Vote for my next game's Genre & Mechanic ! - A Community Project | Defining the game #2

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  • เผยแพร่เมื่อ 5 ก.ค. 2024
  • 🤔 I'm not sure it's the best idea to let you decide what game I'll be working on for the next couple months. I guess we'll see lol.
    ✅️ Polls are closed now but you can still join us on the discord server to participate in this project!
    👋 Join UnPaws Games Discord Server
    / discord
    👇 Grab the ENTIRE MiniFantasy collection for your games 🤯 krishna-palacio.itch.io/7wsgj...
    🙏 By using this link, you are supporting both me and Krishna Palacio, the awesome indie pixel artist behind the MiniFantasy Assets 💪
    Video Chapters:
    0:00 Intro
    0:30 The 3 stages of this project
    5:57 Commenting the poll winners
    6:48 (First) video sponsor
    8:48 Revealing the asset pack poll
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ความคิดเห็น • 39

  • @kaelhound
    @kaelhound 4 หลายเดือนก่อน +2

    Something that could work with the automation dungeon crawl could be building mob farms ala Minecraft. In other words part of the automation progression is setting up killing fields and logistics to farm basic materials from low level monsters as you progress deeper into the dungeon. That way you don't have to keep travelling back to the beginning of the dungeon to kill low level monsters just to get basic materials that you need.

  • @Efefiusz
    @Efefiusz 4 หลายเดือนก่อน +6

    I hope you end up making the growing cards farming game anyway in future

  • @turoni314
    @turoni314 4 หลายเดือนก่อน +1

    Dungeon crawler + automation kind of reminds me of a mod I'm working on for Factorio so it does garner my interest.
    In regards to factorio:
    My biggest problem with factorio monsters is that they're not interesting. The only outcomes they can have is that they destroy your base or you end up in a status quo where they don't really matter. Both outcomes are not fun.
    The only interesting scalable solution that can be provided imo is that the player needs to go fight the monsters and make them be a challenge the further away you go from the base.
    In regards to DC+Automation: A dungeon crawler seems to be an amazing solution for this. Small dungeons near the start and bigger more challenging ones further away can really push the player on their timeframe.
    With regard to what you said about needing resources from the dungeons. I do think this is a good idea but I'd be careful how you implement it. Factorio iirc removed the resources nests dropped because it didn't really "allow" automation.
    A good workaround to this for me seems that you have to "clear" a dungeon and after that you can place some sort of drill on it that then extracts resources that you can use in automation. An alternative would be that any resources needed from dungeon crawling would be resources you only ever needed a very very limited amount of, so that one "dungeon run" would provide for hours and hours of running your machines.

  • @brentgoedertier9749
    @brentgoedertier9749 4 หลายเดือนก่อน +8

    I have a idea for the dungeon crawler, what if ypu can "cure" monsters so they can work in the automation different monsters could have different have different ways to be cured and different advanrages for certain jobs.

    • @NerdyToothpick
      @NerdyToothpick 4 หลายเดือนก่อน

      yes.

    • @turoni314
      @turoni314 4 หลายเดือนก่อน +2

      It's always interesting to see how many mental hoops we want to jump to not call our little creatures slaves :p

  • @jonathantsai6107
    @jonathantsai6107 4 หลายเดือนก่อน +3

    The deck/card farming sounds like the coolest idea especially if you need to rotate crops per season and different cards cost different resources to nurture affordably. Single or multiplayer farmers markets or weather to change card efficiency could be a future consideration. I wonder how you will implement how cards impact farming(cards lead to cards) vs looting(gear leads to cards) as the game progression methods.
    Automated dungeon crawling sounds like either an MMO guild or rts depending on player agency during the dungeon crawl aspects. Definitely fun and interesting as a logistics and adaptive strategy challenge. It might become an idle RPG if the logistical constraints become too trivial.
    I wonder if there is a market for dating sim x autobattler? Autobattler's are synergy, luck, and opportunity cost driven. Dating sims are open-choice and relationship story driven, and very often the added mechanics maximize player agency so they could've played better to unlock all the choices(Pair-a-site, Huniepop). Dating sims historically complement as the theme for a mechanics driven genre(fighting, dungeon crawls, puzzle, visual novels, platformer, bullethell). It might be cool to see how grinding skills/traits changes how players can approach interacting with npcs. Cons are dating sims are passive entertainment games(what the author expresses is the entertainment) while autobattlers require activity to be entertaining(what the player can express is the entertainment) so the audiences might not mesh well.

    • @kaelhound
      @kaelhound 4 หลายเดือนก่อน

      On the note of rotating crops based on the season, you could also have seasonal enemies which resist effects that are common from the current season - like polar bears resisting cold effects from winter crops - requiring you to also grow and stockpile supplies of crops that would be useful in future seasons

  • @gaberocca9580
    @gaberocca9580 4 หลายเดือนก่อน

    I'd love to see the automation dungeon! It would be so cool to see an entire dungeon expand and grow as you slowly explore it and build delivery systems and factories.

  • @yogseventy-nine3460
    @yogseventy-nine3460 4 หลายเดือนก่อน +5

    for the automation, what if for some reason the player cant get somewhere and need to create a bot to explore the dungeon for them ? you need some resources to create the bots then the bots get you more resources so you can upgrade it so you can go deeper, get better resources and so and so... you could either have a bot that works by itself (ai) or a bot you need to set up and plan for before sending it in

    • @KryyssTV
      @KryyssTV 4 หลายเดือนก่อน +1

      The issue with this idea is that I can already see the idea being constrained to "go into a dungeon and kill stuff" but the blend of dungeoneering and automation already exists in titles like Dungeon Keeper where you build the dungeon to fend off NPC looters or simply extending your base in an RTS across the map into more and more hostile territory. The automation aspect is basically just adding an additional layer of compexity over these more simple base building mdchanics.
      It's also worth remembering that Automation is basically logisical problem solving and that doesn't need to be expressed as a factory. Electronics, programming and biology all follows these principles of taking an input to make an output with optimisation being where deeper engagement occurs. This can be abstracted out into things like dungeoneering gear where the various attributes are handled by an automation system. Because a theme hasn't been set this can later be justified as an enchantment system, optimising technology or mutating the biology of a pet or biotech.
      It's really going to depend on the dominant mechanics. Is this a dungeoneering game with automation mechanics or an automation game with dungeoneering mechanics.

  • @Uohoodie
    @Uohoodie 4 หลายเดือนก่อน

    For the dungeon / automation, i wonder if you could steal rogue-like elements, such as Hades... everytime your character dies, they return to the "factory" where all the automation is taking place, and the collected resources are then used to build up the auomation process, to get better gear, items and so forth to then go back into the dungeon.
    That or you're building up a village on the outskirts of town to be your automation machine, so the training of villagers to become the next wave of dungeon delvers is also part of the automation process? In that way its almost like running your own Adventurer's Guild but you're team coach!

  • @anthonycamargo7730
    @anthonycamargo7730 4 หลายเดือนก่อน +1

    For the farming/deck builder have it set in a solar punk setting where you manufacture the crops you grow into cards or you could use the technology from beating robot enemies to work on your traveling solar powered garden and you have to constantly grow new cards each day cycle, maybe eventually you can upgrade the garden to grow many types of cards like mushrooms in a dark room that constantly grow but at a slow pace

    • @UnPawsGames
      @UnPawsGames  4 หลายเดือนก่อน

      Hey sorvirin ! I'm going to set up a pretty simple server to start with. I would really appreciate having you onboard , since as the server grows with specific - community driven needs, your experience would be super valuable ! Feel free to pm me on discord once I open the server 😄

  • @user-ee4pl8js6n
    @user-ee4pl8js6n 4 หลายเดือนก่อน

    I would love to see the dungeon crawl/automation. one idea that might be interesting is the player character is a virus invading a host body(the dungeon). the rooms could be cells wich you have to build/evolv/adapt bioweapons to defeat their natural defences then userp the industry of the cell for your own needs. the floors of the dungeon could be the various bodily systems with totaly different color schemes motifes and recorces for each. Love the content!

  • @Vivalestat_7
    @Vivalestat_7 4 หลายเดือนก่อน +1

    Wow you got so popular in such a little time 🤩

  • @InvisiblePon3
    @InvisiblePon3 4 หลายเดือนก่อน +1

    Haha, I so get the disappointment of survival+drafting losing to survival+exploration 😅 I guess the latter just goes too well together, even though the former is more interesting from a gamedev perspective.
    As for dungeon crawling+automation - I can definitely see the hype of reverse Dungeon Keeper. I think Majesty did something similar, but it was more of a "manage your fantasy kingdom" type of deal than "expand your dungeon crawling empire". Poll results can't come soon enough!

    • @UnPawsGames
      @UnPawsGames  4 หลายเดือนก่อน

      We have multiple - very different - ideas emerging from this combination. I guess we'll sort that out on the discord server next week !

  • @Just-Another_Channel
    @Just-Another_Channel 4 หลายเดือนก่อน +4

    Card gardening sounds interesting to me.
    I would like to see something like that.

    • @KryyssTV
      @KryyssTV 4 หลายเดือนก่อน

      With there being such a wide range of card games in the world the idea of it being linked to farming is really so open ended that it could be just about anything. Farming games typically focus on adjacency bonuses of some kind so there's many card games where adjacency matters to study for ideas - Final Fantasy's Triple Triad comes to mind.
      My concern here is again with "farming game" being a concept that defines the setting and themes not the gameplay itself. It would be easy to just recreate any card game, slap some pictures of cattle and crops in and say it's about farming. But the card game itself could be done in any number of themes. Farming games are themselves just tycoons. You have to balance incime vs expenditure in what is just a non-linear progression system, so it's a shame that the poll didn't just specify "Tycoon" gameplay as that wouldn't immediately create restrictions on creativity and problem solving.

  • @turoni314
    @turoni314 4 หลายเดือนก่อน

    I see the suggestion of companions being suggested a couple of times for automation+dc and that does seem very interesting but I'm also worried a bit thinking about factorio lessons. The devs have in the past spoken about bots introducing ease of use but not necessarily making the game more fun. The most efficient way to play the game should also be the most fun way to play the game or otherwise people will optimize themselves out of having fun.
    Introducing comanions/bots does not need to pose that problem but it would be something I'd propose to keep in mind.

  • @SloppyKnight187
    @SloppyKnight187 4 หลายเดือนก่อน +1

    for dungeon crawler/automation, what if the player could transform the enemies into things to automate with? could be interesting

    • @UnPawsGames
      @UnPawsGames  4 หลายเดือนก่อน +1

      This is the core idea of Atrio : The Dark Wild. Haven't played it yet but it's been on my wishlist for a while, seems really cool :)

  • @mellivv3082
    @mellivv3082 4 หลายเดือนก่อน +3

    the automation/dungeon crawler combination and the enchanted companions asset can make a good game were you have to set up production line that produce companions so they can harvest plants , transporting ressources , exploring or fight other monsters . Combid with the idea of ressources that drop from monsters , i think that could be a very cool game .
    ( i am sorry if my comment contain some errors , english is not my native language and i am still learning )

  • @ethanpearl9011
    @ethanpearl9011 3 หลายเดือนก่อน

    Dungeon automation a la Delicious in Dungeon but you run a restaurant out of it

  • @romaneq6415
    @romaneq6415 4 หลายเดือนก่อน

    Nice! The new polls are here. So proud to see you evolve and that you have your first sponsor!!

  • @Pixel_Player
    @Pixel_Player 4 หลายเดือนก่อน +1

    The idea of a nomad game where your constantly moving sounds fun. Maybe using horses or donkeys to hold more storage

  • @sorvirin6848
    @sorvirin6848 4 หลายเดือนก่อน

    Since you mentioned that you'll make a discord server, I was wondering if you need some help setting it up. If so i'll gladly support you, since i've already got a ton expirience managing discord servers! So just reply on this if you want some support.

  • @StaredownGames
    @StaredownGames 4 หลายเดือนก่อน

    in-oh-vay-tiv
    if you know this and just choose to say in-of-uh-tiv, carry on
    if not, you're welcome.

  • @pseudostew989
    @pseudostew989 4 หลายเดือนก่อน

    I think something that you can see in games is when the developers have a passion for the project. If you are not feeling the survival exploration genre then boycott it and pick your second favourite

    • @UnPawsGames
      @UnPawsGames  4 หลายเดือนก่อน +1

      I still would have enjoyed building such a game, but we would have been taking the time needed to find a unique concept. The first ideas emerging from the polls were actually very interesting ! Anyways it seems like it won't make it, but we never know !

  • @parmesanzero7678
    @parmesanzero7678 4 หลายเดือนก่อน +2

    The other things have been done. But I’ve never seen an automation-based dungeon crawler.

    • @aegoloyeet2655
      @aegoloyeet2655 4 หลายเดือนก่อน +1

      yeeessss i want to see it so badly. There are so much possibilities with that style of dungeon crawlers

  • @calicow
    @calicow 4 หลายเดือนก่อน

    I posted this on another one of your videos, but I'll post it here, too: You got me to invest in the mini fantasy mega pack and the artist's Patreon. I haven't had the chance to use any of them yet, but they'll be perfect for something like Trijam where you have an extremely limited amount of time to make a game.

    • @UnPawsGames
      @UnPawsGames  4 หลายเดือนก่อน +1

      Enjoy exploring the packs: it litterally took me 1/2 day to discover everything 😅

  • @ConnorLKnox
    @ConnorLKnox 4 หลายเดือนก่อน

    :)

  • @yvonnewagenlohner9084
    @yvonnewagenlohner9084 4 หลายเดือนก่อน +1

    Hallo wie geht's?

  • @KryyssTV
    @KryyssTV 4 หลายเดือนก่อน

    The big problem I'm seeing here is people recommending themes and concepts without defining the mechanics. This is a horrible way to design games because it puts the gameplay secondary to everything else. The biggest issue with this approach comes during development when a problem arrises but you have to reject solutions because they don't fit the theme.
    With open-world games being very popular with indie consumers I'm not surorised there was a lot of fuss around being a nomad/explorer but with so much focus on travel it requires the concept to start with prototyping interesting ways to travel which are independant of any themes. By saying "the player is a X" you're immediately excluding the possibility of nomadic options like controlling more than one character, controlling a vehicle or having atypical traversal. Games like Stray and Pacific Drive became popular because they focussed on just making the journey interesting and only later settled upon a theme and aesthetic that enabled and enganced that mechanic.
    Instead of asking for game concepts, ask your community what mechanics they'd like to see more of in games. This would create a tier-list of sorts and then you can look at the top results and figure out a way to wrap them within a gameplay loop. Once that is dine you can then start asking what themes and settings fit that gameplay.

  • @the0neskater
    @the0neskater 4 หลายเดือนก่อน

    Hate to say it but those pixel art assets look pretty average just IMO