fed, get free education and health care and I wouldn't even mind paying them but Ludeon Studios doesn't believe in capitalism in-game. Re basically encouraging the ineffable raid cycle so I can capture pawns and animals for fun and profit (though the mercenaries mod is currently broken so rip that income stream) The issues are some of the following: - who are your guests (many species other than humans and humanlikes) - is there some type of economy which ensures that you need a variety of types of attractions and guests and visitors else they get bored and ticket sales slow to a crawl. Where guests are the prisoners on display and visitors pay to get in. Not expecting raid to emancipate those high risk guests or perhaps guests and visitors going crazy and wrecking the place - re that economy, Mars Attracts being Inspired by Mars Attacks to collect guests for fun and profit.. are you paying for the services of bounty hunters. If employed by you are you kitting them out (RPG style) and paying them extra for exceptional bounties? - some argument about Spore like procgen for aliens from sentient mineral, flora to animal etc to run a massive gamut of interesting things to attract and enthrall visitors that don't necessarily require enclosures because they can't get away.. like a tree (that fruits) - are attractions pre-built or can the player author and meticulously edit them (Tiny Glades) - is there some kind of biological tech tree for ethically hosting and caring for particularly hard to care for or volatile guests or is the game actually just a psychological and physical misery simulator like real zoos
I hope the financial part of the simulation is deep. I'd play software inc for inspiration as that game is imo the pinical of isometric business simulations.
I would love to alpha/beta test for you. I'm disabled for life and just spend my time at home youtubing/gaming. So I'd be able to spend plenty of hours into the game.
Awesome. If you haven't already, please join us over on discord (discord.com/invite/qweF5Px) as that's the best place to hear about testing opportunities 😁
i dont get the jump from whatever chaos happened in the movie to marsattacks amusementpark sim, i mean im happy that it works out for you, but there is to much of a disconnect for me here
Will we be able to mix & match humans in their enclosures? Will I be able to put a samurai and an ancient egyptian together in the same cage and see what happens?
I got my key a couple of days before the play test closed . Didn't realise it at the time it was finished that weekend. At least myself and Nuri made the effort to go to gamefest 😂
I love the game but please tone down a notch the intermission clips from tv shows in these videos if possible for future updates, they're really distracting at least for me
I thought you were exaggerating at first, but after watching more, yeah, the pop culture/meme clips definitely need to be toned down. They work better as jokes in text format where they don’t take up as much real estate; in a video, jumping to a clip (up to) multiple times a minute makes it harder to digest the actual content of the video.
Yeah a few people have said that for this episode so we'll tone it down going forward. Learning how to TH-cam as we go so will keep tweaking until we get a nice balance 🙂
is there any gameplay in capturing humans? i know its a big ask but i feel like abduction and dealing with earth should be a bigger part of the game down the road. capturing different types of humans, putting them in different enclosers that suit their typing. and theming. experimenting and messing with their genes and just creating horrid abominations for the entertainment of the guests. more body horror too.
At the moment you acquire humans like you would acquire animals in a zoo tycoon type game - menus in the user interface. It's relatively simple but to your point the emphasis is on building their enclosures to suit their needs/tastes rather than the process of capturing them. Something we could look at down the road though!
Thanks for the feedback - a few people have mentioned it on this episode so think we overdid it a bit 😅 Trying to experiment to find a good balance of interesting / entertaining, will keep tweaking until we get it right!
Guys, I don't think you need to add clips or memes every 20 seconds to stimulate viewers. It's very distracting, mostly not needed and just feels like a padding. But live how game pregresses
Oops, we forgot to include the competition winner in the video 😖😖
Congratulations @SkyGeneral100 , you are our latest winner. Please drop us a message to claim your key!
What about me?
It'd be hilarious for martians to play that fishbowl game they have at carnivals to win shrunken humans as pets
amazing idea
Love this idea, we may have to steal it...
@@outliersociali was picturing giant claw game, myself. like the opposite of the martians in toy story
Some thoughts on diversification of gameplay:
If humans have emotional states, activities they are in the process of performing, and can assess what the space they are in is supposed to be, alongside physical attributes, this opens up a whole range of options for you. Guests could want to see humans in different environments (eg home, work, school), want to see all the different human emotional states (eg terrified, happy, in love, in pain), and have favourite human activities (eg reading, fleeing, attempting to escape, sleeping). All of these also become factors in research experiments too
These are fantastic ideas!
@@outliersocial if there was a custom ride maker or some form of coaster maker would definitely enhance replayability: right now the game looks like parks are going to have a lot of rectangles and square buildings and the game towards the end of the campaign may feel more like a space optimization problem.
There is a second type of Martian that TOPPS introduced in the 90s comics that would be perfect for visitor diversity. They look similar but only have a single eye that sticks out on a stalk from their forehead. They wore fancy robes and were more peaceful and diplomatic.
The first 5 issues of the 90s comics were great! I prefer the 50s aesthetic 100% but those 90s comics maybe a good source to pull inspiration from since TOPPS should hold the rights.
I think an interesting expansion for the research mechanic is to create new attractions with strange hybrids, like the human head on the chihuhua in the movie, from research mechanics. The more exciting the hybrid, the greater the risk of excape.
It will be cool if we can make a arena to make human of different enclosures fight for better things, like more and better food.
Cruel, but very cool
Or against humans from "other parks" where we can bet on.
Loving the behind the scenes updates
Cheers!
I'm glad to hear you're going to lean harder into the dark comedy. I tried the Alpha and I loved it, I'm excited to see the finished game!
Thanks for playing!
I think you're absolutely on the right track focusing on creating ways to, in essence, be sub-optimal. One of the problems that games like, for example, Jurassic Park or Sim City or Cities: Skylines is that they never really give you much incentive to do the things the game penalizes you for doing, like having unsafe enclosures or building polluting power sources, respectively. Weaker enclosures don't make your park more popular and stronger ones don't make your park less popular, for example. And in the absence of some pressing need, it wouldn't matter if they did. If your park is profitable, you can just wait with the quiet, safe park instead of risking it with the more dangerous one.
The other half of this is in making the escapes interesting too; as much a reward as a failure state. Otherwise, they're just the game getting between you and the fun.
Being this honest is such a great change from not knowing what's going on
I love the progress and the feedback implementation :)
Also, thank you for ditching the horrible green screen. this feels a lot more natural and honest :D
Edit: 3:10 Martian Scorsese, lol
Cheers! We're still working out the best way to present these videos, so the feedback is much appreciated 😁
I had no idea about your game as this video was randomly recommended to me on my feed, but it's really cool to see a dev's process when handling feedback and showing analytics. I just had the biggest youtuber I could contact play my indie game's demo and he did not like it. The last 4 months I've dealt with people picking my game's demo but watching how you guys took criticism with a grain of salt and filtering gripes from feedback made me feel a bit better. I wish you guys the best of luck on this project and maybe I'll see another one of these videos on my feed some day.
Thanks for watching! We may have made it sound like taking criticism is easier than it actually is (it's never easy 🤣 ), but the important thing is definitely to learn what you can from what people didn't like and work on a fix for that.
Thanks for the comment :) Being an indie dev is a bit like being an artist - you put part of yourself out there for people to judge, and negative feedback can be really tough. If it helps, mentally separating yourself from your game is a good way to try and handle feedback productively ("I made this game but the game does not represent me, I can improve it, change it, or make something entirely different."). Best of luck with your project!
I'm a huge fan of the Sim Theme Park games, and your game is bringing back the whimsical element that I feel like is missing from the current park simulator games.
I cannot overstate how visually appealing the main banner art piece is for this game. If you are in the market for additional revenue ideas, consider creating a small park management system board game, similar to Space Park. It could be 1 or 2 players, and you play as the park manager. The goal is to build a park & keep the humans you abduct satisfied. Players will visit each section of the park that you lay out (tiles and ride tokens are placed before the game starts). Upon visiting each tile, dice rolls are needed to satisfy the humans (Add a push your luck element here). If the dice roll is a critical loss, or after some combination of dice roll fails, the humans break free and destroy the park. Add a miniature or two depending on player count, add cards, tokens, and print that beautiful art on a landscape style box and you have yourself a winner. At 7:32 in the video, you can see how AWESOME the art looks as a print.
Good luck in the development. Game looks really promising.
This was such a fun game to test out, and I cannot wait to see the changes and add-ons that will be applied! Thanks for letting so many of us be a part of the test community. Ack ack ack ACK!
Ack ack ack! to you too
I'm enjoying these devlogs. Reminds me of behind the scenes things we'd see back in the 2000s.
Hope the outlier team has a good time making the game.
It was such a nice playtest
Incredible to see Mars Attacks back after so long, never would've expected a park builder but I love it. As a distant, future hope, I am a personal big fan of the Dinosaurs Attack series that was spawned by Topps afterwards, and considering its crossovers and the current popularity of dino park management games it'd be amazing to see Dinosaurs Attack be worked in somehow. Granted bringing in another IP probably wouldn't be the easiest lol, but damn what I wouldn't do to see it
Whether they'd be attractions, new guest types, or something else entirely, there's so many different ways to go with it and I'd be excited for any of them. It's been too long since I've seen the Supreme Monstrosity in something new
Cant wait for this to come out, keep up the updates i love seeing the progress. Keep up the good work.
Excellent stuff, please keep these videos coming, they're very insightful!
Cheers!
Ohh nice, I love the experimenting idea. Like having mutants, half dog humans, or cross bread martians people also escape and run around for more difficulty and bonuses as opposed to normal humans seems like a great idea in terms of difficulty scaling. It also give ya a reason to improve their enclosure (both happiness and security) differently then other humans if the Martians end up putting them into the park as an attraction past the experimental phase.
Can't wait for the next playtest. keep up the good work!
It was a fun little alpha test! I had fun with it. Definitely looking forward to seeing it more fleshed out in the future. Especially more features diving into how the aliens were in Mars Attacks and really just being mean little shits to the humans.
I'd love to see the ability to mix and match and add and attach different humans body parts together to create new monstrosities. It could be a risk/reward situation. More attraction to the enclosure, but more destruction if/when they escape.
The Alpha was really interesting and it showed the game has potential. I'm happy to see you are already taking actions to tackle some of the most annoying issues. :)
It’d be fun to have a “human mode” where you play as a human trying to escape from the martians and sabotage their park, ideally in gruesome ways
should have a mechanic where you have free range humans in a farm that are solely there for food and have comical butchering (giant blender or something) which count as a show for guest too. Also food stalls that makes the human patties
I think an interesting experiment would be to have humans from different themes interact with each other.
You could have a colosseum! School child versus barbarian, or samurai vs. busdriver, fun stuff like that
@@HeavenlyH3R0 I like the way you think!
I love the direction this is heading!
On human breakouts: One of the cool things about John Carter or Mars was that, having grown up on Earth, he was way stronger and faster in the low gravity environment of Mars. So, humans are kind of *more* dangerous on Mars than they appear in the original Mars Attacks comics/movies etc. That might be a fun way to flip the script. If humans have varying levels of aggression and strength (say, an anthletic one stands a good chance of leaping over the enclosure; a fast one is much harder to catch), that could add a lot to the human dynamic. The more varied *they* are, that could add fun complexity to handling them.
Basically, lean into the "these are incredibly dangerous creatures when placed in a Martian environment."
Obviously the Martians have ray guns, but you could make those expensive or hard to access (they're for military, not entertainment?) or using them could have a negative impact on park ratings and guest happiness. Lots of options, if you dial up the human danger aspect
This is a really interesting idea. We've tweaked the Martian's scale a bit so that humans in Mars Attracts are lumbering monsters towering over the guests, but using the John Carter gravity twist could make for some unique gameplay as well!
Honestly, I don't think this game will be for me, but I *love* the transparency and have enjoyed watching these!
Congratulations ____________ on your new Steam key! 😜
This looks so much fun. Can't wait.
Congrats on this good outcome. Looks fun.
I'm really excited for this dark hybrid of Roller Coaster tycoon and Mars Attacks!
Nice to hear about the Experiments on Humans :) Missed the direct impression of researchers onto the humans in the alpha
I had a great time in the alpha! Hope I can participate in the next playtest, too!
A way to integrate the experimentation into the park could be having guests that enjoy grosser exhibits and some that enjoy more tame ones. Similar to more intense rides. Then the player might need to put up signs to keep more squeamish guests from seeing the experiment exhibits. To me the Martians liked watching the experiments and it could be a good way to add complexity to the guest, exhibit and research systems.
Great suggestion. The more we can get all of these different systems to work together, the better!
I'm really excited to see where this game goes. I absolutely love these types of games I get addicted to them so easily.
It’s like evil genius and roller coaster tycoon had a baby
Congrats to the winner!
Can't wait for the full game!
At a card show I found a complete reprint special edition set of mars attacks for 25 dollars and it rekindled my love for the franchise. One idea i have is actually collecting the cards ingame and having a gallery of them
This is a good idea! Maybe as Steam trading cards or something like that as well 🤔
@@outliersocial they will 1000% be sought after
Head swap experiment is a must
I'd be nice if there was more things guests could buy and wear during their time at the park. Maybe like sweaters made from human hair
Making humans run labyrinths for food… did you just describe my playthroughs of the Sims?!
Is there another way to play the sims?!
I like the idea of different guests. I want to see how Martians dress on their day off. Maybe get some Martian government or military officials looking around and inspecting the park? Do Matrians have celebrities?
Martian celebrities may already be in the roadmap 😉 Think Theme Hospital "the mayor is coming to inspect" type characters with specific things they're looking out for as they walk around. Hasn't been implemented yet but it's definitely planned.
@@outliersocial Yesssss!
I am surprised to learn this is an indie project. The story of how you obtained the IP reminds me a lot of how Nightdive got started; their CEO/Founder basically wanted to play System Shock 2 one day, but found it wasn't on any storefront. So he contacted the legal rights holders to the IP, and asked "Hey, what gives with System Shock 2?" and they said "Oh, we dunno. Why do you ask? Wanna make a System Shock 3?" and he was like "Woah, woah, you're just gonna hand out the IP like that? I uh... I guess let's re-release System Shock 2 first?" and formed Nightdive around that.
Did not know Nightdive's story before this but it has sent me down a rabbit hole of really interesting stuff, so thanks for the comment!
Some good feedback there really. I just hope you get the rights for Ack Ack!
Ack! Ack ack ack ack... ACK!
Translate to English: "Alas! Ouch Ouch Ouch...OUCH!"
@@NextianGeometry Ack!
Ack ack ack, ack ack!
@@marscaleb "Alas Alas Alas Alas!"
Almost Shakespearean.
Ack ack ack. Ack ack? ACK ack ACK!
These are the best devblogs ever.
Wow, thank you! I still think we can improve on our videos quite a bit, but it's great to hear that people are enjoying them 😁
I was lucky enough to play the Alpha and I really enjoyed it. I’m still hoping we can see a new card set based on the video game to release along side it
I can't wait to play this game when it comes out. Here are a couple of my ideas. Not sure if they work😅
A claw machine that grabs humans and drops them into something, maybe a pool of acid or shredder.
Chariot tour that has humans as the horses and wheels.
Bumper cars with humans strapped to the front of them and they are in a giant ribcage
Oh, these could totally work!
@outliersocial thx☺️
It'd be cool if you guys added a model customization mechanic, like spore, but on humans instead for the "experimental aspect" of the Mars Attacks IP. Imagine creating a human farm of multi limbed humans. Or making humans to look like animals. It be a good way to implement a reward system into the game as well such as unlocking new kinds of limbs or tools or costumes for the humans.
Wow, that would be a pretty big job to get working properly, but I do love the idea!
Neat timing on this; I'm planning on releasing an alpha demo in just a couple weeks. Any ideas for how I can actually get feedback and properly manage said feedback? Not that I expect to get as much attention as you, but any advice helps.
The two best ways we collected feedback from players were A) an in-game feedback form linked to Trello (if you use Unity then 'Easy Feedback Form' in the asset store works fine), and B) when exiting the application it automatically opened a URL linking to a Google Form. These have much higher response rates than email etc. Hope that helps, and best of luck with your alpha!
19 hours... I only managed a paultry 5½ hours! Mind you, that was an exhilarating 5½ hours, makes me think what can I do in 55 hours, or 550 hours :D
I'm from Ireland, but was with my partner in Sheffield when we tested! That's at least one more from Éire 😆
Good to know 🤣
didnt get into this alpha, hope you have another one!
also i think you forgot the overlay for who won a steam key!
Yup, that's my mistake. Winner is included in the pinned comment above!
Over here eating popcorn wondering if the game is like this video +all the injected nostalgic popculture meme clips (forcing myself not to scroll away) without any substance or merit
But realizing that this, as my typical meme comment would be to ask, how can this work more like Rimworld, but it's exactly how I play Rimworld.
Typically by creating a relatively defensible base which typically isn't at all secure or defended during the irl months of early game.. with prison labor, locks, better pathfinding, hospitality, hospital, and learning mods to encourage 'guests' to show up and pay to hang around.. is similar to the enclosures featured in this game and in theory gives many different reasons for you to host guests that aren't all interstellar/intergalactic/universal (and maybe even multiversal) intrinsic war crimes. Where an atypical way to deal with prisoners trying to escape is to just let them roam free and run if they want to because if they get away there's more where they came from. While they are guests they get fed, get free education and health care and I wouldn't even mind paying them but Ludeon Studios doesn't believe in capitalism in-game.
Re basically encouraging the ineffable raid cycle so I can capture pawns and animals for fun and profit (though the mercenaries mod is currently broken so rip that income stream)
The issues are some of the following:
- who are your guests (many species other than humans and humanlikes)
- is there some type of economy which ensures that you need a variety of types of attractions and guests and visitors else they get bored and ticket sales slow to a crawl. Where guests are the prisoners on display and visitors pay to get in. Not expecting raid to emancipate those high risk guests or perhaps guests and visitors going crazy and wrecking the place
- re that economy, Mars Attracts being Inspired by Mars Attacks to collect guests for fun and profit.. are you paying for the services of bounty hunters. If employed by you are you kitting them out (RPG style) and paying them extra for exceptional bounties?
- some argument about Spore like procgen for aliens from sentient mineral, flora to animal etc to run a massive gamut of interesting things to attract and enthrall visitors that don't necessarily require enclosures because they can't get away.. like a tree (that fruits)
- are attractions pre-built or can the player author and meticulously edit them (Tiny Glades)
- is there some kind of biological tech tree for ethically hosting and caring for particularly hard to care for or volatile guests or is the game actually just a psychological and physical misery simulator like real zoos
I hope the financial part of the simulation is deep. I'd play software inc for inspiration as that game is imo the pinical of isometric business simulations.
-ACK ACK ACK ACK ACK ACK ACK ACK ACK ACK ACK ACK ACK ACK ACK-
Super excited to see the game develop in more interesting and fun ways!
I would love to alpha/beta test for you. I'm disabled for life and just spend my time at home youtubing/gaming. So I'd be able to spend plenty of hours into the game.
Awesome. If you haven't already, please join us over on discord (discord.com/invite/qweF5Px) as that's the best place to hear about testing opportunities 😁
I got approved for the playtest, then got caught up with other things.
Never got to play it. ☹
Hope to see another, soon, with these changes.
Stay tuned, we will have more news soon
too many meme cuts
You seem to have forgotten, to add the winner of the giveaway.
Oopsie
Yup, that's my mistake. Winner is included in the pinned comment above!
i dont get the jump from whatever chaos happened in the movie to marsattacks amusementpark sim, i mean im happy that it works out for you, but there is to much of a disconnect for me here
who won the steam key?
Didn't you see? It was:
Oops, totally forgot to add this before I uploaded the video. Winner is included in the pinned comment above!
Oops! Winner now added to pinned comment :)
Atlassian Suite spotted
Will we be able to mix & match humans in their enclosures? Will I be able to put a samurai and an ancient egyptian together in the same cage and see what happens?
You will indeed! Doing something just to see what happens will always be encouraged
Nice update but you’ve got to cut the number of pop culture clips in half, mate 😂
Yeah our bad 😅 Testing different approaches with each episode, may have overdone it on this one
How is the harvesting of humans handled?
It happens off screen for now, but we may expand on this down the line
I kinda feel stupid for not realizing you guys were from Ireland.
where can i sighn up? youl have a dutchy that loved the movie XD
This playtest is closed while we work on implementing all of the new stuff, but you can sign up at www.MarsAttracts.com to be notified for next time!
I’m one of the Irish ones I had to play it unlike nasher and nuri ;)
I got my key a couple of days before the play test closed . Didn't realise it at the time it was finished that weekend. At least myself and Nuri made the effort to go to gamefest 😂
I think you forgot to display the comment that won the steam-key!
Yup, that's my mistake. Winner is included in the pinned comment above!
Our bad, added as a pinned comment now! 💖
So, wait... who won the Steam key? Am I the only one not seeing where they put the name of the winner?
Oops... Winner is included in the pinned comment above!
Damn the winner is such an A lister that (s)he can't be seen
Yup, that's my mistake. Winner is included in the pinned comment above!
ok my question right now is am i the only one hearing the buzz on his mic when he talks?
That's probably just the Martian UFOs eavesdropping on our comms...
Wish to have Traditional Chinese
I love the game but please tone down a notch the intermission clips from tv shows in these videos if possible for future updates, they're really distracting at least for me
I thought you were exaggerating at first, but after watching more, yeah, the pop culture/meme clips definitely need to be toned down. They work better as jokes in text format where they don’t take up as much real estate; in a video, jumping to a clip (up to) multiple times a minute makes it harder to digest the actual content of the video.
Yeah a few people have said that for this episode so we'll tone it down going forward. Learning how to TH-cam as we go so will keep tweaking until we get a nice balance 🙂
Is it a dating sim?
Hello
is there any gameplay in capturing humans? i know its a big ask but i feel like abduction and dealing with earth should be a bigger part of the game down the road. capturing different types of humans, putting them in different enclosers that suit their typing. and theming. experimenting and messing with their genes and just creating horrid abominations for the entertainment of the guests. more body horror too.
At the moment you acquire humans like you would acquire animals in a zoo tycoon type game - menus in the user interface. It's relatively simple but to your point the emphasis is on building their enclosures to suit their needs/tastes rather than the process of capturing them. Something we could look at down the road though!
Um, where's the winning comment?
I guess no one won this time.
Oops, totally forgot to add this before I uploaded the video. Winner is included in the pinned comment above!
love the devlogs but the constant memes mess with the flow of the video.
Thanks for the feedback - a few people have mentioned it on this episode so think we overdid it a bit 😅 Trying to experiment to find a good balance of interesting / entertaining, will keep tweaking until we get it right!
Guys, I don't think you need to add clips or memes every 20 seconds to stimulate viewers. It's very distracting, mostly not needed and just feels like a padding. But live how game pregresses
Good feedback, we're experimenting with slightly different styles for each episode until we settle on one we like. Maybe overdid it on this one 😅
If this is who?
Keep it real humans!