I managed to fill the whole TRICKY word within the first 30 seconds
My top freestyle score is 66k. I had higher score, but the game crashed for the second time. I average between 40k-50k. There are ways of cheesing the score, but that’s also when crashes happen. I have no idea how you can legit get the gold in freestyle.
I was about 3 seconds away from the silver medal on the time trial. Time trials were never my thing. It seems like you really gotta prioritize rails over jumps. I finally got gold for time trials during my second playtesting session.
The timer in freestyle should be counting down. Counting up makes no sense. You should have limited time for doing tricks like in SSX.
It’s really awkward to play this game on keyboard with fingers from movement keys constantly switching to tricks keys. If movement keys don’t do anything in air, then they could be used for tricks if for example you hold SHIFT.
I do not see why the game just doesn’t put me back on the board automatically and waits for me to press R. With that said I think falling down is so bad, I might as well just restart the whole thing. Ragdolls are funny thou.
The level did not feel like a level for freestyle. I guess you could add some score multiplier snowflakes for players to collect while doing tricks.
I do not understand how tricks from the book like XXV are supposed to work. All I do is just hold Z or X or C or V with different Arrow Keys for some tricks on the left side, but the right side in the trick book is a mystery.
Rail Tricks sometimes do, and sometimes don’t work, and I do not understand why.
You can get stuck on rails.
I got more screenshots of beint stuck if you need them
Somewhere on the first left turn of the level is a spot which makes you bounce off an invisible wall that is right in the middle of the turn. It happened about 7 times.
Somehow I fell of the world. It was about ¼ of the level, but respawning put me right at the end.
Player character is really cute
Players could constantly hold left/right arrow keys and jump all the time, and they will never fall over.
I somehow managed to make the character face the camera for a good 5 seconds after landing into shift/ctrl trick. It lasted good 5 seconds (she’s a cutie).
Thanks for the feedback. Some of those bugs I think I fixed in version 2.1. Like the getting stuck on rails and the timer not counting down. Were you playing on version 2.1? I don't find it too hard to move my left hand from WASD to ZXCV and back. I'm not sure what an alternative would be. I'm just using the controls scheme from the SSX games and trying to map that from gamepad to keyboard. Eventually people will be able to remap keys if they want something else. Thanks again for the feedback and the crash files. I've not heard anyone have crashes but I have heard about the other problems you've had. I'll be interested to look at the crash reports.
The game needs a big audio overhaul. Music makes the games like this succeed. I played some breakcore while playing and it make this game a 10/10. Adding speed lines, speed boosts, trick names at the bottom as you do them would help a lot as well.
Yeah, I'm working on an update right now to polish the animations and add music. I was going to do breakcore, glad you agree that's a good fit for the game. It already has speed lines and boost trails??
Specifically in between jumps and grinds. As you build up initial speed it doesn't provide visible speed and you feel kinda slow. Once you get going though and get the green speed trails its sick. Hopefully you can check the video and see what it was like with break core. I think we tried 2 kinds of genre with it.
-UI and game world look nice. SFX is slightly iffy in places, but decent. I will say it felt like some air-wooshing sounds should have been playing when going really fast(maybe I just missed it). No music is bad I think, hampers the excitement and feels strange since the game otherwise looks good.
-Played a couple of rounds, fun but I don't play games in this genre. I seemed to have this issue of almost always getting the same time in TimeTrials, I might of just missed a mechanic though.
-It felt really weird how I could go supersonic into a tree and bounce off Scott free. It seems like the kind of game that would punish you for that, since you ragdoll if you mess up a trick. Could maybe be a difficulty option thing.
The movement is good, I like the physics, I don't how to make the tricks in the move list, I try pressing the buttons in the sequence it shows, but I don't know what I'm doing wrong. Making simply tricks with diagonal spins and making tricks on the rails is how made 94.171 points.
At first, I was confused when spinning in the air, why the D-pad? the first 10 minutes it was me rewiring my brain to use the D-pad instead of the Left Stick, I think it will more natural doing it with the Left stick when the character is mid air. Anyways, it is just a personal opinion, at end my mind adapted to gamepad and play it normally.
Character is cute, that's important.
There is no music, but I enjoyed playing this with the 1080 snowboarding game of the N64 playing in the background, if you still don't what kind of music to put in the game you should check it out.
Thanks, the DPad is so you can charge a spin while holding A. I hope with the Kickstarter I will be able to pay for music, I will checkout the your recommendation.
Shouldn't vsync and frame rate cap be mutual exclusive since only one can be active at a time?
She didn't land the laying down rail slide so she gave up on the ground :( I've been there on the slopes.
It should tell me what trick I just did on the screen.
Where's the music????????
You should probably have the character auto-reset after a crash lol.
How the hell do I get a silver or gold time.
You should have a time countdown on freestyle like SSX does. Otherwise I can do butters in front of the finish line indefinitely to get whatever point amount I want.
Love that you're making this man, classic series. And what you have is feeling and looking good. I think I'd like the characters to have a little bit more liveliness. More expressive animations like when they land or carve, I want to see them really lean into it and shift their weight.
Sweet, thanks for the feedback I categorized it all into my feedback notes. I'll try to make it live up to the greatness of the classic games. To get faster times pretty much need to be boosting 24/7 and holding forward.
Basic movement feels good, control scheme isnt too bad but the trick keys being underneath wasd makes it feel a little difficult to continue moving while preforming tricks midair, the arrow keys to tilt felt a lot better than the normal tricks, and also felt a little more satisfying to execute. Ran into a lot of issues on grinding rails, where i would get stuck and be forced to respawn to leave them.
Needs some polish, but it feels pretty good. Animations are a bit stiff.
I’m a bit confused about how air maneuvers work – for example, pressing “up” doesn’t just tilt you forward a bit, it full-on does a complete flip for you? Is that right? I found myself finishing a flip, then trying to correct for momentum as it finished, which threw me into a backflip again. I guess what I’m saying is, I want to make my character do the flip – I don’t want the game to do a flip for me when I press the button.
I had a lot of fun, but I've never played a game like this before, so it took me a bit to understand what the game wanted to do to get points. Even at the end I couldn't get past 90k. I couldn't really get the harder tricks consistently, for example spamming z three times didn't work most of the time. If it's not just me and there's actually a timing/rhythm to it, it'd be nice to have something visual to help learn it.
I got stuck on rails a couple of times and clipped through the floor once, but I guess that sort of thing is bound to happen some times in a game like this.
Oof on the getting stuck on rails and falling through the floor. Was it in ragdoll? I should add something that says to can do the inputs while charging jump and you have to hold the last input. Thanks for checking it out.
I can't believe just how close this plays to the old SSX games, it's really impressive. Only complaints really are the ragdoll physics are still a little janky and collision on that pile of logs is very weird. Other than that, this was really enjoyable, I'll be sure to back you on kickstarter soon. EA HIRE THIS MAN!!!!!!
First of all: this is really fun, but I did suck at it.
Controls are really fun but I had a very hard time trying to do more advanced tricks, not a criticism, just so you know where my skill level is roughly at. I want to try playing this with a controller sometime, I found it difficult to change between wasd and different buttons used for tricks. Think for me personally a controller probably mitigates that.
Keep working, more tracks, music, perhaps some cosmetic options for the cute character. Very well done.
It took my a long time to get used to the harder tricks. I like that though, it should had more hours of gameplay for hardcore fans. Personally I find the controller harder but maybe that's because I always use keyboard when play testing?? Thanks for playing and leaving feedback.
Comments
No video recording, but I took screenshots and wrote down some things.
Game crashed three seven times for me (half of those were on freestyle when I had over 60k) I zipped the blol crash files and uploaded them for you here https://mega.nz/file/ydc11LJS#0uw4EcAteaAWlqK858kfvpJmsxiTsaNR3QzhAb7gDW4
I managed to fill the whole TRICKY word within the first 30 seconds
My top freestyle score is 66k. I had higher score, but the game crashed for the second time. I average between 40k-50k. There are ways of cheesing the score, but that’s also when crashes happen. I have no idea how you can legit get the gold in freestyle.
I was about 3 seconds away from the silver medal on the time trial. Time trials were never my thing. It seems like you really gotta prioritize rails over jumps.I finally got gold for time trials during my second playtesting session.The timer in freestyle should be counting down. Counting up makes no sense. You should have limited time for doing tricks like in SSX.
It’s really awkward to play this game on keyboard with fingers from movement keys constantly switching to tricks keys. If movement keys don’t do anything in air, then they could be used for tricks if for example you hold SHIFT.
I do not see why the game just doesn’t put me back on the board automatically and waits for me to press R. With that said I think falling down is so bad, I might as well just restart the whole thing. Ragdolls are funny thou.
The level did not feel like a level for freestyle. I guess you could add some score multiplier snowflakes for players to collect while doing tricks.
I do not understand how tricks from the book like XXV are supposed to work. All I do is just hold Z or X or C or V with different Arrow Keys for some tricks on the left side, but the right side in the trick book is a mystery.
Rail Tricks sometimes do, and sometimes don’t work, and I do not understand why.
You can get stuck on rails.
Somewhere on the first left turn of the level is a spot which makes you bounce off an invisible wall that is right in the middle of the turn. It happened about 7 times.
Somehow I fell of the world. It was about ¼ of the level, but respawning put me right at the end.
Player character is really cute
Players could constantly hold left/right arrow keys and jump all the time, and they will never fall over.
I somehow managed to make the character face the camera for a good 5 seconds after landing into shift/ctrl trick. It lasted good 5 seconds (she’s a cutie).
Thanks for the feedback. Some of those bugs I think I fixed in version 2.1. Like the getting stuck on rails and the timer not counting down. Were you playing on version 2.1? I don't find it too hard to move my left hand from WASD to ZXCV and back. I'm not sure what an alternative would be. I'm just using the controls scheme from the SSX games and trying to map that from gamepad to keyboard. Eventually people will be able to remap keys if they want something else. Thanks again for the feedback and the crash files. I've not heard anyone have crashes but I have heard about the other problems you've had. I'll be interested to look at the crash reports.
it was definitely not the version from 2 days ago. I am happy to hear you are going to put my feedback to good use.
The game needs a big audio overhaul. Music makes the games like this succeed. I played some breakcore while playing and it make this game a 10/10. Adding speed lines, speed boosts, trick names at the bottom as you do them would help a lot as well.
Yeah, I'm working on an update right now to polish the animations and add music. I was going to do breakcore, glad you agree that's a good fit for the game. It already has speed lines and boost trails??
Specifically in between jumps and grinds. As you build up initial speed it doesn't provide visible speed and you feel kinda slow. Once you get going though and get the green speed trails its sick. Hopefully you can check the video and see what it was like with break core. I think we tried 2 kinds of genre with it.
-UI and game world look nice. SFX is slightly iffy in places, but decent. I will say it felt like some air-wooshing sounds should have been playing when going really fast(maybe I just missed it). No music is bad I think, hampers the excitement and feels strange since the game otherwise looks good.
-Played a couple of rounds, fun but I don't play games in this genre. I seemed to have this issue of almost always getting the same time in TimeTrials, I might of just missed a mechanic though.
-It felt really weird how I could go supersonic into a tree and bounce off Scott free. It seems like the kind of game that would punish you for that, since you ragdoll if you mess up a trick. Could maybe be a difficulty option thing.
Not my jam, though I wish you luck.
Almost got the 100k...
The movement is good, I like the physics, I don't how to make the tricks in the move list, I try pressing the buttons in the sequence it shows, but I don't know what I'm doing wrong. Making simply tricks with diagonal spins and making tricks on the rails is how made 94.171 points.
At first, I was confused when spinning in the air, why the D-pad? the first 10 minutes it was me rewiring my brain to use the D-pad instead of the Left Stick, I think it will more natural doing it with the Left stick when the character is mid air. Anyways, it is just a personal opinion, at end my mind adapted to gamepad and play it normally.
Character is cute, that's important.
There is no music, but I enjoyed playing this with the 1080 snowboarding game of the N64 playing in the background, if you still don't what kind of music to put in the game you should check it out.
Nice demo.
Thanks, the DPad is so you can charge a spin while holding A. I hope with the Kickstarter I will be able to pay for music, I will checkout the your recommendation.
Shouldn't vsync and frame rate cap be mutual exclusive since only one can be active at a time?
She didn't land the laying down rail slide so she gave up on the ground :( I've been there on the slopes.
It should tell me what trick I just did on the screen.
Where's the music????????
You should probably have the character auto-reset after a crash lol.
How the hell do I get a silver or gold time.
You should have a time countdown on freestyle like SSX does. Otherwise I can do butters in front of the finish line indefinitely to get whatever point amount I want.
Love that you're making this man, classic series. And what you have is feeling and looking good. I think I'd like the characters to have a little bit more liveliness. More expressive animations like when they land or carve, I want to see them really lean into it and shift their weight.
Sweet, thanks for the feedback I categorized it all into my feedback notes. I'll try to make it live up to the greatness of the classic games. To get faster times pretty much need to be boosting 24/7 and holding forward.
Seems like there's no boost button so I guess I wasn't getting enough points.
Basic movement feels good, control scheme isnt too bad but the trick keys being underneath wasd makes it feel a little difficult to continue moving while preforming tricks midair, the arrow keys to tilt felt a lot better than the normal tricks, and also felt a little more satisfying to execute. Ran into a lot of issues on grinding rails, where i would get stuck and be forced to respawn to leave them.
I thought I fixed the rails problem, it hasn't happened to me in over two weeks but it keeps happening to other people. RIP
Needs some polish, but it feels pretty good. Animations are a bit stiff. I’m a bit confused about how air maneuvers work – for example, pressing “up” doesn’t just tilt you forward a bit, it full-on does a complete flip for you? Is that right? I found myself finishing a flip, then trying to correct for momentum as it finished, which threw me into a backflip again. I guess what I’m saying is, I want to make my character do the flip – I don’t want the game to do a flip for me when I press the button.
Yeah you basically hold a flip direction until right before the ground then let go. It's the same way it works in SSX. Sorry.
I had a lot of fun, but I've never played a game like this before, so it took me a bit to understand what the game wanted to do to get points. Even at the end I couldn't get past 90k. I couldn't really get the harder tricks consistently, for example spamming z three times didn't work most of the time. If it's not just me and there's actually a timing/rhythm to it, it'd be nice to have something visual to help learn it.
I got stuck on rails a couple of times and clipped through the floor once, but I guess that sort of thing is bound to happen some times in a game like this.
Oof on the getting stuck on rails and falling through the floor. Was it in ragdoll? I should add something that says to can do the inputs while charging jump and you have to hold the last input. Thanks for checking it out.
Oh also +1 for 4:3 support
I can't believe just how close this plays to the old SSX games, it's really impressive. Only complaints really are the ragdoll physics are still a little janky and collision on that pile of logs is very weird. Other than that, this was really enjoyable, I'll be sure to back you on kickstarter soon. EA HIRE THIS MAN!!!!!!
Awesome thanks! Glad you think it's so close to the original games. That's the thing I care most about.
First of all: this is really fun, but I did suck at it.
Controls are really fun but I had a very hard time trying to do more advanced tricks, not a criticism, just so you know where my skill level is roughly at. I want to try playing this with a controller sometime, I found it difficult to change between wasd and different buttons used for tricks. Think for me personally a controller probably mitigates that.
Keep working, more tracks, music, perhaps some cosmetic options for the cute character. Very well done.
It took my a long time to get used to the harder tricks. I like that though, it should had more hours of gameplay for hardcore fans. Personally I find the controller harder but maybe that's because I always use keyboard when play testing?? Thanks for playing and leaving feedback.