I don't want to repeat what others already stated (it's fun and engaging), so I'll skip that.
My only suggestion so far is the control scheme. I feel like the default one should be Left/Right to Move Left/Move Right and Up/Down to rotate, so I changed it. However, this does not change the Up/Down keys having inconsistent behaviour. I would expect "Up" to make the bearcycle to rotate nose-down and "Down" to rotate nose-up (or viceversa) independently of the facing of the bear.
It's looking very good and I look forward to trying future versions!
Great progress and feels so much smoother than before! I love this, its silly and funny (in a good way!). Not much to say that hasnt been said but my main feedback is for the levels this time and its that it can be hard to see where rails are going or where im supposed to go myself. Not sure how to solve it without upping resolution but perhaps background assets to hint the path or similar.
I spent most of my time violently eating dirt, but then my sense of balance has never quite been the same since that time I got ravaged by a bear on a dirtbike.
Fun time. Physics performs admirably well. I did clip through the floor and die a couple of times but that may just be because I wasn't appreciating it enough.
A bunch of other people have left comments, so I'll keep mine brief. The only real complaints I have are that the ground art doesn't feel like it fits in so well with the rest of your assets, and that grinding feels a little inconsistent to me. Maybe I'm bad at grinding, but I think the controls for keeping the grind going should at least be a little more lenient if not tweaked. Other than that, I have nothing to say that everyone else already has. The game is solid, good, soulful, and a blast to play. Great job!
All the issues I had with this game (having to mash buttons to accelerate, for example), are gone, so good job! I'd say you have a solid base for a game here. My only suggestion would be to make the wheelie direction consistent somehow, given how that's what decides which side you can safely fall from.
One thing that bugged me is that when I landed on the ground, it seems like I lose all momentum. In a Trials / Sonic style game, losing momentum just hurts my soul.
Like line rider mixed with sonic, I really like this. I'm hoping there's ways to go even faster. Balancing felt a bit stiff for me so the chase section got really hard at that point. The grind rails are sick though
Thanks! Yes I will make balancing better. And yes I have a plan for going even faster ;). Saving it for special moments in the game for it to really have a strong impact. Cheers
Thanks for the feedback. Yes I don't really have a concept of rotation momentum like trials etc, which can be alienating to a few groups. I think I'll be keeping it since flips seem a bit better with less rotational momentum, but I'll do some R&D on some angular momentum concepts. Cheers
Just as info. I last played the Day 38 demo and I currently played it on Linux.
Beat all the available levels, it was a fun play. I think it feels speedier (in a good way) than it was last time I played.
The grind rails are a cool addition, and help added to the fast feel to the game, but im not sure i ever figured out how to properly balance on them. Feel like i just got lucky the times it worked out. I also had issues with the grind rails sometimes sending me in the wrong direction, but that may just me being incompetent lol.
One odd issue I ran into is I was having a really hard time getting the wheelies to work. Turns out my keyboard wont register the up arrow and the two side arrows. It does register down and two sides though lol.. If its just my keyboard being busted nothing to be done about it, but figured I would mention it in case its some odd keyboard design that is not uncommon.
Also I dont think the tutorial ever stats what the combo meter actually does. I intuited quickly that it adds speed, but im not sure if it also does anything else?
Thanks for the fun demo, and wish you luck on the game!
I really enjoyed parts of this game, and others really frustrated me. I was having a lot of fun on mindless romps through levels when the stakes were low. The cop level too was very fun, up to a point. The rails don't really seem to have much player forgiveness -- there's really not much of a way to control what you want to do on them. Sometimes the balance will flip instantly and you're left careening into some spikes. Other times, you'll hit a rail the wrong way and fly backwards. The giant spike wall was quite frustrating.
I think the section before the cop chase and the very first section of the cop chase were my favorite parts of the game. The spring really opens up new movement options and adds a new layer of complexity to the gameplay. QTE chase events along unpredictable rails aren't quite as fun.
Really has a lot of potential if these small issues are ironed out.
Thanks so much! This feedback is very useful, I agree completely the railings aren't forgiving enough. I need to work on the balancing and make the levels more fun. Agreed completely on removing "QTE chase events along unpredictable rails aren't quite as fun". Cheers, thanks again
I changed the language to german, it just quit the game, would be better if it would restart instead of me running the game again.
the first text in german that appeared is wrong, it says: "so konnte ich", in english that would mean "so I could" (?), not sure how you translated this . The english "to move", should be in german "zum bewegen".
Controls are hard in the beginning but climbing the learning curve and finishing the tutorial is satisfactory, learning how the combination of forward to turn, wheelis and inspecting is nicely done even more so while gaining speed, I got fun out of it.
I like the bear and it's goofy grin, I overall like the cartoony graphics
Thank you! I will eventually make the german make sense, for now I just used google translate as a placeholder to make sure the translation system works :). But I am glad you liked it, the feedback you gave is very useful
I think that your games base is decent: It's more or less Happy Wheels or Trials. What I'm trying to figure out is what direction it's going in, because levels seem to range from fun Sonic the Hedgehog style romps to challenging skill testing sequences and generally confusing level design (How in the hell do you get over this wall?)
Drop the dialogue. Or just replace the bears dialogue with stock bear roaring noises. It doesn't service the game in anyway in its current state.
The most fun I had was on the police level. It was a massive difficulty spike, but that's fine, It's a demo. You can iron that out. When I was hitting those grind rails just right and picking up a ton of speed, I was having a blast. I think if you focus on that element, the high octane ridiculous dirt bike game works really well. I think when I'm casually strolling through a level that pretty much plays itself, I'm not getting much from the game. I would introduce the grind rails immediately, because they're so much fun, and it would suck if somebody dropped the game before reaching them.
When the game works, it works good. But a lot of the time I feel like what is fun about the game and what the level is trying to do aren't in sync.
Thank you so much! This feedback is great. I think I definitely will add rails to the forest zone level, they are a big hit. (Still have to iron out some bugs but good to hear the core of it is fun)
I really like the controls and the gameplay. Still no way to set the resolution or full screen mode. I really like all the new additions and the new boss. Took me some tries to get it down. Please continue with this.
Thank you so much! Glad to hear you like the direction it’s going in. Apologies about the resolution and scaling, it’s in my backlog. I’ll try to prioritize looking into it for next release.
The resolution works well on my machine, can you tell me your operating system and screen resolution?
Comments
I don't want to repeat what others already stated (it's fun and engaging), so I'll skip that.
My only suggestion so far is the control scheme. I feel like the default one should be Left/Right to Move Left/Move Right and Up/Down to rotate, so I changed it. However, this does not change the Up/Down keys having inconsistent behaviour. I would expect "Up" to make the bearcycle to rotate nose-down and "Down" to rotate nose-up (or viceversa) independently of the facing of the bear.
It's looking very good and I look forward to trying future versions!
Great progress and feels so much smoother than before! I love this, its silly and funny (in a good way!). Not much to say that hasnt been said but my main feedback is for the levels this time and its that it can be hard to see where rails are going or where im supposed to go myself. Not sure how to solve it without upping resolution but perhaps background assets to hint the path or similar.
good job :)
I spent most of my time violently eating dirt, but then my sense of balance has never quite been the same since that time I got ravaged by a bear on a dirtbike.
Fun time. Physics performs admirably well. I did clip through the floor and die a couple of times but that may just be because I wasn't appreciating it enough.
Thank you! Yeah the clipping through the ground is an annoying bug that popped up recently, I'll try to fix it... Cheers, glad you liked it :)
A bunch of other people have left comments, so I'll keep mine brief. The only real complaints I have are that the ground art doesn't feel like it fits in so well with the rest of your assets, and that grinding feels a little inconsistent to me. Maybe I'm bad at grinding, but I think the controls for keeping the grind going should at least be a little more lenient if not tweaked. Other than that, I have nothing to say that everyone else already has. The game is solid, good, soulful, and a blast to play. Great job!
Thanks! I will be working on the grinding and make it more lenient for sure. Glad you had fun, cheers
All the issues I had with this game (having to mash buttons to accelerate, for example), are gone, so good job! I'd say you have a solid base for a game here. My only suggestion would be to make the wheelie direction consistent somehow, given how that's what decides which side you can safely fall from.
Thank you! Yeah it can be inconsistent with nose manual and tail manual, I'll look into picking just one and see if it works well...
This game is pure soul.
One thing that bugged me is that when I landed on the ground, it seems like I lose all momentum. In a Trials / Sonic style game, losing momentum just hurts my soul.
Absolutely love the rotation mechanic though
Thanks!! Yeah that's a good point that in air velocity can be quicker than ground velocity. I'll look into it, cheers though. Glad you had fun :)
Like line rider mixed with sonic, I really like this. I'm hoping there's ways to go even faster. Balancing felt a bit stiff for me so the chase section got really hard at that point. The grind rails are sick though
Thanks! Yes I will make balancing better. And yes I have a plan for going even faster ;). Saving it for special moments in the game for it to really have a strong impact. Cheers
The physics felt a bit weird when rotating in the air, its like it slows down / speeds up randomly, I would have expected to keep the same momentum
Thanks for the feedback. Yes I don't really have a concept of rotation momentum like trials etc, which can be alienating to a few groups. I think I'll be keeping it since flips seem a bit better with less rotational momentum, but I'll do some R&D on some angular momentum concepts. Cheers
i meant the horizontal momentum seems to change while rotating which seemed weird
Just as info. I last played the Day 38 demo and I currently played it on Linux.
Beat all the available levels, it was a fun play. I think it feels speedier (in a good way) than it was last time I played.
The grind rails are a cool addition, and help added to the fast feel to the game, but im not sure i ever figured out how to properly balance on them. Feel like i just got lucky the times it worked out. I also had issues with the grind rails sometimes sending me in the wrong direction, but that may just me being incompetent lol.
One odd issue I ran into is I was having a really hard time getting the wheelies to work. Turns out my keyboard wont register the up arrow and the two side arrows. It does register down and two sides though lol.. If its just my keyboard being busted nothing to be done about it, but figured I would mention it in case its some odd keyboard design that is not uncommon.
Also I dont think the tutorial ever stats what the combo meter actually does. I intuited quickly that it adds speed, but im not sure if it also does anything else?
Thanks for the fun demo, and wish you luck on the game!
Thank you! Yes I will definitely rework the rails, they are fun but need some tuning.
I'll look into making the wheelies work for different keyboards, not too sure about it.
And yes the combo meter mainly makes you go faster. I can try to communicate that more in the tutorial.
Thanks again, cheers
I really enjoyed parts of this game, and others really frustrated me. I was having a lot of fun on mindless romps through levels when the stakes were low. The cop level too was very fun, up to a point. The rails don't really seem to have much player forgiveness -- there's really not much of a way to control what you want to do on them. Sometimes the balance will flip instantly and you're left careening into some spikes. Other times, you'll hit a rail the wrong way and fly backwards. The giant spike wall was quite frustrating.
I think the section before the cop chase and the very first section of the cop chase were my favorite parts of the game. The spring really opens up new movement options and adds a new layer of complexity to the gameplay. QTE chase events along unpredictable rails aren't quite as fun.
Really has a lot of potential if these small issues are ironed out.
Thanks so much! This feedback is very useful, I agree completely the railings aren't forgiving enough. I need to work on the balancing and make the levels more fun. Agreed completely on removing "QTE chase events along unpredictable rails aren't quite as fun". Cheers, thanks again
first time player.
I changed the language to german, it just quit the game, would be better if it would restart instead of me running the game again.
the first text in german that appeared is wrong, it says: "so konnte ich", in english that would mean "so I could" (?), not sure how you translated this . The english "to move", should be in german "zum bewegen".
Controls are hard in the beginning but climbing the learning curve and finishing the tutorial is satisfactory, learning how the combination of forward to turn, wheelis and inspecting is nicely done even more so while gaining speed, I got fun out of it.
I like the bear and it's goofy grin, I overall like the cartoony graphics
I got stuck in the ground once.
Overall, I liked it
Thank you! I will eventually make the german make sense, for now I just used google translate as a placeholder to make sure the translation system works :). But I am glad you liked it, the feedback you gave is very useful
I think that your games base is decent: It's more or less Happy Wheels or Trials. What I'm trying to figure out is what direction it's going in, because levels seem to range from fun Sonic the Hedgehog style romps to challenging skill testing sequences and generally confusing level design (How in the hell do you get over this wall?)
Drop the dialogue. Or just replace the bears dialogue with stock bear roaring noises. It doesn't service the game in anyway in its current state.
The most fun I had was on the police level. It was a massive difficulty spike, but that's fine, It's a demo. You can iron that out. When I was hitting those grind rails just right and picking up a ton of speed, I was having a blast. I think if you focus on that element, the high octane ridiculous dirt bike game works really well. I think when I'm casually strolling through a level that pretty much plays itself, I'm not getting much from the game. I would introduce the grind rails immediately, because they're so much fun, and it would suck if somebody dropped the game before reaching them.When the game works, it works good. But a lot of the time I feel like what is fun about the game and what the level is trying to do aren't in sync.
Thank you so much! This feedback is great. I think I definitely will add rails to the forest zone level, they are a big hit. (Still have to iron out some bugs but good to hear the core of it is fun)
I really like the controls and the gameplay. Still no way to set the resolution or full screen mode. I really like all the new additions and the new boss. Took me some tries to get it down. Please continue with this.
Thank you so much! Glad to hear you like the direction it’s going in. Apologies about the resolution and scaling, it’s in my backlog. I’ll try to prioritize looking into it for next release.
The resolution works well on my machine, can you tell me your operating system and screen resolution?
Windows 10, 1360x768 on the monitor I was playing it on.
If you’ve played last demo day:
- forest level is unchanged, feel free to skip
- suburbia level is brand new and complete, play that
- “wheelie mode” is started by quickly tapping “right”+”left” (rotate buttons). It maintains your combo
- Tutorial has been updated to reflect these new mechanics, play through again if you want
- new controller UI on mobile, various tweaks and fixes, etc
Be brutally honest with feedback, video feedback is the most useful — enjoy! I’ll be AWK this weekend but will review your game sometime next week