▲ 0 r/FPS

What would make you play this PvP movement game for hundreds of hours?

I’m designing a competitive first-person PvP game centered around movement mastery rather than aim alone, and I’d love honest feedback on whether this sounds fun or if there’s something missing.

Core ideas:

First person movement PvP game that’s lets you swap between three animals instantly during fights.

You build a squad of 3 animals before the match.

Each animal has a completely different movement style (speed, weight, aerial control, wall movement, momentum, etc.).

You can instantly swap between your three animals at any time.

Every animal has one movement ability, one combat ability, and a unique “Primal” state that activates after its Instinct meter refills completely while the animal is benched.

How Instinct works: Instinct fill up when an animal isn’t used and gets deducted over time as players use that animal and its abilities, this encourages calculation and constant switching. When instinct reaches zero, the animal being used gets slightly debuffed. Switching to a full Instinct meter animal (Primal state) gives a powerful buff that depends on the animal. For example, Fox gets unlimited dashes as long as no damage is taken. So the strategy is to switch when the animal’s Instinct fills up for maximum effect.

The movement system is shared by everyone (omnidirectional movement, wall running, triple jump, slides, air control), but each animal changes how that movement feels, fast, slow, aerial, ground, etc.

Fast arena combat with FFA and Team Deathmatch at launch.

Free-to-play with cosmetics only.

If you were deciding whether to play this, what would excite you the most, and what concerns would you have immediately?

reddit.com
u/HellaWe4k — 14 days ago

What would make you play this PvP movement game for hundreds of hours?

I’m designing a competitive first-person PvP game centered around movement mastery rather than aim alone, and I’d love honest feedback on whether this sounds fun or if there’s something missing.

Core ideas:

First person movement PvP game that’s lets you swap between three animals instantly during fights.

You build a squad of 3 animals before the match.

Each animal has a completely different movement style (speed, weight, aerial control, wall movement, momentum, etc.).

You can instantly swap between your three animals at any time.

Every animal has one movement ability, one combat ability, and a unique “Primal” state that activates after its Instinct meter refills completely while the animal is benched.

How Instinct works: Instinct fill up when an animal isn’t used and gets deducted over time as players use that animal and its abilities, this encourages calculation and constant switching. When instinct reaches zero, the animal being used gets slightly debuffed. Switching to a full Instinct meter animal (Primal state) gives a powerful buff that depends on the animal. For example, Fox gets unlimited dashes as long as no damage is taken. So the strategy is to switch when the animal’s Instinct fills up for maximum effect.

The movement system is shared by everyone (omnidirectional movement, wall running, triple jump, slides, air control), but each animal changes how that movement feels, fast, slow, aerial, ground, etc.

Fast arena combat with FFA and Team Deathmatch at launch.

Free-to-play with cosmetics only.

If you were deciding whether to play this, what would excite you the most, and what concerns would you have immediately?

reddit.com
u/HellaWe4k — 14 days ago

Would you buy an Xbox controller with a condensed, 6-face-button cluster designed explicitly for Claw Grip?

Hey everyone,

I’m currently mapping out a concept for a highly specialized competitive controller layout and want to get some feedback from the community, especially from other **claw grip players** and high-movement FPS/fighting game fans.

**The Problem:** Standard Xbox controllers have large, spread-out face buttons (A/B/X/Y) with mushy membranes. When you curl your index finger into a claw grip, it's hard to precisely manipulate those wide gaps, especially without finger strain. From my experience using claw grip for 10+ years.
**The Concept:** A premium Xbox-style asymmetric layout controller designed from the ground up for claw and competitive performance with closer gaps and more buttons.

Key features:
**Condensed 6-Button Face Cluster:** Shrunk-down, tightly grouped face buttons (A, B, X, Y + C, Z) pulled close together into a dense "keypad" layout. It lets your curled claw finger effortlessly cover and bridge multiple inputs instantly, without much movement.
**Zero Membrane Mush:** Every single face button uses mouse-click style mechanical microswitches for instant actuation and tactile feedback.
**Keeps the Right Stick:** Unlike fighting pads that delete the right analog stick, this retains standard dual-stick ergonomics so it functions perfectly for FPS titles (Apex, CoD, Halo).
**Zero Thumb Down-Time:** Because your claw index finger can flawlessly handle all 6 inputs in that tight zone, your right thumb never has to leave the joystick, maximizing your tracking advantage.
**Anti-Drift:** Equipped with Hall Effect magnetic joysticks.

- Back buttons also included. Forgot to add

As a player, would a layout like this solve your mechanical friction, or do you think the buttons would feel too cramped if you transitioned back to standard thumb use?

Would love to hear your thoughts on whether this is a layout you’d actively look to buy or try out! Thanks!

reddit.com
u/HellaWe4k — 15 days ago

Would you buy an Xbox controller with a condensed, 6-face-button cluster designed explicitly for Claw Grip?

Hey everyone,

I’m currently mapping out a concept for a highly specialized competitive controller layout and want to get some feedback from the community, especially from other claw grip players and high-movement FPS/fighting game fans.

The Problem: Standard Xbox controllers have large, spread-out face buttons (A/B/X/Y) with mushy membranes. When you curl your index finger into a claw grip, it's hard to precisely manipulate those wide gaps, especially without finger strain. From my experience using claw grip for 10+ years.
The Concept: A premium Xbox-style asymmetric layout controller designed from the ground up for claw and competitive performance with closer gaps and more buttons.

Key features:
Condensed 6-Button Face Cluster: Shrunk-down, tightly grouped face buttons (A, B, X, Y + C, Z) pulled close together into a dense "keypad" layout. It lets your curled claw finger effortlessly cover and bridge multiple inputs instantly, without much movement.
Zero Membrane Mush: Every single face button uses mouse-click style mechanical microswitches for instant actuation and tactile feedback.
Keeps the Right Stick: Unlike fighting pads that delete the right analog stick, this retains standard dual-stick ergonomics so it functions perfectly for FPS titles (Apex, CoD, Halo).
Zero Thumb Down-Time: Because your claw index finger can flawlessly handle all 6 inputs in that tight zone, your right thumb never has to leave the joystick, maximizing your tracking advantage.
Anti-Drift: Equipped with Hall Effect magnetic joysticks.

As a player, would a layout like this solve your mechanical friction, or do you think the buttons would feel too cramped if you transitioned back to standard thumb use?

Would love to hear your thoughts on whether this is a layout you’d actively look to buy or try out! Thanks!

reddit.com
u/HellaWe4k — 15 days ago

Looking for a chill community of gamers, artists, musicians & creators?

Hey everyone!

I started a small Discord community called Oneness because I wanted a place where people could actually get to know each other instead of joining another giant server where nobody talks.
Right now, most of us play Where Winds Meet, but the goal isn’t to stay limited to one game forever. As we grow, we’d love to welcome people who enjoy:

🎮 Gaming (any genre)
🎵 Music & musicians
🎨 Artists and creatives
📹 Content creators & streamers
💬 People just looking to make friends and hang out

**We host giveaways** and just gave away lots of in-game items from Where Winds Meet. Future giveaways coming soon!

We’re still a small community, so everyone who joins now has a chance to help shape what it becomes. We’d love to hear your ideas, host events together, and build something that people actually enjoy coming back to.

If that sounds like your kind of community, feel free to stop by! link is below!

https://discord.gg/WPr86CU3VM

discord.gg
u/HellaWe4k — 2 months ago

I’m an indie game dev building a competitive 1v1 cubing game that’s NOT about solving the cube. Thoughts?

I’m a solo indie developer prototyping a competitive cubing game and wanted feedback from actual cubers before I go too far down the rabbit hole.

The basic idea:

Two players get the exact same starting cube state (State A).
Both players also get the same target cube state (State B).

State B is NOT a solved cube. It’s another legal scrambled state.
Players can view the target state at any time.

The goal is to transform A into B.

The competitive twist:

A 3x3 has 20 movable cubies (8 corners + 12 edges).

Whenever a cubie matches its exact target position and orientation in State B, that cubie becomes “claimed.”

Claimed cubies are permanently yours.

First player to claim 11 of the 20 cubies wins. You don’t see what your opponent is doing but whichever cubie they claim will glow on your screen to represent it’s theirs now.

So instead of:

Scramble → Solved

it’s:
Scramble A → Target State B

The hope is that this creates strategy because players only need a majority of cubies, not the entire cube. In theory there could be multiple routes and priorities rather than one obvious full solve.

A few questions for experienced cubers:

\- Would this actually create interesting decisions, or would top players quickly discover a dominant strategy?

\- Would you prioritize corners or edges first?

\- Do you think transforming one scrambled state into another is fundamentally more interesting than solving? Especially if you’re competing against someone?

\- If this existed with ranked matchmaking and a rating ELO system, would you play it?

\- What is the biggest flaw you see immediately? Any solutions?

- How would you make this game fun and interesting for people who can’t solve a 3x3 cube normally?

I’m looking for honest criticism. If you think the idea is terrible, I’d genuinely like to know why before I spend months building it.

reddit.com
u/HellaWe4k — 2 months ago
▲ 3 r/Cubers

I’m an indie game dev building a competitive 1v1 cubing game that’s NOT about solving the cube. Thoughts?

I’m a solo indie developer prototyping a competitive cubing game and wanted feedback from actual cubers before I go too far down the rabbit hole.

The basic idea:

Two players get the exact same starting cube state (State A).
Both players also get the same target cube state (State B).

State B is NOT a solved cube. It’s another legal scrambled state.
Players can view the target state at any time.

The goal is to transform A into B.

The competitive twist:

A 3x3 has 20 movable cubies (8 corners + 12 edges).

Whenever a cubie matches its exact target position and orientation in State B, that cubie becomes “claimed.”

Claimed cubies are permanently yours.

First player to claim 11 of the 20 cubies wins. You don’t see what your opponent is doing but whichever cubie they claim will glow on your screen to represent it’s theirs now.

So instead of:

Scramble → Solved

it’s:
Scramble A → Target State B

The hope is that this creates strategy because players only need a majority of cubies, not the entire cube. In theory there could be multiple routes and priorities rather than one obvious full solve.

A few questions for experienced cubers:

- Would this actually create interesting decisions, or would top players quickly discover a dominant strategy?

- Would you prioritize corners or edges first?

- Do you think transforming one scrambled state into another is fundamentally more interesting than solving? Especially if you’re competing against someone?

- If this existed with ranked matchmaking and a rating ELO system, would you play it?

- What is the biggest flaw you see immediately? Any solutions?

I’m looking for honest criticism. If you think the idea is terrible, I’d genuinely like to know why before I spend months building it.

reddit.com
u/HellaWe4k — 2 months ago

Would you play an AI-driven Tower MMORPG where every player receives a unique ability and gods can be replaced by players?

I’m a solo developer currently exploring a long-term game concept and wanted to get honest feedback before investing serious time into it.

The idea is inspired by stories like Tower of God, Solo Leveling, Second Life Ranker, The Tutorial Is Too Hard, Omniscient Reader, and other progression-fantasy/manhwa tower systems.

The basic premise:
Players enter a massive Tower with 100 floors.
Each floor functions almost like its own world with different rules, civilizations, monsters, factions, gods, dungeons, mysteries, economies, and hidden histories.
The goal is to climb the Tower.

However, the Tower is designed to feel alive rather than scripted. Also it will be built to look realistic with Unreal engine 5. I have some other ideas, but the basics of the systems I’m considering:

UNIQUE ABILITIES
Every player receives a unique ability upon entering the Tower.
Not a class.
Not Warrior/Mage/Rogue.
A genuinely unique ability generated from a rules-based system.
Examples:
A player can absorb memories from defeated enemies.
A player can mark locations and teleport back to them.
A player gains power when protecting weaker players.
A player can turn promises into magical contracts.
Abilities can evolve over time depending on how the player uses them.

GODS, DEMONS, AND THRONES
The Tower contains gods, demons, and higher beings.
Players can become followers, apostles, demigods, and potentially even gods.
Gods are not permanent.
If a god falls, their throne becomes vacant and players may compete for ascension.
New gods can potentially emerge based on player actions and world history.

LIVING NPCS
NPCs remember player actions.
If you betray someone, they remember.
If you save someone, they remember.
If you build a reputation across a floor, NPCs talk about it.
The goal is for the world to react to player behavior rather than simply offering static quests.

PLAYER LEGENDS
Titles are earned through reputation and history.
For example:
The White Knight
Butcher of Floor 12
The Storm Apostle
The One Who Refused Heaven
The world remembers important players.
NPCs, factions, and future events may reference those legends.

WORLD HISTORY
Major events become part of permanent Tower history.
Examples:
First player to clear a floor.
First god slain.
First guild to conquer a kingdom.
Birth of a new divine domain.
Players aren’t just progressing through content.
They’re helping shape the history of the Tower itself.

THE BIG QUESTION
If something like this actually existed and was executed well, would you be interested in following development or joining a community around it?
What part sounds most exciting?
What part sounds unrealistic?
And what would be the biggest challenge you’d expect a developer to solve?

reddit.com
u/HellaWe4k — 2 months ago