Hey everyone! I got crazy busy and this took longer to get back to than I thought. Let's do it!
I think your description explains the game well, but there's not as much of a hook as there could be. Consider adding something like, "Only a master can pass all [x amount] levels. Will you become one?"
Hello, and thanks for your time !
So I will give it a shot :
Game :
Skywanderers.
Build
spaceships and wander among the
stars !
Skywanderers is
voxel sandbox game sets in a
procedural galaxy made of billions of stars.
Use blocks to create spaceships, dock into space stations, mine asteroids on planetary rings and discover the wonders of the galaxy!
In the final version, you will be able to live the adventure in a survival mode :
You wake up alone on hostile planet and have to fight for your survival. Every night you look up in the sky and see the beautiful moon, waiting for you. Soon enough you can build rovers and planes, and one day you manage to venture into the dark night of space - and step into the moon. This a small step for you, but bigger leaps are awaiting : a full solar system to explore and colonize, and then the stars !
Also question : I am not sure whether it ok to say : Think of the game as Minecraft meets Elite.
Some teaser pictures and more description material :
https://forums.tigsource.com/index.php?topic=58134.0Thanks !
Love the premise, but right now people are feeling pretty burned from No Man's Sky. Perhaps don't emphasize the procedural part as much (most players don't understand that entirely), and instead focus on the "wandering" aspect. It sounds like you don't have much of a purpose, which is where people got mad about NMS -- instead, you could pitch it as upfront saying it's a game about just wandering through space; it's about the journey, not the destination! The "fight for survival" part confused me a bit - is it a survival game or is that just the opening building up to wandering among the stars?
That comparison to MC/Elite is perfectly fine to use when explaining the game to people.
Overall - I would shorten your pitch to explain it to people to a succinct 1-3 sentences. "Have you ever wanted to just -wander- among the stars? Take a ride through the universe in my game, "Skywanderer."
I think you have fantastic detail overall, but I would tighten up the opening section/paragraph into a little shorter quick pitch. For example, "Die for Valhalla! is a rogue-lite, the levels are made of modules and every playthrough is different based on your decisions" may not necessarily tell me what the game is - and if I have never heard of a rouge-lite, I may stop reading there and you certainly don't want that!
This leads into my final summary for everyone --
There's something in marketing that we call the 4 P's = price, product, promotion, and place. However, in game development, I have what was once taught to me as the "3 P's" even though one doesn't start with P:
Fantasy, Promise, and Position.
Fantasy is the world you're selling, the pitch to get people interested. Am I a Viking warrior? Am I a wanderer among the stars? Am I the most badass puzzle solver ever?
Promise is what the game will be. Come up with a quick 1-3 sentences to describe the gameplay in a way that no one would not understand it, even if it's not their type of game.
Finally, Position is the market you're in/the audience you're after. If you have the "first 2 p's" then this one usually works itself out, but don't take that as an excuse to not know who your audience is or who would like this kind of game!
Market research is so, so, so important - use websites like steamspy.com to see how similar games have sold to see if it's commercially viable.
Hope you all got something out of that! Let me know if I can be of further service to you.