Alpha Release Feedback


Happy 2025! Let's hope this year comes with a much better vibe than 2024 (at least for me).
After publishing the very first early alpha of Raidoama, I got a ton of feedback. Is great to see how members of a community can help and empower themselves to be better. I reflected on what went good and wrong, and listed my resolutions into 2 categories: Development Process, Game Features. The former is very personal, as it discusses what can I do better around time management, prioritization, and dev process. The latter is taking the comments from the December bootcamp, plus my own ideas.
Development Process
- Rabbit Holes: I can easily get trapped in rabbit holes, trying to perfect something. That is a rookie mistake I'd like to avoid. My strategy will be to time-box tasks in blocks of 30 to 60 minutes - depending on complexity and my availability. At the end of the time-box, I'll decide if the current progress is good enough to move to the next task, or not. I must ensure all tasks have a clear 'success criteria' and balance it with what is 'good enough' to prevent getting stuck again.
- Frequent Releases. I waited too long to build a release, leading to issues troubleshooting code made days or weeks ago. I'll attempt to build a release at least 2 times a week.
- Write this Devlog! First time making one. It will help me stay accountable and on track with myself. Plus is fun to write, and I can get previous feedback from other Bootcampers.
Game Features
First, the foundational features that are missing to become playable game (Alpha success criteria):
- End of Stage: the game doesn't end
- Boss Fight: add a boss fight at the end
- The Air to Land Mechanic.
Second, feedback from bootcampers and myself (Wrap-Up success criteria)
- Faster Pace: the game felt slow. More enemies and more bullets.
- The camera pushing down the ship is not an enjoyable experience.
- Re-work cover art. Is too 'MMX' to the point is feels bait.
Last, but not least: replace the sprites I downloaded from free assets available, with custom made for the game.
I have a very specific vision in my head about how the game should look like: a balanced mix between MMX and Gundam/Mecha. This will be a challenge, because I'm not a good digital artist. During the holidays break, I dove deep into AI generated content, and I think is the key to my problem. I'll post another devlog on this topic, if I have the time.
Files
Get Raidoama - Alpha
Raidoama - Alpha
Top-down shoot'em up with air and land mechanics
More posts
- Second Beta - Music added54 days ago
- Beta Release!58 days ago
- Alpha Released!64 days ago
- Week #1. New Designs!75 days ago
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