My long rant about a lot of things, mostly about my game.

I am about to partake in a bit of a general mind dump. as I feel like its a good time to talk about general stuff going on. The first thing I have a lot to say about right now is the state of my game and future prospects as well.
So you may already know my game is in a "coming soon" status on steam.
http://store.steampowered.com/app/719180/Revulsion/

I have already done a lot to the game since I made the trailer! I have reworked the hud already and even addressed some general issues.

I am currently holding back on the release of the game just a little bit as I want to make sure I square everything away with Epic. I need to tell more people about what I am doing in general. I seriously am kind of coming out of left field with this.
Some things I want to mention about Revulsion in general.
I have full creative control over Revulsion and its a project that I have personally wanted to make for a very long time. I have talked to many people about the idea and pretty much nobody seemed to think it was a good idea. I never had a solid chance to convince anyone that the idea of combining classic arena shooters with Dark Souls and Borderlands would be a good idea.
Only recently have I even had a chance to put together a demo of the project where I was able to see how things could flow. My first attempt using UE4 flopped because I made mistakes using the technology and failed to produce a platform that I would be able to build upon.

I had people tell me that the idea is stupid and I should just give up. "Do it properly" which basically translated to sit on my thumb like a good little boy and forget about it. I should only strive to do perfect ideas. Which has become one of my most hated concepts in my career. Perfection has always been a fools game and if you are not willing to stick your neck out and take a risk its never going to happen.
Who the hell determines what a perfect idea is anyway?
I will tell you one such example, the vast majority of "perfect" ideas come from people in suits who salivate over Candy Crush clones. Lets add 50 million micro transactions to every aspect of the game and sell it for 80 USD with a 120 dollar super ultra version!
Who cares how this effects the game or its balance.
Even the word gameplay is also now being reconsidered by many. Gameplay is now wrong think and is touted as being "ableist". People should be allowed to pay extra to skip fucking boss fights.
Can anyone explain to me how how, in an ever shrinking middle class, that somehow charging additional money for skipping boss fights, isn't in and of itself ableist? What about people born with very little money? Is it assumed that everyone who views the word "gameplay" in a negative context automatically can shell out money like it grows on trees?
I find the entire debate in general to be almost anti-intellectual in that its being proposed by people who should honestly know its nothing more than empty moral grandstanding.
The only people who make these kinds of arguments tend to be upper class and out of touch. Most of them are barely even classifiable as gamers anymore. And many of them are riding on waves of rank nepotism and cronyism handed down from the heavens above because of one successful project 10+ years ago that is usually tossed aside like trash for more Cow Clicker clones.
"Arena shooters are just not profitable in today's market."
There is no logical reason why this is the case. The fundamentals of compelling / addictive gameplay have never changed. In fact, we are seeing examples in other genres where that style of open ended challenging level design and high skill curve are openly welcome.

If Dark Souls was first person and it had guns you would be looking at a modernized classic shooter. I have tried to explain this to so many people but one way or another the idea is shot down. Its better to "stick to what works" or "why would anyone want to play that when they can just play Doom."
The reason the genre has fallen out is neglect not because the world has "moved on" damnit!
First and foremost, I love arena shooters like Doom and Quake. My love for classic shooters is where I started in the game industry. Doom was the first FPS that really captivated me. You may remember the age old arguments of the eventual decline and dumbing down of the FPS over the years.
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So for me I have watched the arena shooter slowly dwindled over the years. This topic is something I have talked about endlessly before in the past. Even in the case of Doom 2016 we saw people treating the idea of doing classic single player with hesitation as though it was some kind of radioactive isotope.
If we live in a world where Id software, the company that started the genre, is surprised that Doom 2016 would be successful as it was, then there is little hope we will see the genre revival that I would personally like to see.
Something has got to give.

Revulsion isn't perfect. I will be working as hard as I can to round it out as much as possible though. What I want it to do though is show people a functional, working example of what I have been talking about all of these years. A FPS that retains the classic semi open ended level design. A FPS where death is not some "we avoid because it might cause frustration" aspect where we carefully baby and coddle the player along in hopes they will see the next awesome cut scene.
Even if what I am doing completely flops and I am unable to support myself. I will still have this example to point to. So I can kindly shove it directly up the sphincter of anyone who is confused about what my design idea actually is / was.
I want people to see this and copy the idea and build upon it. I want to show a style of FPS where you can check all the old school boxes and while still doing something new and the experience is about the players choices and not just a hand held cinematic experience.
Don't like the Minecraft graphics? Clone the game with something you like better. So I can play it. The genre isn't dead, the only thing dead is the passion for the genre.
Peace out! This rant was long! But I needed it.
Can't always listen to others as general negativity towards something you have/are working hard towards is something you don't need. You take that shot, especially if working on it yourself or with one or two others, so you can get a project out and aim for getting some sales or maybe it does well.
How much will it cost? Because if not this pay, but the pay after I can always pick it up and let you know what I think. :)
I can give ya a free copy if I had a way to private message.
Do you have discord? If so, my name there is TheGoliathh with a picture of Chang.
For some reason I cant seem to figure out how to search for you. Your name is simply not coming up.
Sorry I forgot you need the number with it.
TheGoliathh#2460
Ah alright looking for you now.
After clocking at least 20 hours into the game, I think it's solid and challenging as fuck. I honestly feel like the only real hurdle is getting people aware of it. Steam has so many games coming out all the time it's insane. Good luck dude and I hope some big YouTube guys make videos playing it.
Speak your truths, get it out there, take the feedback, know you stuck to your guns. Literally.
This game is a huge success for you personally because you finished it.
The proof is in the pudding as they might say but some people don't like pudding and in fact most people only like to complain about stuff and never really do anything about it.
With this game you prove to yourself that you can complete an innovative concept that has never been tried before and you are also able to show to all the people that doubted that it could be done and that's a huge success for you personally.
As far as the marketability of your game you are going to have to enter an arena of selling your game and there's lots of brutal competition. Choose your weapon wisely.
Now that you're here all that's left are used to keep going and keep moving forward so now that the game is almost done try to get in touch with people that write in gaming magazines and stuff like that so that you can get the word out and so that more people can get interested and buy your game immediately do interviews with people and play around with the pricing of the game until you find that sweet spot where people will not hesitate to buy your game.
I think the biggest question you need to ask yourself is "What game am I going to develop after this?"
Keep working hard as you have my friend and keep refining this concept you have created. Maybe your first stab at doing this will not bring you the fame and fortune you might expect but you never know maybe the second one will or maybe the third one.
And I have to confess that I'm pretty horrible at first person shooter games and I died pretty fast in your game but I love the artwork and I love the design and I would never pay to skip a boss fight never
Good luck man!
Inide games is where gaming is at, all the best games in the last decade are inide games (yeah ok, that's just my opinion).
Your trailer seems to really capture the action that was present in doom, I'll definitely give it a go at some point. Game backlog is massive though, and things like hearthstone which is so easily digestible get in the way.
Shake of them haters and create what you want.
i liked this post sir