I honestly don't know whether I should post this, but after reading the negative feedback on the volleyball over the weekend, I checked it out and tried to find out what's wrong with it. So I ended up thinking a bit about what "constructive" feedback about it would be. For now, this is strictly about the mechanics and gameplay, while trying to keep the scope of the game about the same.
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Volleyball pros:
So yesterday, I just kind of brainstormed what I would do if I was trying to improve it. My thinking went that it should maybe be a little more "team-based", having to manage a stat like "teamwork" to give a passive bonus to rolls, and "pressure" on players giving a likewise penalty. So the charm/Int-based actions would be more focused around manipulating those passive bonuses, as well as giving your teammate's moves bonuses. Oh, and for some reason I thought even the serves should be dice-based. Honestly, the whole thing started from just thinking "How would you implement buttslaps to this?"
I could do a whole write-up in detail, but I don't know if that'd be appropriate.
I know it's stated over and over again that it is unfinished, and I understand that it can be unfair to judge ideas that you haven't had the time to execute to your vision.
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Volleyball pros:
- A focus on timing and precision, like real volleyball
- Focusing the game around rolls of serving/receiving is probably the correct implementation
- The game has a nice sense of "space" to the field.
- The result can feel random, without having influence or visible info on the opponents (the thing that's unfinished, no doubt)
- The same, but for controlling your character and skills. could probably do with better tutorial/visibility on controlling skills
- It's a bit barren without some kind of second layer, like most minigames have.
So yesterday, I just kind of brainstormed what I would do if I was trying to improve it. My thinking went that it should maybe be a little more "team-based", having to manage a stat like "teamwork" to give a passive bonus to rolls, and "pressure" on players giving a likewise penalty. So the charm/Int-based actions would be more focused around manipulating those passive bonuses, as well as giving your teammate's moves bonuses. Oh, and for some reason I thought even the serves should be dice-based. Honestly, the whole thing started from just thinking "How would you implement buttslaps to this?"
I could do a whole write-up in detail, but I don't know if that'd be appropriate.
I know it's stated over and over again that it is unfinished, and I understand that it can be unfair to judge ideas that you haven't had the time to execute to your vision.
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