Hello Sup Forums...

Hello Sup Forums, indie dev here wanting your opinions on which of my game ideas I should do so that I can make a popular game and not end up being indiepocalypsed. Read the game ideas in the image and vote for the idea you would be most excited for. Thanks (please bump when you vote).
strawpoll.me/10274942

If you insist on going 2D, make a proper metroidvania

Really depends though. For example, gamers are already sated about most of the types of games shown into the photo. Detective games are kind of unpopular because we got sated with La Noire and so on, for example.

What first post said, cept I personally like your zombie survival retro beat em up. Add powerups and additional paths somehow. I think that would be og, with the right artstyle id buy into it.

The detective game or fashion game (without the hipster aesthetic, or at least mix it in with other themes) sound the most interesting.

The zombie or glitch games sound like they'd be the most successful and easiest to make.

I'd go for what is successful then make what you want, but that's up to you. Also, that detective game just sounds like an adventure game. You make it an important point to differentiate that, but trying to make that kind of game without being compared to shit like The Wolf Among Us would be difficult. Still, interesting none the less if there are a lot of choices. Even better if cases can end with the criminal getting away or simply hitting a dead end in evidence. As for the fashion game don't do a hipster theme. Just mix that "fashion" in with the others. I like the idea, especially if you take from tons of different themes and styles. But don't limit it to such a narrow and obnoxious style.

Good luck nerd.

1. Not all of the games listed are 2D.
2. That's not an option because I have no interest in making a "proper metroidvania".
3. I am certain there are tons of metroidvanias released over the past decade by indies. It's easily one of the most popular genres to clone.

None of these excite me whatsoever. Either you need to work on your pitches or you should put some actual, serious thought into what kind of game you want to make.

All sound like shit desu senpai

Idea don't mean shit
If you have not made a 20-pages detail documentation of every possible aspect of your game that you would want to make then clearly you haven't think things through

Ok, so let me clarify. (I am the guy who posted the post I just linked right now)
Detective games are kind of uninteresting at the moment
We have a lot of zombie games already
Glitch speedrunners are kind of dull and just include more moon-logic puzzles (cue tvtropes)
Baseball games are uninteresting
Dress-up and RPG should never be combined in a casual setting
Hacker Ops criteria has already been met by Hacknet, and doing it would probably make people call you a rip-off
NO MORE FUCKING CARD GAMES GOD FUCKING DAMMIT
Mecha games fell out of popularity, but if you feel you can revolutionize the genre, then sure go ahead.

But anyway, you should try focusing on the hot stuff or make something unique yourself. Game Dev Tycoon has been developed by a small team of devs, Undertale is a big success, and so on. All because they actually brought something fresh and unique on the table ; Managing a videogaming company and befriending enemies respectively.

If you got a specific particular idea that might be unique enough to work, then tell us here.

All are pretty meh but the detective game looks okay

>I'd go for what is successful
That's what the poll is to find out.

> Still, interesting none the less if there are a lot of choices. Even better if cases can end with the criminal getting away or simply hitting a dead end in evidence.
I didn't have the space to mention it but another big difference is how a case ends. You have to put together a flowchart like wall of how the suspects and evidence connect to the crime, showing what you have actually figured out unlike how an Adventure Game will just fill in the blanks for you. Then there's a percentage of how well you did to match the actual events.

>As for the fashion game don't do a hipster theme.
The mentions of hipster don't relate to the theme but the core mechanics. The concept of being "hipster" is that you're just trying to be unique, because it's easier to quantify uniqueness as a game mechanic than trying to quantify aesthetics I went with that.

detective game would be great if you can make it like you say

mecha game sounds fun

glitch speedrunner is an interesting concept but I'm not sure how it would work

hacker ops has lots of potential too but could fail horribly if not done well, be careful with that

rest don't interest me

>20-pages detail documentation
Please be a joke

>gib ideas guys
>2. That's not an option because I have no interest in making a "proper metroidvania".
Seriously? I seriously want this indie fad to end.

>That's what the poll is to find out.

What's successful on Sup Forums is not what will be successful user. If that was true then shit like Five Nights at Freddy's wouldn't be on the, what, fifth game?

And that's good to hear in regards to the detective game. Having a case fail but the game continues is something very few investigation series do. Even better if some cases connect in some fashion; perhaps failing one case could create another due to a criminal going free. And yes, I understand what you mean by being "hipster" but the term certainly has some connotations and a reputation. Look at something like Life is Strange or that stupid YIIK RPG for how that theme can get twisted. If it's just an idea for the game that's great, but getting near that style can make shit obnoxious.

Honestly, just make what you think you can actually make. Realistically a game won't be made unless you already have some experience. So if you don't have experience just make something. Then you'll understand which game may be actually possible to make and what you'd enjoy making.

>20-pages detail documentation
I have made full, complicated games and never gone over around 4 pages of design doc. Definitely want any vote to assume it's the best version of the proposed idea. I'm not some AAA mobile phone publisher, outsourcing development to Honduras.

>I'm not some AAA mobile phone publisher, outsourcing development to Honduras.
Why does it seem the other way around?

>Honestly, just make what you think you can actually make. Realistically a game won't be made unless you already have some experience.So if you don't have experience just make something. Then you'll understand which game may be actually possible to make and what you'd enjoy making.
I have over a decade of game development experience, I didn't include anything I don't think I can make and all of them I would enjoy making. I'm interested in what can be a success, because my singular opinion has proven to make success difficult to achieve.
I don't want this to affect voting but just to convey that I know what all of these concepts entail, the most technically challenging is the Hacker game, the most asset heavy would be Detective game or Fashion game, the most difficult overall would likely be Baseball game, easiest by and far would be Not TCG.

I assure you, I'm single person game developer. I do all the code and art and majority of sound all myself. I have made a career of it, but the games industry is hit-centric so mild successes are living on peanuts. If I were a team or wasting money on purchasing assets, I would not be surviving.

>Hacker Ops criteria has already been met by Hacknet, and doing it would probably make people call you a rip-off
I just finished checking this out. I've actually seen games like this a few times before and my concept is not like these games in the key difference that it's not focused on the hacking. These games can most are something like hacker simulators, my concept has "hacking" more as an overall theme so that the world can be broken down into text and menus in an acceptable way. The actual focus is on the Intelligent NPC simulation and using them as part of CIA spy recruitment and operation type of game. I've yet to see anything really try to do what I have in mind.

Cyberpunk detective game.

To give an example...
You start out the game only able to see public nodes, some are open, like say a coffeeshop wifi, and others are locked, like a cities database of citizens. You "hack" simply by unlocking a node at the cost of your visibility. You gain access to NPCs and information about them and use those things combined to find leverage points to recruit them with. Once you have recruits doing what you say you can do more hacking with less visibilty, with them acting as proxies, along with the very needed real world actions you cannot do without agents.

Friendly reminder to report indie shitters.

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The world needs more mech games.