Corangar94
Non-League
- 22 October 2021
Suggest me
I'm curious what you'd want from a more skill-based 6v6 football game.
I used to play competitive minifootball in Romania, and I'm now building the football game I've wanted to play myself.
It's 6v6 and the idea is that football decisions should matter as much as button execution.
Passing is intended to reward direction, power and body position rather than automatically finding a teammate. Dribbling is more about timing a touch into space than chaining skill-move animations. Tackling commits the defender, so choosing when to step in matters.
Team tactics are also a big focus. I want you to be able to decide how your team builds attacks, creates space, presses and defends — and actually see your teammates trying to execute those instructions.
There will be spectacle, but I'm trying to make it something you earn. For example, a spectacular power strike should require the right player, body position, timing and clean contact rather than simply pressing a special-move button.
I'm currently thinking about control assistance and I'd especially like opinions on shooting.
If passing were fully manual, what would you prefer?
• completely manual shooting
• mostly manual aim with a small amount of goal tolerance
• semi-assisted shooting
• assisted shooting
• I'd need to actually play each system before deciding
Would you prefer to have walls around the field so the ball it's always in play?
Would you like to have faults or would like to punish bad tackles with losing speed and momentum?
I'm also curious about progression. For online competition, would you rather build and develop your own fictional squad under competitive limits, or have player abilities completely normalized for ranked play?
The game will have fictional players and a substantial single-player career. I'm strongly against purchasable competitive advantages/player-pack gambling.
Even though this is the main feedback that I am looking for anything else that would be important to you that would make the game fun to you I'd appreciate to know.
I'm not showing a demo yet because I'd rather show it when it's ready enough to judge properly. Right now I'm interested in how football-game players feel about these ideas and what I'm overlooking.
I'm curious what you'd want from a more skill-based 6v6 football game.
I used to play competitive minifootball in Romania, and I'm now building the football game I've wanted to play myself.
It's 6v6 and the idea is that football decisions should matter as much as button execution.
Passing is intended to reward direction, power and body position rather than automatically finding a teammate. Dribbling is more about timing a touch into space than chaining skill-move animations. Tackling commits the defender, so choosing when to step in matters.
Team tactics are also a big focus. I want you to be able to decide how your team builds attacks, creates space, presses and defends — and actually see your teammates trying to execute those instructions.
There will be spectacle, but I'm trying to make it something you earn. For example, a spectacular power strike should require the right player, body position, timing and clean contact rather than simply pressing a special-move button.
I'm currently thinking about control assistance and I'd especially like opinions on shooting.
If passing were fully manual, what would you prefer?
• completely manual shooting
• mostly manual aim with a small amount of goal tolerance
• semi-assisted shooting
• assisted shooting
• I'd need to actually play each system before deciding
Would you prefer to have walls around the field so the ball it's always in play?
Would you like to have faults or would like to punish bad tackles with losing speed and momentum?
I'm also curious about progression. For online competition, would you rather build and develop your own fictional squad under competitive limits, or have player abilities completely normalized for ranked play?
The game will have fictional players and a substantial single-player career. I'm strongly against purchasable competitive advantages/player-pack gambling.
Even though this is the main feedback that I am looking for anything else that would be important to you that would make the game fun to you I'd appreciate to know.
I'm not showing a demo yet because I'd rather show it when it's ready enough to judge properly. Right now I'm interested in how football-game players feel about these ideas and what I'm overlooking.