alright the patch has been pushed out
Slaps
Creator of
Recent community posts
I see the error message say, "indexing nil value when runnnig the menuConfirm command".
I'm pretty sure the lobby somehow reset internally on your side for some reason and your opponent was still connected to your lobby and tried to press the "ready up" button on their side and it got to you and caused a crash cause there player data no longer existed on your side making it a nil reference.
The final game will go for a price on steam (thinking 15$). the public online demo will get free updates till it's fully polished, and a paid early access build is being worked on that will have more mech parts, weapons, maps, and other content available to play with in incremental updates up to release via a patreon.
I want to fund development so i can work on this project full-time. Either way my goal to be able to release the multiplayer side of this game this year by Fall at the latest.
I'm not interested in making a turbo speed mode.
Drift Shell is focused on the core fundamentals of Old gen style gameplay with my own tweaks to fit my taste in game design.
There are movement techniques for instant bursts of speed to figure out that are present already in the game demo. A quick turn mechanic will be in the next patch to help with reacting quickly to turn fights at the cost of needing to be grounded to perform it.
Speed is a big part of this game's balance and I want to make sure that every weapon and part build configuration can have a fair shot at winning through gameplay fundamentals rather than through build counters alone.
A single player mercenary simulator mode with story is being planned for in the future but the 1.0 release of this game is going to be focused on multiplayer only.
Single player raises the scope and I'd rather deliver the whole multiplayer experience first.
I wanted to have customizable bot matches in the future too.
Like an advanced practice mode for players to train against specific builds they can set the bot too.
Thankyou for playing!
Sorry about the anti-virus trouble. I think it can only be resolved when I get the game on steam to have a better layer of trust between my game engine and anti-virus systems.
You did very well in the matches I played against you. Your use of laser blades to win matches made me very happy, GG :3
You must have steam running in the background for the game to work.
The game uses the steamAPI and needs you to run steam so it can get your steamID for online and run the game or else it closes out without warning.
This build is prepping for a steam release.
for the game's next patch I can see about making it so that you don't have to run steam to play the offline modes. and then warn you about having to run steam for online.
I love the narrative progression of the witch getting more aggressive as she takes more damage pretty clever use of game play. I think the player movement was to restrictive with low move speed and very low jump height.
Though if that was on purpose for the sake of the game's narrative of her getting more angry and serious I think her move speed, jump height, and magic ability could be improved as she gets angrier to vary the gameplay and add more excitement to the game.
I found the game peaked my interest as the witch's demeanor changed as she took damage. I think there's good story material here to expand upon.
I appreciate the in-depth feedback! I feel like I need to study art fundamentals to improve the visuals/presentation. I'd really like to make games are visually distinct and communicate a theme and your game was a great example of that.
Have any recommendations for sources on art knowledge?
For the collision I was lazy and let unity handle the rigidbody collision resolution with the street walls. the jittering is caused by me incrementing the cars position manually rather than using force velocity on the rigidbody. I personally hate rigidbody movement just too restrictive for me. I could've just set non-physics level boundaries by stopping the car's movement in the direction of a boundary when it reaches it and take away the rigid body from the street walls.
I can see the appeal in the game. nice animations, fitting music. I'd suggest pulling the camera back from the player to let them see more. the third person camera control needs some work maybe take a look at other third person shooters for reference. The current controls are serviceable but I couldn't ever get comfortable with the controls it was just too slide-y and effected the aim a lot. the level design is decent and the game UI looks very nice.
Pretty cinematic. The music sets the ton/mood. seems like a nice little Metroid -like experience. the visual indicators helped me understand what was happening in game like buttons and meters to charge so I wasn't lost much. Didn't quite get the health drain part initial until I read it in the description. Maybe one picture of your character in pain upon landing might help communicate that but otherwise well executed and fun.
Very well Executed Conecpt! The dramatic lighting and blur effect combined with the low poly characters give this game a distinct visual style. Throwing the dice out on the table was satisfying but the clock to the right really upped the tension of the game. The narrative thorugh-line for the game is expressed at just about every part of this project making it very immersive.
This game feels simple & complete. Very well done.
It's a decent platformer. I Like the use of the character transformations to get through obstacles. modifying player size and ability. It added variety to the 2d platforming.
Using the mouse to control the camera placement on screen was mildly frustrating to me. Maybe if the card change button was space I'd understand but making the button tab made it difficult for me to use mouse and keyboard at the same time.
The trap warp at the end could use some indicators that its a trap. I've played kaizo games like "kill the camellia" and though they are brutally hard they are consistent in there design.
gorgeous game with some brain twisting puzzle mechanics. the lava starts maybe a little to close to the player at the beginning. The rising lava made my choices starting out very frantic but once I was ahead a bit I could think more carefully and maneuver around the obstacles of the game.
Its a really enjoyable casual game. I think the game mechanics would make the game a hit on mobile; swiping cards into play and such.
Really Clever Card Game. Very well designed. Took a bit for me to understand what was going on with the mechanics but it clicked in my head pretty quick with some experimentation. The game felt like an adventure! Picking events and dealing with the consequences strategically made the game really fun.