What is your favorite aspect of the proposed game?
What is your least favorite aspect?
What one change or addition would you suggest to most improve the game?
Thank you all for the cool and helpful comments!
Team LUN
Prohibition is probably the coolest topic for a game. Sounds like funky dark underworld, sins and fun. Drunk'o'meter!! Nice logo too.
I'm not sure about the longtime fun. It sounds great to play, but also quite repetitive.
Implement the Drunk'o'meter as Low Target and think of a way to get sober again that is risky. Maybe also think of some way to make the game less repetitive (Tasks or Bar that get pissed if you don't deliver in time...)
The game looks really easy to grasp and play.
It does not seem to have much variety.
It appears to be a “single-player-Vs.-AI-only” game; have you thought about the idea of having more players competing for the alcohol deliveries or controlling police cars?
The game idea sounds like really fun to me. I loved playing the first GTA (probably even more than all the other version of the game). And therefore I am looking forward to see the first version of the game
You really should implement the drunk'o'meter. This is what makes your game special and distinct it from GTA. And I think that is worth trying it and should be done at first, or at second stage.
As I have heard you talking about the idea to deliver rum to different bars and get back to your lager, to get new barrels. Could you add an other gamemode? Like reaching a bar far away within a predefined time limit.
Team YetAnotherWorkingName
I like the idea of the barrels being uncovered and getting lost when the car gets damaged.
I can't really think of a feature I particularly dislike, but I suppose it will be hard to find a good balance in the cops' strength.
Similar to URO, it would be cool if a more offensive feature allowed the smuggler to slow the cops down. Maybe one could drop a barrel intentionally in the cops' way?
super cool game idea!! please keep the drunkmeter, it is a outstanding idea as I think
hmmm, hard to say...maybe this: you mentioned AI for police cars: one player has 3 cars behind another one none. Try to make it balanced
do some stuff where the cars can collide with...wood boxes, street baricades or so, breakable thinks would look awesome
Team RedLight
The drunk’o’meter sounds like fun. That way it increases the benefit of delivering as much alcohol as possible per visit since each visit you get drunker. Maybe you could even add a hospital or something which would reset the drunk’o’meter to zero.
I don’t like the fact that the game has no goal. It is pretty frustrating if you are only a couple of meters away from the delivery point and the time is up. Maybe it would be a better concept if instead of using a decreasing timer, set a certain amount of money which has to be reached and a timer measuring the time needed.
It would be cool if one could upgrade the truck with the money gained from delivering the goods. For example tune your tires to gain improved maneuverability or get a better engine for higher top speed. You could as well think of a special cover which fits tighter around the goods and thus you lose less of your freight when you collide with obstacles.
I really liked the idea of the Drunk'o'Meter. I understand that you declare it as an 'Extra' but I would try to include it in a lower layer.
Your game depends a lot on the driving physics and the AI of the police cars. If those won't work properly, your game won't work as well. Try to minimize this risk!
Why not make a 2nd player drive the police car? (then you only have to focus on the driving physics and not the AI...)
I mostly like the idea that you need to be fast, but still slow/precise enough to keep your load 'in balance', i.e. that the rum is not revealed.
A negative point is that there is no real goal, i.e. you just has to go as far as you can and then hope for a good high score. Therefore, the players always face an unavoidable end of the game (i.e. time intervals may get smaller and you cannot deliver anymore) which may be slightly frustrating (depending on the gamer type).
You could introduce a collaborative mode where you have helpers that try to defeat the police cars (risking that there are more of those showing up). The collaboration could be performed by using extra cars that try to collide with the police cars, but also in a way that the helpers are located on the truck and can shoot on police cars or put the awning back on the barrels etc.
Team Odysseus' Quest
Great story, sounds really fun. I like that you really want to bring in the spirit of your historic setting(e.g. the sepia rendering)
The drunk'o'meter is a bit to much, I think the game works well without it.
Make a game mode, where the player is the cop.
Nice idea, simple, seems to be funny, ...
... but how about the long-time motivation? The player has hardly any influence; he can just get the rum and drive. It seems that the player can't really decide anything except the way he drives along.
Drunk'o'Meter is quite far-fetched, but something like that would give a nice alternation, but it should fit better into the really cool ideas with respect to the atmosphere and scenery
The topic and its embedding in the historic setting is cool. The sepia effect will make it even better.
The AI will be very important for the game appearance.
Some more player interaction would be fun. One player could be the police and hunt the others (no AI problems anymore ).
Team Pharaoh's Tomb
The comparison between moving fast and being persecuted sounds like a lot of fun and a high replaying factor.
The balancing between speed and pursuit is probably a key point to be mastered. If it's bad, the game will be repetitive. This of course includes the AI of the cops.
The drunk'o'meter might give a variation to other similar games, thus I would recommend to at least try to implement this feature at an early stage.
Getting drunk seems to be a nice feature to make the "racing game" more interessting. Also I like the fact that you have to decide between racing and not attest the police's attentation.
The AI for the police cars need to be very good that it makes fun to try to escape.
Try to focus your work on getting a good police AI.
Team URO
I like the old style, you want to design the look of this game. Could give the impression of being in the old times.
If the amount of visibility of the map is not well designed, the game could be too hard or too easy.
Maybe some places to hide, would be a nice thing, if one is chased by the police.
Nice sketches – if graphics will be cool like sketches would be pleasant to play. Uncovering is a good idea, but makes game not interesting if you don’t crash (i.e. if you are experienced GTA player you probably will not crash).
I guess you may lose certain audience with your storyline, especially if you add Drunk’o’Meter (which by itself is certainly a good idea, but will increase accent on alcohol): small children, fanatic Muslim, etc
Add some traps on the map, additionally to police to increase crash probabilities. And agree with Stefan - hiding places would be nice addition, but it would wake AI a bit more complicated.
Personally i would droop the "drunk-o-meter" and replace it with old and rusted truck that breaks apart.
What the earned money should be used for? ( repairs? capacity? etc.)
We talk about organized crime here. Maybe "friends" from society will help you?