In response to a great review by Indie-cent Exposure
In response to the awesome review by Indie-cent Exposure:
Hello! Thorsten here, the creator of Natural Soccer. I want to thank you for this fair and detailed review. I really appreciate that you took the time to highlight both what you enjoyed and where the game could still improve. Honest feedback like yours is invaluable for a solo indie dev!
Thanks for your feedback on the controls, glad you like the offensive play overall. As you only mentioned tapping the buttons, please note that holding the shot button will create more powerful/higher shots and holding the pass button can be used for longer and straight through passes. Guess you are right about a tutorial missing...
I'm very happy you like the quick "pick-up and play" I am aiming for with my game!
As for the touch controls: yeah, they aren't my preffered way of playing either - but what can you do about it on mobile? Maybe you want to try the game on Windows with full controller support? Anyway, I hoped to have implemented proper touch controls with the floating stick and resizable buttons. Please let me know how you would like to see them improved. You mentioned the pause button being a problem. I deliberately moved it a bit out, so you won't tap it accidentally while playing. Moving it to the top right would collide with the time display. Any ideas are welcome!
As for the player switching: you are right, that definitly would need some introduction/tutorial - as it's far more clever than it seems: the game tries really hard to predict which player you'd like to control next. For this, always _pretend_ to control the player you want to switch to already, by pointing the stick towards the ball - seen from that player's position. This will make the "wrong" player run away, and the game will detect your intention and switch players in about a second. This also works with off-screen players: so the general rule is, if you want to switch to a defender closer to your own goal, push and hold the stick _away_ from your goal. Having a separate button for player switching is something I might implement in the desktop version, were buttons don't take away valuable screen space.
Sliding tackles are designed to be realistic and risky. I find myself to use them sparingly only to intercept long passes or as a last resort. You seem to disagree?
You are right, that there is no explicit difficulty setting (although I might add one in the future). It's implicity tied to your team selection: choose a top-tier team like Brazil, England or Germany for "easy" and lower ranked teams for increased difficulty.
"Natural Soccer: World Championship is one of those games where I kept thinking it was only a couple of small design choices away from feeling much better." - what are the biggest pain points in a nutshell?
Please try the "pretend" approach to player switching and let me know what you think!
True, set pieces are not the strongest aspect in the game... but I tried hard to make them intuitive and easy to use with the indicator line. And did you know that you could always "override" the indicator and use the pass button to play a (surprise) pass instead?
The players being "frozen" until the ball is kicked is a result of countless balancing sessions: when players are free to move all the time, scoring just becomes far _too_ easy... but I take your criticism as motivation to revisit that part of the game.
And you are right about depth: the World Championship edition is just the beginning of the Natural Soccer series revival. It is meant to be a fun, quick game for the tournament. There is "Natural Soccer 2 / Arcade FC" (not yet sure about the better name) in development, with a full career mode, substitutions, transfers, editor and more. But this is a "completely different beast" and will take many more months of development time. But instead of keeping on working in private, I wanted to start developing it in the open, so that I could get feedback from the community and make the game better for everyone - that's how the World Championship edition came to be.
Also, using real player names is an absolute no-go "thanks" to licensing restrictions, unfortunately.
But you are right about the draw handling of single matches: maybe it would be better have extra time and penalty shootouts in single matches?
Last not least: thanks for the appreciation of the "pay once / no in-app purchases" approach I chose very carefully - fair play!
Thanks again so much for playing and featuring the game!
Thorsten
Get NATURAL SOCCER: World Championship
NATURAL SOCCER: World Championship
Simple and fun arcade soccer game
| Status | Released |
| Author | Thorsten Schleinzer |
| Genre | Sports |
| Tags | Arcade, Fast-Paced, Physics, Retro, Soccer |
| Languages | English |
More posts
- Release 1.0.230 days ago

Comments
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Hey, just returning the response.
First off, thanks for your own feedback on our site about not being able to leave comments. After selling my old gaming site, we only started creating Indie-cent Exposure in April, launching on May 1st. And the fact I didn't include a comments section on the site below posts, major blunder on my part. Completely skipped the fact I hadn't added that, but I'm glad to say the feature is live now on the site.
Now, let me try and cover everything in the order you wrote about in your response.
About the controls, they work relatively well, and my only issue with the pause button was about switching it out for a change player button, as I tried your suggestion, and it can take a while for the player to switch occasionally. If that's not going to be implemented, it's fine where it is. If it were an option, I'd say move the time near the score, kind of how it's displayed when you watch a match on TV. That'd create the space for a pause button. I will try it out with a mobile controller as well though, see how I get on with that. But checking out the PC is definitely something I'll look into. I also worked out the whole thing about power, and I'm scoring some absolute beauties now.
Regarding sliding tackles, I've pulled off a couple, but because defending set pieces is difficult, I try not to give away fouls etc. so that I don't end up inevitably conceding. I just find that when I challenge for a ball without it, the players just seem to clash, and it slows down the opposition, but unless I'm running head on to an opposition player, it's hard to tackle and regain possession. I'm always looking to have to try and intercept passes instead, or force shots from far out in the hopes my keeper saves it and I can launch a counter attack. Keepers do seem to be very reliable in this, which I do like.
As for the idea of having harder or easier teams, I didn't really find picking different sides did much, but I could just be generally bad at the game. Or, that when I pick England, their usual tournament luck kicks in and I inevitably lose at some point as we're not destined to win a World Championship 😂 Still, I like a challenge anyway so I don't think it's detrimental to the game at all. Was just a thought as some people may struggle.
I suppose my biggest gripes are player switching when defending and set pieces. I find it so easy to concede from a corner, but whether I pass or cross, I just can't seem to score myself. But the AI makes it look so easy, so maybe I'm just doing something wrong.
The licensing issue is completely understandable, but it's exciting to hear that you're working on a more detailed version. I think it'd be pretty cool if you could introduce a multiplayer feature. And yes, extra time and penalties would be great, or even offering the option to go straight to penalties. That'd be add a fun extension to games that end in a stalemate.
I think that's everything. Thanks for reaching out about your game, and responding to and being so receptive of our feedback.
This is why we set up Indie-cent Exposure. We want to shine a spotlight on devs like yourself because we truly want to champion all things indie, and get more eyes on the things we think deserve more attention.