This concept is pretty neat, I'm reminded of Ty the Tasmanian Tiger but as a golf game. If the gems are all or nothing in regards to score maybe they can be a currency of some sort with a bonus for collecting them all in the level. Making the boomerang hard lock to the fan even when it's going fast could encourage more speed play too because it will just zoom past it when i tried flinging it a bunch. The black walls are sometimes hard to read as collision though.
Glad you dig the concept, Ty was a fun PS2 game I personally played a good amount of back in the day, so I'm happy the zany Australian aesthetic bleeds through a bit.
In terms of the gems, we have tossed around the idea of having them be used as currency, but as it currently stands we're planning on implementing unlockables based off of the treasure you can get in each level, which is the reward you get for getting all gems.
We have noticed for a good amount of players the boomerang can be a little bit unwieldy when it comes to "sticking" to the fan, so we will experiment with working on the magnetism and trying to find a good sweet spot in that regard.
Thanks a ton for trying out our demo, we'll try our best to make it as fun as possible!
Played the game beating most levels, getting stuck in 02-06 and 03-04.
The UI and graphics are absurdly polished and look fantastic. Honestly this looks like a completed game, so I don't know very well what kind of feedback you are looking for. I will give you some observations.
This could be only me, but after turning the game off I learned I was playing the game wrong by looking at your twitter. The way I tried to play was by flinging as little as possible trying to reach the right spot in one throw. Like golf, calculating each play before moving to the next one. Instead the game is supossed to be played with a lot of very short and very fast flings, it even rewards going as quickly as possible by giving the player extra stars when beating records. I got more than one star only in one level and that was because it was a straight line to the finish.
Even by learning how to play and booting the game again, I found the boomerang difficult to control and the game too punishing. The labyrinth level with the moths was particularly brutal. My brother who gave the game a try had the same experience. We might just suck at this though.
About controls, a lot of times I was going in a straight line ahead, holding and dragging my mouse in one direction and ended up with my mouse on the borders of the screen, making dragging and releasing in that direction impossible. This happened quite a few times and made the controls feel unwieldly. Have you considered hiding and locking the mouse to the center of the screen when not throwing? Also I found it unconfortable to use the right click to slow down time.
I believe you people are very skilled and will be able to polish this game to a shine. Good luck!
Thanks a ton for the feedback, it's very nice to hear that you like the presentation visually!
A big issue we've noticed when it comes to people playing the game is helping them get into a good sense of understanding on how the boomerang controls and general movement. You're definitely not the only one when it comes to taking your time with throws, so it's something we're slowly experimenting with. In terms of locking the mouse to the center of the screen, that's definitely a good idea, and we'll see if that's worth utilizing and experimenting with as well.
Thanks a ton for your time and your feedback, it means a lot!!
This is probably my favorite game so far! Super cute designs, feels very polished! Had to stop at the fifth level to go to sleep, so I'm glad the saving and loading works so I can continue tomorrow morning before work.
As far as glitches go, the only thing I've noticed so far is that the "delete save file" buttons will randomly stop working if you press them too much. I'll come back when I'm finished with it and add more feedback!
It's clear you've been putting a chunk of work into this game man. Don't really have much to say besides I enjoyed my time with it and could see this eventually being a aggy daggy success!
Bruh this is polished! Quite tough aswell. I don't really know what else to say, it's crisp and everything works. Really good, this better turn out to be a (financial) success!
Thanks! This demo experience might be a bit harder at the moment than the final product will be, we're still working out how to introduce the player to the mechanics better - maybe a testroom and/or a tutorial with visual instructions.
Some more polish and one more world left to be made before release, but we hope it does well too!
Comments
This concept is pretty neat, I'm reminded of Ty the Tasmanian Tiger but as a golf game. If the gems are all or nothing in regards to score maybe they can be a currency of some sort with a bonus for collecting them all in the level. Making the boomerang hard lock to the fan even when it's going fast could encourage more speed play too because it will just zoom past it when i tried flinging it a bunch. The black walls are sometimes hard to read as collision though.
Glad you dig the concept, Ty was a fun PS2 game I personally played a good amount of back in the day, so I'm happy the zany Australian aesthetic bleeds through a bit.
In terms of the gems, we have tossed around the idea of having them be used as currency, but as it currently stands we're planning on implementing unlockables based off of the treasure you can get in each level, which is the reward you get for getting all gems.
We have noticed for a good amount of players the boomerang can be a little bit unwieldy when it comes to "sticking" to the fan, so we will experiment with working on the magnetism and trying to find a good sweet spot in that regard.
Thanks a ton for trying out our demo, we'll try our best to make it as fun as possible!
Played the game beating most levels, getting stuck in 02-06 and 03-04.
The UI and graphics are absurdly polished and look fantastic. Honestly this looks like a completed game, so I don't know very well what kind of feedback you are looking for. I will give you some observations.
This could be only me, but after turning the game off I learned I was playing the game wrong by looking at your twitter. The way I tried to play was by flinging as little as possible trying to reach the right spot in one throw. Like golf, calculating each play before moving to the next one. Instead the game is supossed to be played with a lot of very short and very fast flings, it even rewards going as quickly as possible by giving the player extra stars when beating records. I got more than one star only in one level and that was because it was a straight line to the finish.
Even by learning how to play and booting the game again, I found the boomerang difficult to control and the game too punishing. The labyrinth level with the moths was particularly brutal. My brother who gave the game a try had the same experience. We might just suck at this though.
About controls, a lot of times I was going in a straight line ahead, holding and dragging my mouse in one direction and ended up with my mouse on the borders of the screen, making dragging and releasing in that direction impossible. This happened quite a few times and made the controls feel unwieldly. Have you considered hiding and locking the mouse to the center of the screen when not throwing? Also I found it unconfortable to use the right click to slow down time.
I believe you people are very skilled and will be able to polish this game to a shine. Good luck!
Thanks a ton for the feedback, it's very nice to hear that you like the presentation visually!
A big issue we've noticed when it comes to people playing the game is helping them get into a good sense of understanding on how the boomerang controls and general movement. You're definitely not the only one when it comes to taking your time with throws, so it's something we're slowly experimenting with. In terms of locking the mouse to the center of the screen, that's definitely a good idea, and we'll see if that's worth utilizing and experimenting with as well.
Thanks a ton for your time and your feedback, it means a lot!!
2hard4me
It's a tricky game for sure, but we thank you for your time and getting so far into world 1!
This is probably my favorite game so far! Super cute designs, feels very polished! Had to stop at the fifth level to go to sleep, so I'm glad the saving and loading works so I can continue tomorrow morning before work.
As far as glitches go, the only thing I've noticed so far is that the "delete save file" buttons will randomly stop working if you press them too much. I'll come back when I'm finished with it and add more feedback!
It's clear you've been putting a chunk of work into this game man. Don't really have much to say besides I enjoyed my time with it and could see this eventually being a aggy daggy success!
Thank you for the kind words! We hope so too!
Bruh this is polished! Quite tough aswell. I don't really know what else to say, it's crisp and everything works. Really good, this better turn out to be a (financial) success!
Thanks! This demo experience might be a bit harder at the moment than the final product will be, we're still working out how to introduce the player to the mechanics better - maybe a testroom and/or a tutorial with visual instructions.
Some more polish and one more world left to be made before release, but we hope it does well too!