u/funboy_ff

Image 1 — We asked Reddit for honest feedback on our indie game. It hurt, but it helped. Here’s what we changed
Image 2 — We asked Reddit for honest feedback on our indie game. It hurt, but it helped. Here’s what we changed
Image 3 — We asked Reddit for honest feedback on our indie game. It hurt, but it helped. Here’s what we changed
🔥 Hot ▲ 98 r/IndieGaming

We asked Reddit for honest feedback on our indie game. It hurt, but it helped. Here’s what we changed

A little while ago we made a post titled "We shipped our game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed", and asked for honest advice.

https://www.reddit.com/r/IndieGaming/comments/1rw1yhj/we_shipped_our_indie_game_on_steam_xbox/

We got a lot of blunt feedback. Some of it was hard to read, but it was also genuinely useful.

So first of all: thank you.

We also want to be honest about one thing: we still really believe in the game itself. We made the kind of game we personally love playing, so the core is not something we want to throw away or reinvent. We understand it will not be for everyone, and that is fine. We are just trying to find our niche and reach the players it will genuinely click with.

A lot of you pointed out something very clearly: we were not communicating the core mechanic of the game well enough.

HeadHunters may look like just another arena brawler, and that is exactly what we were failing to avoid. The core idea is that you are a head, and during the match you attach to different bodies, each one changing your weapons, abilities, and playstyle, forcing you to adapt on the fly. That has been the heart of the game from day one, but we were not making it clear enough. That came through loud and clear in the feedback we got here.

So we went back to work and changed several things:

1. We changed the artwork
We had been pushing a “CEO / recruiter / headhunter” angle. We thought it was funny and memorable, but the truth is it was not landing. It confused the concept, and the character did not work well as a mascot.
With the new artwork, we wanted to make it instantly clear, in a more striking way, that this is a fast action game about combining heads and bodies. And before anyone asks: no AI was used.

2. We made a new trailer
This time we tried to explain the game core idea, front and center: what makes the game different, and why matches get so chaotic.

https://www.youtube.com/watch?v=t6xfr5SIqLI

3. We signed up for Lurkit
One thing also became obvious to us: this is the kind of game that really shines when you see people playing it with friends. A lot of the fun is in the reactions, the chaos, the laughs. That is much harder to communicate with static screenshots alone, so we’re trying to make the game easier for creators to discover and try.

We do not expect one artwork change or one trailer to magically fix everything. But your comments helped us realize that the problem was not just "lack of visibility". A big part of it was that we were not presenting the game clearly enough. That was a painful thing to admit, but also a very useful realization, and it really pushed us to rethink how we were presenting it.

So, genuinely, thanks to everyone who took the time to comment, even the harsher ones.

If anyone wants to take a look at the new direction and tell us whether we are communicating it better now, we’d honestly love to know.

u/funboy_ff — 4 hours ago
🔥 Hot ▲ 69 r/OculusQuest+2 crossposts

HeadHunters is now available on Quest 3, with full cross-platform multiplayer

HeadHunters is a chaotic multiplayer party fighter where you play as a head and swap bodies during the match, changing your weapons and playstyle on the fly.

It’s available now on Quest 3 and supports full cross-platform multiplayer, so you can play with friends on other platforms too.

Would love to hear what you think.

u/funboy_ff — 23 hours ago
▲ 25 r/PS5

HeadHunters - Main Trailer

HeadHunters is a chaotic couch/online party game where you don’t pick a character… you are the head. Attach to different bodies to gain new weapons and abilities, and adapt on the fly. Improvise. Adapt. Overcome. Up to 4 players. Fully cross-platform.

Don’t lose your head.

youtube.com
u/funboy_ff — 1 day ago

Designing a Brawler Where Skill Matters, But Everyone Has Fun

Everyone in our studio loves brawlers.

Super Smash Bros., Brawlhalla. Fast matches, sharp reactions, the kind of chaos that fills a room with noise. Every now and then, during breaks, we’d launch a few casual matches just to test ourselves against each other.

There was one constant. Raúl always won.

Not by luck, but by instinct refined over thousands of hours. Perfect timing. Absolute control. Playing against him did not feel competitive so much as educational. I admired it. I also knew how it would end.

Competitive brawlers reward mastery, and mastery creates distance. The better one player becomes, the harder it is for everyone else to stay in the match. Over time, those casual games stopped feeling like shared moments and started feeling like demonstrations.

That is when an idea began to form:

What if unpredictability was not a modifier, but the foundation?

What if randomness could be embedded directly into the mechanics, not as noise, but as balance?

That question became the starting point for HeadHunters.

I did not want to remove skill. The goal was to soften certainty. To create a system where mastery still matters, but never guarantees the outcome. Where adaptation is as important as execution.

In HeadHunters, you do not begin fully equipped. Each player starts as just a head, while bodies are scattered across the stage. Every body carries different abilities. Everyone races to claim one. In those first seconds, the match is already alive with possibility. You do not control the opening conditions. You react to them.

That small shift changes everything.

Skilled players still have the tools to dominate, but they cannot rely on one perfected setup every single time. Less experienced players are not locked into a predetermined defeat. Every round begins with uncertainty, and in that uncertainty there is tension, opportunity, and sometimes even victory.

The name itself reflects that idea.

HeadHunters has a double meaning. They are literal heads, of course, but a headhunter is also a talent seeker. In a way, that is what happens in every match: heads hunting for new abilities.

We made the kind of game we genuinely wanted to play ourselves. Even now, after all the testing fatigue, we still have an absurd amount of fun playing it. Sometimes we boot it up to test something and end up just playing because we are having a great time.

Raúl still wins often. Some constants remain. We even created a character inspired by him, a quiet tribute to the teammate who unintentionally sparked the idea. He will be joining the roster in a future update.

u/funboy_ff — 4 days ago