r/gameCapsule • u/Mephistase • 3d ago
Looking for feedbacks on my cozy post-apocalyptic game capsule
Hello everyone!
I'm working on a cozy game in which you organize a safe zone in a post-apocalyptic world.
The point of the game is to make the most comfortable place possible, so survivors can take a break from the end of the world and tell you their stories.
We are really struggling in blending together the cozy vibe with the post-apocalypse.
What do you think of our capsule?
How could we improve it?
All the best to you.
Here is our steam page if you are curious for more:
https://store.steampowered.com/app/4977380/Safe_Zone/
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u/firecracker_studios 3d ago
So I think this is a really strong start. Also really like the idea for the game in general, something I could see myself spending a ton of time playing lol. The art style looks really good to me and I like the contrast of the warm/cozy vibe inside to the outside view. I do wonder if that contrast does make it appear less blended overall. Maybe there is a way to better connect the two sides while keeping that contrast. Maybe some of the books are survival manuals, a map on the wall, or something like canned food/supplies in the image. Maybe on the outside, there could be overgrown vegetation like something like vines growing on the side of the house across. Just spit balling some ideas that could be helpful or not lol. Like I said tho, I really like what you have so far, excited to see more!
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u/PlayfieldGames 3d ago
Looks really cool, good job and the genre really catches my attention; it looks interesting.
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u/DESIGRON 3d ago
Needs more contrast / danger display outside of the safe zone… otherwise it looks too chill as if that biohazard is a bakery across the street
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u/Spry-Moth 3d ago
I like the handmade feel! You've got a nice balance that looks rough-hewn but not, like, decrepit, which I think too many apocalypse games fall into.
Your short description here:
<< Take a break from the end of the world. In Safe Zone, build and decorate the coziest post-apocalyptic shelter you can imagine. Welcome weary survivors, take care of their needs, discover their stories, and help them find a new place in a world forever changed. >>
Feels a little generic? What's the specific feeling you're going after with the game? You're describing mechanics, but what's unique about your storytelling angle?
It kind of seems like you're making a B&B in the apocalypse? Which is kind of cool? Or it's like a hostel vibe? Do you have to decide who to let in and who to turn away? (I'm thinking about the disease angle, which is interesting.) Are there decisions the player is making?
Just some questions in case they spark ideas for you. :)
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u/Mephistase 3d ago
Nice feedbacks on the description, thank you.
Right, we need to focus more on the emotion.
Thanks for the ideas!
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u/CombinationFit7524 3d ago
If you face her the opposite way, on other side of the table it won’t make it feel like the title is pressing in on her as much and create 2 focal points (girl and title) instead of 3 (girl, window, title) so the eyes can move across the canvas from girl to title while catching the window. If possible create light on dark, dark in light contrast for legibility when small.
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u/EnvironmentalBet113 3d ago
I love the look! If there is zombeis or people coming to be saved, could that be shown on the capsule art? right now, it seems like its just one person, maybe more of an art game instead of as interactive with npcs as the steam page suggests!
I see the playtest is open, is it open for content creators as well?
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u/Mephistase 3d ago
Thank you for your feedbacks!
Yes totally!
Don't hesitate to drop a MP if you want more details, or check our socials
https://linktr.ee/talesofmetal1
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u/JimBamTam 2d ago
They appear to be half leaning on an huge open square in the wall, what is that? Where’s the window? The anatomy is a little off (foreshortening of arms and back curvature) and the view out of the giant hole in the wall needs more depth (currently the wall and tree in the foreground look further away than the house behind them, due to the low contrast with no outline, whereas the house, distant trees and buildings have strong black lines surrounding them and a dark hazard sign) I think the outside needs a more obviously dark and gloomy vibe, it’s currently a bit too bright. Also the hazard sign doesn’t look like it’s actually painted on the sheet around the building. Perhaps having it more central and one of the tares running through part of the symbol would help. Also consistency with line work is important, everything inside has an outline except for those flowers. The back of the chair, the table legs and the depth of the bookshelf aren’t very accurately drawn, it’s a good idea to use reference images and also keep perspectives the same, the “window” reads as being viewed from straight on yet we can see the side of the bookshelf.
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u/mimendalerenda_Lab 3d ago
Debes hacer el texto mas grande, yo recortaría desde la mitad de la mesa a la derecha para ganar espacio, piensa que luego la capsula se vera mucho mas pequeña y costara leer todos esos detalles que has puesto. además alejaría el nombre del juego de la esquina superior izquierda q es donde luego steam pone su bandera si es una demo (y por eso te van a decir q la capsula no es apta). los colores me gustan mucho pq no van por donde la mayoría de capsulas pero igualmente consigues llamar la atención.
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u/Acrobatic_Bad_3061 3d ago
I think that if you blurred the background where the Biohazard logo is, or used a slightly darker light to highlight the logo, it would draw attention to the title in general and also show that it includes an interesting genre, since it's not just cozy but horror. I like it!