Oh come on...
Is there something about my game that makes everyone just go completely mute?
Right now it sounds like a generic space sandbox game without anything to distinguish it. You have to write something to get people interested, it doesn't just happen by magic.
I do like the idea of an open sandboxy space game, but it has been tried before and done wrong more often than right. (X series for an example of doing it wrong)
For whatever reason, this cracked up me with it next to your avatar.
Anyways, I didn’t take a play at your game yet so I can’t really offer any feed back there. What I can say is that it appears you did things in reverse order. This is pretty much the opposite of how everyone else presents a game on the forum.
Generally, people are all like “Here is a vomit of features I want but I have no programming ability! Someone make it!” whereas you are saying “Here is my programming ability, someone tell me features they want”. I am not really saying it is bad, just surprising.
I’d also like to point out that no one EVER wants to read the manual. The most important feedback I could give you is to make the manual only required to play the game better. People should be able to pick up the game and play it without having to read more than an introduction. If someone can’t figure out how to move, that is a major problem and should be the first thing you address.
Next, I’d say nail down your features list a little better, come up with an overall plan. If you don’t have one, change this thread to say “What would you like to see in a space trade game?”Out of this feature list you should have your “catch your attention” item. If anyone wants to play a great trading/decent combat game they already have Port Royal or Patration(or however the hell you spell it). What makes your game better or different from those?
For me to be excited about a space trading game it would have to have the following features:
Cool ship design (something like Eve would be super cool)
Land/asset ownership
Criminal acts (Smuggling, black mail, and murder of the competition)
And a larger universe (an empire vs rebel style war that you can somewhat impact by raiding supply lines and the like)
Finally, conversations like this:
What exactly was awkward about the combat system?
The "What the hell am I supposed to be doing?" sort of awkward. I couldn't figure out how to move, and the only thing I managed to figure out was that spacebar fires your laser thingy.
Well... it is in the manual you know...
Is going to cost you a ton of feedback and shows a lack of openness to feedback. You completely skipped over something important. A player can’t figure out how to move at all. This brings me back to “No one ever reads the manual and they shouldn’t need it to figure out how to move”.