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Depends on the main gameplay mechanics of your game. Try to only implement mechanics that will make your game significantly more fun to play. Avoid adding a bunch of mechanics that isn't necessary for the game (CIV6's climate change mechanic is a good example for mechanics that aren't really necessary).


I'm currently developing one, and I'd say that it depends on how complicated you want to make your game.

If you want multiplayer, it becomes a lot more difficult. If you want a big map and many units, optimization is going to be a big issue. And one of the most significant factors is that if it is an RTS or Turn-Based, since RTS needs lots of more optimization and much more complicated mechanics.

If you choose to pick the most difficult option (Multiplayer, RTS, big scale) it is probably the most difficult genre to develop, but not impossible as a solo developer (Mine is going pretty well).

But I suggest you to have some decent gamedev experience beforehand, as well as some extreme motivation since it is going to be a long journey. But I can confirm that a single developer can pretty much create the most essential mechanics of a 4X game.

A CIV style game would be a lot easier than any large scale RTS, as long as you keep it simple and avoid adding a bunch of unnecessary features.


Not bad, but may cause people to think it is a meme or funny game rather than a serious horror game. Impression is quite important for steam capsules and people should understand the genre and the mood of your game clearly when they see it.


He looks more goofy than scary to me.


I like 6. Looks cool and seems to tell more about the gameplay.


Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 distance = Vector2.Distance(objectPosition,mousePosition);
Vector3 normalizedDistance = Vector3.Normalize(distance);

Vector2 forceValue = new Vector2(normalizedDistance.x * forceMultiplier, normalizedDistance.y * forceMultiplier);

rb.AddForce(forceValue);

Should be something like this. I didn't test it tho.

Just assign the position of your object to the objectPosition, any value you want to the forceMultiplier and rigidbody2D of the object to the rb.


COOL ACTION!

This sounds cool, but that's also something viewers could easily get from the footage itself. So it doesn't add much.

Swap weapons to eliminate enemies!

"Swap weapons" tells that the game has multiple weapon choices (That probably can be switched mid-battle), which is good. "to eliminate enemies!" part doesn't add much (Since that's what weapons are usually used for).

REACTION!!

What I get from this is that the game will put my reflexes to test, with either enemy attacks I'll need to dodge, parry or evade in any other way. If that's what you wanted to describe, it is good, but also a little hard to understand.

Evasion and follow-up attacks.

This describes some main combat mechanics really well.

More powerful damage with Perfect Counter!

"powerful" part seems unnecessary and "More damage" is enough, but it doesn't matter much. A new player wouldn't know what "Perfect Counter" is, so the video should demonstrate it clearly.

ENEMY ACTION!

This seems to tell that the enemies aren't bland, and have their own tricks as well. With a video clip to show unique abilities of the enemies this would be good.

Eliminate the hostile AI leading the virus horde!

This doesn't tell anything about the game, but rather tells the lore, which new players usually not care much.

GROWING ACTION!

From what I understood this means the game gets harder as it progresses. If that's what it meant, it is still a little hard to understand.

Overall, this seems good, but could use some adjustments.


You could attempt to make a capsule to both represent the terrain manipulating mechanic and feel like a strategy game overall. But if that isn't possible, I feel like the genre should be the priority on the capsule. Your target audience is strategy players after all.