Background: I made a dungeon crawler and in an effort to combat Alpha Player Syndrome, I gave each player unique objectives: Story cards that give Posterity Points when you accomplish certain goals. You win by getting the most Posterity Points. Then over time the game shifted and became more competitive and less cooperative. I'm okay with that, BUT...
The game challenges some of the typical themes about games. In my game, some Stories can get points even if the player is dead. One card (of seven, and inspired by Romeo and Juliette) specifically gets a big bonus of points if they die after another player has died.
Sometimes it is even advantageous to die. As you have to have the most points when the game ends, and the game ends when there is one player left alive, sometimes killing yourself to end the game while you have the lead is the best strategy.
Personally, I like the unorthodox nature of the game. However, I recently demoed it to a publisher and this is the first professional feedback I've gotten: fun, chaotic, and unlikely to be picked up by a publisher. I think 'chaotic' is due to the game objectives. People don't seem too sure what to think about a game where character death is treated so unusually.
So now I have a medium-heavyweight game that I don't know what to do with. This is my first serious attempt at a game, and I expected it to be a learning experience. I also expect the next game to be better than this, and the one after that to be better yet.
Looking for advice from wiser, more experienced minds:
- Should I keep going and try to self-publish anyway? Do some targeted, niche marketing for others like me who enjoy the idea of unorthodox games and aren't being served by the major publishers?
- Should I keep the core mechanics and redo the objectives? Maybe go back to a pure co-op game or pure arena game or both? Would this make make it easier to market due to broader appeal or would it actually hurt me by putting me in the same category as almost every other dungeon crawler out there?
- Should I scrap it and move on to the next idea with the lessons learned and view it as a two years of coursework?
Thanks man. I needed some food for though. You might be right. I may need to shelve it for a while. I might just be burning out.
Your game needs to be FUN to play. I know that "FUN" is very subjective ... but usually (if you're honest with yourself) you'll know if it's a 5/10 or 8/10.
Well, 6 months ago it was more of a PvE game and people seemed super excited about it. I was a little surprised at how much the playtesters enjoyed it.
But I'm a hyper-competitive, adrenaline junkie. I wanted more tension/competition in it. I love the added Story objectives and the game now, but other people don't seem to enjoy it as much as before.
Maybe the added competitive elements may have made it too unstructured? I don't know.