u/AresGameOfficial

▲ 18 r/gameDevMarketing+2 crossposts

Hey everyone,
I’m refining the opening seconds of my trailer. The idea is a "calm" start that breaks immediately with a headshot.
I’ve focused on the impact: the recoil of the head, the blood particles, and the body falling back, before cutting to raw gameplay.
I'm looking for feedback specifically on:

  • The impact feel: Does it feel "heavy" enough?
  • Timing: Is the transition from the hit to the fall smooth?
  • General sensations

Let me know what looks off or what could be snappier. Thanks!

u/AresGameOfficial — 13 days ago
▲ 3 r/INAT

The Project:

ARES is a realistic, free-to-play multiplayer FPS inspired by the fast-paced action of Call of Duty, featuring unlockable weapons and unique character abilities. The game is in the final stages of development, with a planned release for July.

link: https://aresofficial.net

The Vision:

Our goal is to capture a specific market segment: players who want a high-quality, polished shooter experience but lack high-end AAA hardware. We are focusing heavily on optimization, including full support for macOS, to bring competitive FPS gaming to a wider audience.

Who I’m looking for:

As a solo developer, I need a partner to take over the non-technical side of the project. I’m looking for someone who can:

Marketing & PR: Build hype through TikTok, Reels, and community engagement.

Business Development: Actively seek out investors and potential sponsors to scale the project post-launch.

Strategy: Manage the Steam page, wishlist growth, and communication with the press/creators.

The Deal:

This is a Revenue Share partnership. You will be joining a project that is nearly complete, not just a concept. I’m looking for a long-term collaborator who believes in the vision of making high-quality FPS gaming accessible to everyone.

Interested?

If you have experience in marketing or fundraising and want to help launch ARES, DM me. I can show you the latest build.

reddit.com
u/AresGameOfficial — 15 days ago
▲ 3 r/gameDevMarketing+1 crossposts

Hey everyone,

I'm working on the reveal trailer for my upcoming FPS, ARES.

I’m torn between two approaches: should I focus on cinematic shots to build the atmosphere, or should I go 100% raw gameplay?

Personally, I'm leaning towards a "no-bullshit" trailer: starting with a high-impact headshot in the first 3 seconds to grab attention, followed by pure action.

As players/devs, what do you prefer to see in a first reveal? Does gameplay-only sell better, or do you miss the cinematic storytelling?

Thanks for the feedback!

reddit.com
u/AresGameOfficial — 15 days ago
▲ 5 r/FPS+2 crossposts

After the last round of feedback, I’ve been working on the "beefiness" of the handguns. I want the M1911 to feel like a high-caliber pistol, not a toy. Still a work in progress, but we are slowly getting closer to the final version of the game.

What do you think about the animation and the overall feel?

u/AresGameOfficial — 16 days ago
▲ 1 r/FPS+1 crossposts

Hi everyone,

I’ve been a hardcore FPS fan for years, and lately, I can’t shake the feeling that the genre has hit a massive plateau. Whether it’s tactical shooters or arcade ones, everything feels like a reskin of something we’ve played a decade ago. It’s either "hero shooter" ability spam or "realistic" military sims that feel clunky for the sake of being "hardcore."

I’m currently developing a tactical FPS called ARES, and I want to break this cycle. I don't want to build just another clone. I want to build something that actually feels fresh.

I want to ask you: If you could add ONE mechanic, one tactical ability, or one environmental interaction that you’ve never seen done "right" in an FPS, what would it be?

reddit.com
u/AresGameOfficial — 18 days ago