Sweet, thanks for the update. And congrats
olamine
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I'll be picking up this game regardless, but since you asked: I do look for achievements on Steam when I'm studying the store page to see if I want to buy something. It's always a little disappointing when I see that a game has no achievements, it sort of suggests to me that the game isn't complete yet.
I would argue that you should at least put in the scaffolding for achievements to be implemented later.
I'm probably going to add an idle state after the transition from jumping/falling to ledge grabbing.
I've also made some adjustments to the landing animation to allow for "softer" landing and not always play the full animation.
I'm a big fan of this, can't wait to see how it feels. Tiny things like this make a huge impact, character control is the single most important thing to spend time on IMHO.
I try to spoil as little as possible since I'm not a big fan of spoilers, as I've probably mentioned before.
I also fully support this decision.
Overall happy with your updates!
Great, thanks for the new demo!
Spoilers / feedback:
I died several times trying to get through without oxygen before I realized that you can pick up the helmet. Also I noticed that the UI keeps explaining controls like "A or cross" but the button was actually square, and "X or square" but the button was circle. I'm using predefined control scheme 1. I finished the demo well after the "end of demo" text appeared after the first boss. I defeated two bosses, 27% map completion, and 9% item collection rate in 50 minutes. I explored 8 discrete regions in total. If I had to guess, I probably missed some items in the first area prior to the escape sequence. I also admittedly did not explore with the charge beam after collecting it, but I'm not aware of any doors that it could have opened. There were at least two items in tiny spaces which I could not reach. I badly wanted a way to jump higher so I could reach a few new areas and also return to the first area.
I had no major issues with controls, performance, or bugs. I did find myself wishing that the minimap would scroll to the new room as soon as I entered the door, instead of after the new room loaded and appeared on screen. Also, when you let off a charge shot and begin charging another shot, an extra normal shot is fired in between. That extra shot does not feel good. Also, when you land on the ground and jump immediately, the "landing" and "leaping" animations play in midair which does not look great.
Thanks again for the cool new demo. As usual, the graphical style is gorgeous. I love all the vibrant colors. I look forward to the game's release! I might have to run through the demo again to make sure I didn't miss anything!
Played the demo, and it was incredible. I already feel absorbed into this world! The powerful color effects really stand out and the environment feels "real" in a way that makes me want to explore every tiny nook and cranny. The user interface is gorgeous and feels really solid, and it contributes to the feeling that this game is a retro-futuristic cross between Metroid and Alien.
I appreciate that my non-Xbox controller is not treated as second-class, although it would be better if I could simply tell the game which style of buttons I have (cross, square, etc.)
Fantastic work, I am looking forward to the game's release.