Quote: "Having key items spawn, only once the player gets to the locked door has to be one of the worst design choices of all time. "
Na, it`s not, it`s controversial. We did something similar in "Into the Dark" (although less obvious) and half of the reviewers hated that, half praised it. But we wrapped the mechanic up in a special joke for almost every spawn, and the players were actually hunting those jokes and references instead of actual game progress.
Quote: "Also what's the deal with the Regenerator monster from Resident Evil 4? Even uses the same spiky animation? I know it's from the DLC pack but can you legitimately use it in a project a charge money? Seems like you could be easily sued for that. But the legal stuff is besides the point. The point is that the model is ripped right out of another game and throwing a slightly different texture on it doesn't make it any less weird that you're using a model that is like the flagship monster of Resident Evil 4 lol. "
This was sold as an official TGC models pack. That doesnt make it better but in case of being sued you can hold TGC perfectly accountable when you have to pull your game and pay fines. Not matter how long that was ago and no matter if something like
Quote: "I'm pretty sure they already did some time ago (at least i think it was those ones), however if you already had the assets installed prior to the removal they will be still in your entitybank, they can't do anything about that."
was done later.
I got myself a very informal "ok" from the original right holders before releasing commercially. Which is probably easier when you have business relationships in your dayjob anyway.
However, in hindsight, I would have replaced all obviously copycatted models.
Quote: "Well, what one would expect is a certain amount of effort put into a commercial steam release. What can be seen in the trailer (which usually shows a few highlights of a game, if this is the case then oof ) and your screenshots is underwhelming at best. No real level design, unaltered props that clash visually, the most basic script work you can do in GG, a residentl evil 4 inspired enemy character (if your game gets the wrong attention, this CAN be a problem regardless of the pack license, sorry to say.) and Errant AI's weapons that look absolutely out of place due to being far higher quality than anything and everything else. There is also no gameplay visible in this trailer that goes beyond standard GG functionality. "
What Wolf says.
Don`t get me wrong: Congratulations, you have finished and published a game, that is more than most people starting gamedev adventures ever accomplished.
You can rightfully call yourself a game dev with a shipped title.
But
you are not a game designer - yet.
You clearly don`t think in game loops, in retention and progression mechanics, in player motivation curves and reward moments.
Again - yet.
You are not a level designer - at least not one that would have a stand in any commercial environment. I am not a good one either, visually inferior to the better ones here (including Wolf, whose words you should print out and memorize).
Again - yet. Study other games, study their game levels and scenes, understand what makes those outstanding, develop your own style.
You can get there over time.
Throwing something playable together from the pre-fetched assets and compiling it into something that can actually be played through is an achievment, and noone takes that away from you. But it is one of the early steps, not the end of the line.
Putting such an early work as commercial product on Steam is a bad move.
There are places for that to gather feedback, to learn and to grow.
Itch.io would work.
Steam doesn`t.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."