About depth

Yesterday I made this trailer thing which resulted in some feedback and I wanted to adress one thing especially.

When people see footage of the game it often times seems to them like the game is just about mindlessly smashing stuff. That’s basically true. But it implies a lack of depth in gameplay mechanics. Lack of depth is an issue I noticed very early on.

I tried fixing it by adding some nuances to the gameplay instead of just throwing a scoring system on top of it for example. Like destroying buildings gives you health so it makes sense to not just completely mindlessly destroy everything and keep some buildings for later when enemies damaged you. Also you can sprint as much as you want but it costs health. Though when you sprint, you are able to smash into buildings. That can result in a lot of destruction which might give you a whole lot of health back. Those kind of systems are in the game to force players to evaluate the way they play the game. To give it some depth. To make the game more than just mindlessly destroying stuff. And it’s not very obvious in gameplay footage.

Although I want the game be more on the lighter side of things, I don’t think that’s enough. I feel like the game still misses something in the momemt to momemt gameplay. I am just not sure what it is yet. But I am aware of that and I am working on it.

Hugs and Kisses,
René