I did the tutorial and a few laps around the grand canyon thingy. As an arcade racer it looks good and is cool to fly around in a spaceship which is a good hook as well. I wish the controls/camera were tighter, as I'm not a fan of how the camera shifts. I also found the hitbox for the ship seemed slightly bigger than the actual ship model as there were times when I died to the ring when I was not touching it and that was frustrating, if you include that as part of your game you might want it to be more precise. Also on the pause menu I think the "close" button should be at the top and should say "resume". Maybe one day I'll try it with others but the ghost addition is great for single player experience and replayability. Good variety on the levels too, all around good. When do you plan on releasing it and what do you need to add to complete the game?
Hey, thanks for the feedback. I'm not sure what issue you were running into as the hitboxes are actually pretty high definition for both the rings and the rockets, and in both cases, they're slightly smaller than what they are representing.
Other than bug fixes and small considerations like menus, the next significant thing on the list for me is fixing the camera.
As for release, I'm not sure if the game has the interest to justify releasing it right now. I'm going to continue to work on it, but it's not a focus right now. I'm going to attempt to add some things which generate some real interest on social media and on the Steam Wishlist, and until then, I'm mostly focused on refining the way the vehicle controls.
Great game, I love the physics of flying the rocket. I played with a controller and it worked well.
I don't like the behaviour of the third person camera. It feels like when I turn, the camera reacts and then the rocket follows. It should be the other way around, I want to feel like I'm controlling the rocket. First person camera works great, but it would be cool to have a cockpit view.
Thanks for the feedback! If you're familiar with vehicle cameras in games, there are camera-led systems and then basically everything else.
Because I envisioned a sweaty speedrun-type game, I always felt that camera-led wasn't the way to go. However, I did want to imitate that effect, for the reason that when you're turning left in a car, you look left so that you know what you're turning into, and then your look evens out as the turn completes.
Maybe you didn't notice, but the first person camera should have had the same look-ahead behavior as the third person camera...
If you're interested, there are a lot of camera settings you can tweak, and you can mess around with this look ahead behavior as well [see the tooltips].
Comments
I did the tutorial and a few laps around the grand canyon thingy. As an arcade racer it looks good and is cool to fly around in a spaceship which is a good hook as well. I wish the controls/camera were tighter, as I'm not a fan of how the camera shifts. I also found the hitbox for the ship seemed slightly bigger than the actual ship model as there were times when I died to the ring when I was not touching it and that was frustrating, if you include that as part of your game you might want it to be more precise. Also on the pause menu I think the "close" button should be at the top and should say "resume". Maybe one day I'll try it with others but the ghost addition is great for single player experience and replayability. Good variety on the levels too, all around good. When do you plan on releasing it and what do you need to add to complete the game?
Hey, thanks for the feedback. I'm not sure what issue you were running into as the hitboxes are actually pretty high definition for both the rings and the rockets, and in both cases, they're slightly smaller than what they are representing.
Other than bug fixes and small considerations like menus, the next significant thing on the list for me is fixing the camera.
As for release, I'm not sure if the game has the interest to justify releasing it right now. I'm going to continue to work on it, but it's not a focus right now. I'm going to attempt to add some things which generate some real interest on social media and on the Steam Wishlist, and until then, I'm mostly focused on refining the way the vehicle controls.
Maybe I am just bad lol, if that's the case with hitboxes then right on. Awesome, I hope it gains traction.
Great game, I love the physics of flying the rocket. I played with a controller and it worked well.
I don't like the behaviour of the third person camera. It feels like when I turn, the camera reacts and then the rocket follows. It should be the other way around, I want to feel like I'm controlling the rocket. First person camera works great, but it would be cool to have a cockpit view.
Thanks for the feedback! If you're familiar with vehicle cameras in games, there are camera-led systems and then basically everything else.
Because I envisioned a sweaty speedrun-type game, I always felt that camera-led wasn't the way to go. However, I did want to imitate that effect, for the reason that when you're turning left in a car, you look left so that you know what you're turning into, and then your look evens out as the turn completes.
Maybe you didn't notice, but the first person camera should have had the same look-ahead behavior as the third person camera...
If you're interested, there are a lot of camera settings you can tweak, and you can mess around with this look ahead behavior as well [see the tooltips].