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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.

(+1)

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)...