So in terms of graphics this looks pretty good. No wonder it´s 4GB. I also felt that the flashing on the message boxes is a bit over the top, I think there are better ways to draw attention to them. For the gameplay, I think it would help to make more of a course rather than just rings scattered over the area with like 3 obstacles. More like mario kart and less like superman 64
I'm hoping to make levels/courses with more dedicated props when I enter the content creation phase in earnest. But in terms of making more of a course, in a 6DoF setting, that would need to be a cave (functionally, not aesthetically); enclosed on all sides at all times. Is there something I'm missing here?
I don´t think so, you can very much keep the rings as guidance/checkpoints. I meant you can go absolutely ham with the levels because of the freedom. For example, the grand canyon level doesn´t feel like grand canyon. It feels puny and flat, one could imagine having this massive ravine that you fly through, up and down, maybe with a section of cave inbetween and overhangs to dodge and whatnot, and then possibly circle back to the start point through the air. Right now it often feels like you just kind of fly through a bunch of rings floating about in the area. You don´t need assets, just use placeholders and a bunch of cubes to block it out.
I definitely agree that flying around and through obstacles (including the landscape) is great fun. Thanks for your feedback, very helpful.
By chance did you try any of the Daunting courses? That is actually the 'normal' difficulty for the game, and although it requires a ton of skill, I do find it to be very fun. Does your complaint hold the same weight when playing those levels? Perhaps the Plebeian courses were too easy for you (if you're good at the game they certainly won't be fun with the Jewel Bean cart).
Also, were you Superman 64 anon all along? If so thank you for playing my game and commenting.
Well if you count it as fan art it´s fan art. The daunting courses are a bit better, though I have to say I didn´t realize that there are daunting courses. I thought that just shows what difficulty the selected level has. Grand canyon actually feels a bit grand in that case. I´d say I kinda sucked at the game btw. And no I´m not Superman 64 anon, I think I´m missing some aggydaggy lore here.
Thanks. I guess I'll change the text to 'select course difficulty' although that might have trouble fitting. Superman 64 was an immediate comparison someone else brought up, not really lore.
- Right after the seizure warning, flashing light pulses is in pretty poor taste imo.
- Rotating feels pretty floaty. Not really what I'd expect from a game like this.
- Flashes on the message boxes feel like they're in poor taste as well.
- I didn't really like how you could die from hitting a ring.
- I also really wasn't a fan of how loose it felt to play.
It seems like you got something that could be really fun here! Most of the complaints are "hey don't flash stuff for no reason" and "game feel is a bit floaty". Once you tighten it up, I'm sure it'll be great! Nice progress!
Are you against flashing notifications altogether? I like to call attention to certain notifications. As for the seizure warning, that's why I say exit via the task manager but maybe some of the flashes are over the top. Should I just tone down the brightness? Quickness? Get rid of them altogether?
Was the floaty rotation note made during the rotation segment of the tutorial? I turn off the camera leading for that segment because it confuses people about which direction they're turning. Hopefully it felt a bit better after that.
As for hitting rings.. I'm torn. On one hand I want feedback to the player that they were that close (people often think they passed through a ring when they missed it altogether, hitting the ring at least tells you that you were close).
General control tightness: this is a tough one. I'm going to key in on more feedback in this area because I spent ages trying to find ideal angular and linear damping (something that felt like you had a lot of control, but also wasn't cheaply tight), and the chariot you start out with (Jewel Bean) is buffed on the angular damping significantly. I can actually increase its linear damping as well...
Sorry for the verbose reply, I'll have to check your game soon and return the favor!
-About the flashing notifications, they're already taking up the full screen. You really don't need to flash them as well, they're impossible to miss lol. I'd remove the flashes altogether.
- The floatiness was in general gameplay, but it was more pronounced in the section you mentioned.
- I can see what you're torn about with the rings but it sucks a lot that you just die from it. Perhaps you should bounce off and/or lose HP from it instead of simply exploding?
- As for general control tightness, I can understand that being tough. You mentioned it was designed for controller and I was playing on KB+M so take that with a grain of salt.
I'm going to take a look at tightening up the beginner vehicles.
There's going to be a big refactor of how crashing works. The current system is just based on an impulse being greater than a certain amount, but I need to implement a shield that can sustain a few hits as well as recharge. I'm not sure if you had any collisions that weren't explosions, but those are also rather annoying as you black out due to excessive rotation. There's much to be improved.
Mouse controls are actually easier/more accurate than a controller for most purposes (no deadzone, more precise)...
Comments
Thank you.
So in terms of graphics this looks pretty good. No wonder it´s 4GB. I also felt that the flashing on the message boxes is a bit over the top, I think there are better ways to draw attention to them. For the gameplay, I think it would help to make more of a course rather than just rings scattered over the area with like 3 obstacles. More like mario kart and less like superman 64
I'm hoping to make levels/courses with more dedicated props when I enter the content creation phase in earnest. But in terms of making more of a course, in a 6DoF setting, that would need to be a cave (functionally, not aesthetically); enclosed on all sides at all times. Is there something I'm missing here?
I don´t think so, you can very much keep the rings as guidance/checkpoints. I meant you can go absolutely ham with the levels because of the freedom. For example, the grand canyon level doesn´t feel like grand canyon. It feels puny and flat, one could imagine having this massive ravine that you fly through, up and down, maybe with a section of cave inbetween and overhangs to dodge and whatnot, and then possibly circle back to the start point through the air. Right now it often feels like you just kind of fly through a bunch of rings floating about in the area. You don´t need assets, just use placeholders and a bunch of cubes to block it out.
D-does this count as fan art?
I definitely agree that flying around and through obstacles (including the landscape) is great fun. Thanks for your feedback, very helpful.
By chance did you try any of the Daunting courses? That is actually the 'normal' difficulty for the game, and although it requires a ton of skill, I do find it to be very fun. Does your complaint hold the same weight when playing those levels? Perhaps the Plebeian courses were too easy for you (if you're good at the game they certainly won't be fun with the Jewel Bean cart).
Also, were you Superman 64 anon all along? If so thank you for playing my game and commenting.
Well if you count it as fan art it´s fan art. The daunting courses are a bit better, though I have to say I didn´t realize that there are daunting courses. I thought that just shows what difficulty the selected level has. Grand canyon actually feels a bit grand in that case. I´d say I kinda sucked at the game btw. And no I´m not Superman 64 anon, I think I´m missing some aggydaggy lore here.
Thanks. I guess I'll change the text to 'select course difficulty' although that might have trouble fitting. Superman 64 was an immediate comparison someone else brought up, not really lore.
Oh I see. Guess I´m not alone.
Time to play this.
- 4GB, holy hell. I hope this is good.
- Right after the seizure warning, flashing light pulses is in pretty poor taste imo.
- Rotating feels pretty floaty. Not really what I'd expect from a game like this.
- Flashes on the message boxes feel like they're in poor taste as well.
- I didn't really like how you could die from hitting a ring.
- I also really wasn't a fan of how loose it felt to play.
It seems like you got something that could be really fun here! Most of the complaints are "hey don't flash stuff for no reason" and "game feel is a bit floaty". Once you tighten it up, I'm sure it'll be great! Nice progress!
Thanks!
Are you against flashing notifications altogether? I like to call attention to certain notifications. As for the seizure warning, that's why I say exit via the task manager but maybe some of the flashes are over the top. Should I just tone down the brightness? Quickness? Get rid of them altogether?
Was the floaty rotation note made during the rotation segment of the tutorial? I turn off the camera leading for that segment because it confuses people about which direction they're turning. Hopefully it felt a bit better after that.
As for hitting rings.. I'm torn. On one hand I want feedback to the player that they were that close (people often think they passed through a ring when they missed it altogether, hitting the ring at least tells you that you were close).
General control tightness: this is a tough one. I'm going to key in on more feedback in this area because I spent ages trying to find ideal angular and linear damping (something that felt like you had a lot of control, but also wasn't cheaply tight), and the chariot you start out with (Jewel Bean) is buffed on the angular damping significantly. I can actually increase its linear damping as well...
Sorry for the verbose reply, I'll have to check your game soon and return the favor!
-About the flashing notifications, they're already taking up the full screen. You really don't need to flash them as well, they're impossible to miss lol. I'd remove the flashes altogether.
- The floatiness was in general gameplay, but it was more pronounced in the section you mentioned.
- I can see what you're torn about with the rings but it sucks a lot that you just die from it. Perhaps you should bounce off and/or lose HP from it instead of simply exploding?
- As for general control tightness, I can understand that being tough. You mentioned it was designed for controller and I was playing on KB+M so take that with a grain of salt.
Got it, I'll remove them.
I'm going to take a look at tightening up the beginner vehicles.
There's going to be a big refactor of how crashing works. The current system is just based on an impulse being greater than a certain amount, but I need to implement a shield that can sustain a few hits as well as recharge. I'm not sure if you had any collisions that weren't explosions, but those are also rather annoying as you black out due to excessive rotation. There's much to be improved.
Mouse controls are actually easier/more accurate than a controller for most purposes (no deadzone, more precise)...