After many weekends and sleepless nights later, here's the first gameplay trailer for my personal project

FVS@kbin.social to Gaming@beehaw.org – 42 points –
Finally, a long gameplay trailer!
youtube.com

Think of the game as Vampire Survivors, but instead of you having to move and all the skills are passively activated, now you just stay in one place, but you must actively use the skills. That makes sense because the game has tower defense theme, as the name suggested. There is another difference though, it’s how players progress. My game doesn’t have meta-progression, you don’t have any upgrades outside a run. And the level-up rewards and shop system of the game are strongly inspired by the game Brotato.

You can learn more about the game here: https://minifun.games/td?utm\_source=m\_gamingbeehaw

I'm working toward a free demo, hopefully, it will be released in a few months.

I'm here and happy to answer any questions you have about the game!

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I can't be the only one thinking that your image looks like a knockoff of "Star Wars: Rogue One". Same font, same alignment of words.... Make the game YOUR game. Don't rely on familiarity with other brands to draw people in. They'll be disappointed when it's NOT a Star Wars game and you also open yourself up to legal issues from Disney, who owns the star wars brand.

Hello, honestly you're the first one to tell me that, thank you! I commissioned that capsule art, I'll contact the artist to discuss this matter.

No worries. In case that came off overly critical, please know I just want you to shine. Not accusing you of anything. Just want your unique self to show through. That's part of the beauty of an indie project; it's not the same corporate stuff.

Hey, just wanted to let you know, you might get penalized in the algorithm with that fake release date on your steam page. I just had an in depth talk with a colleague about the steam algorithm in his own experience, and release dates with a fake date far in the future are completely burried. Consider changing it to TBD or something like that, whatever other games are using.

Thank you, I was just trying to make it look funny somehow, but sure, if it messes with the algo so I'll best change it back to normal.

With Survivors-like games, auto-fire becomes a necessity as the screen fills with enemies and you have multiple weapons or abilities. How do you plan to balance this theme of the genre with the need to activate abilities manually?

Oh, sorry for somehow I only see your comment by now. You'll have "passive skills", too. They are called, in the game, Support units. And artifacts to modify the gameplay as you progress through the run. But your skills (you can equip up to 4 simultaneously) are (in most builds) the main damage engine, the main source to trigger cool synergies.

Sort of reminds me of Diep.io in some way I can't quite put my finger on. Not sure that's actually very useful feedback though.

minimalistic art, characters are all simple shapes, you shoot bullets 😆